Quason

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  1. Okay, what I'm reading here is that Invincibility (the powerset everyone uses to herd 100+ mobs) is possibly getting a BOOST by removing the immob from US. Meanwhile, Regen is getting nerfed?

    Minor tweak my rear. A nerf is a nerf, lets not argue semantics.

    So my two mains, a Kinetic def and a Regen scrapper, are both getting the nerf bat? Awesome. Seriously.
  2. [ QUOTE ]
    Let's not put words in my mouth here...a SINGLE electric blaster DOES drain endurance from an AV. BUT definitely not enough to make an impact. All secondary effects against AV's are resisted...it takes several electric blasters to make an appreciable dent in an AV (just like it takes many heroes to bring one down).

    [/ QUOTE ]

    So if I had 6 or more people on my team with short circuit 6 slotted for end drain, I might be able to see an appreciable benefit? That's just not acceptible.

    As far as I can tell with my own powers, it would take atleast that many. Transference and short circuit are both FULL drains on even level bosses when I use them. If I use both in quick succession on a AV, the bar drops to about 90%, and is full again by the time either of those powers are recharged and ready to use again.

    The simple fact is that end drain is NOT effective against AVs. Personally, I don't have an issue with that. You probably shouldn't be able to drain an AV, that'd be too easy. It's just the fact that states said it could be done when very clearly it can't.
  3. [ QUOTE ]
    As a the 'Final' power in the Empathy powerset, you would think AB would do something spectacular.

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    +end recovery
    +hp regen
    -recharge

    Sounds like something spectacular to me. I've had this power used on me since the change, and it's absolutely fantastic. One of the best reasons to have an empath on your team now, IMHO.

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    We get a power that is up for debate regarding its usefulness, and at initial first glance, needs ANOTEHR AT to be able to use effectively (by negating the 20 second status effect), or an inspiration.

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    At level 32 you have what... 15 insp slots? Most empaths don't do a lot of blasting (for damage anyway) so they don't need +acc or +dmg inps. Don't need heals since you have aura. Just bring 10 disciplines, 4 cabs, and 1 awaken with you everytime you go out. Base recharge is 5 minutes on AB, so with 10 disciplines, you're good for 50 minutes. Problem solved.

    [ QUOTE ]
    Are there any other AT 'Final' Primary Powers that have this kind of annoying restriction regarding its use?


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    All top tier nukes - full end drain and unable to recover end

    Rad EM Pulse - unable to recover end

    Invul/Unstoppable - massive hp and end loss

    Regen/MoG - massive hp loss, can't be healed

    So yeah, the "great situational power with a drawback" thing is pretty common among top tier powers. Empaths aren't getting the shaft here, they're among the majority.
  4. ...now wait just a minute...

    Isn't zero end just as bad as being stunned? I mean, either way you're not healing, right? And either way it's easily overcome by the use of an inspiration, right? What's the different, really?

    Sounds like 6 of one, half dozen of the other to me.
  5. Vergence found himself robotic face to robotic face with the Babbage. If he'd had emotions, he might have felt fear. Thankfully, Vergence knew only what he was programmed, and he was programmed for battle.

    Vergence launched himself into the air toward the giant statue in the center of Blyde Square, bounced off the center of the statue's chest, and kicked off hard, propelling himself directly at the massive clockwork beast. His depleted uranium armored leg extended before him, he struck the Babbage full force in the chest, knocking the lumbering robot off its feet.

    Vergence landed on his feet, all calculations in his positronic net arriving at the certainty that the massive Babbage should be incapacitated. Seemingly in spite of this assessment, the Babbage began to rise to its feet... and it almost looked angry...
  6. Vergence paused for a moment, sweeping the general vicinity for any remaining Hellions. His Portal Corp designed robotic eyes scanned the dead and unconscious gang members, searching for any signs of movement. Suddenly, he sensed a vibration in the ground. Something was coming. Something big...

    He prepared for action, going into one of his 50 programmed Martial Arts stances, Jujitsu this time, facing the source of the vibration. Suddenly, charging full-force up the street toward the position of the still recooperating and wounded heroes, came...
  7. The only two applicable comparisons between TRIAL and HAZARD zones that i can recall would be Faultline (trial) and Boomtown (hazard).

    Both spawn similar sized groups, with similar levels. Faultline may be marginally more difficult, but only because it includes Vahzilok, which give all lower level heroes trouble.

    There doesn't seem to be any major differences between trial and hazard, other than one (eventually, once it's activated) contains a trial, and the other doesn't.

    As for the "more heroes can fight more/harder mobs" thing... was just in boomtown with my lvl 12 scrapper, and his lvl 12 controller duo partner. We were taking on the biggest groups in the zone, at even and +1 levels, with no trouble at all.

    Is that how it should work?
  8. Quason

    Tanker Update


    [ QUOTE ]
    That way, if a group is having a long hard fight against an AV (say he's barely out-healing their damage output), the Tanker will eventually be able to take him out, if he can just hang in there and outlast him...



    [/ QUOTE ]

    I like this suggestion. Would have been nice to have something like this fighting Diabolique. Took us like, 15 minutes to kill her.

    A tanker with a power like that would have been ideal.
  9. Quason

    Tanker Update

    See, this is how changes SHOULD ALWAYS been implimented, IMHO, with the exception of powers that are just plain broken and need fixing, like smoke grenade.

    This addresses the concerns of tankers without negatively effecting any other archetype. Very ingenious problem-solving.

    Gratz, Tankers.