Tannim222

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  1. I just wanted to chime in here with regards to all those who say defiance is a scrapper power.

    This is an incorrect statement. First, simply look at /regen. There is no way a regen scrapper is going to be consistantly in low health in order to take advantage of said ability. Not unless this very specific situation occurs:

    regen % < incomming DPS (health drops low), mobs are killed at an incredible rate to where regen % = to incomming dps (health doesn't change very much). This happens so very, very rarely. Usually /regen looks like this:

    regen % < incomming dps = face plant, regen % > incomming dps = end fight at full health.

    SR fares no better, while not being hit, SR isn't losing health, when SR does get hit, it is usually bosses or AVs, barring of course the few lucky lts or minions that land hits. Unless, there is a ton of AoE going off. In either of those situations SR is either fine, or dead.

    DA and Invuln are the only 2 sets that I believe would actually be able to survice long enough to actually make use of defiance.

    While I agree that defiance looks good on paper for blasters, the high end game is so different from the low end that I do not think blasters at the high end can effectively make use of it.

    I really do think that the increase to blaster hps helped, along with the cap increase. I still say that blasters should not be rooted when blasting except for snipes, and would benefit more from an innate /ragned defense (that cannot be enhanced) that is starts off small small at 4% and increases by 4% for each 10 levels.

    Something like:
    Level 1-9 4% ranged defense
    Level 10-19 8% ranged defense
    Level 20-29 12% ranged defense
    level 30-39 16% ranged defense
    Level 40-50 20% ranged defense

    Give Blasters those 2 things, toss defiance in the trash.
  2. [ QUOTE ]
    Wanted to explain the reasons for changing Burn...

    It became apparent that Burn was the trump power...with it, a Tanker needed to do nothing else. He could lay down a Burn patch and Taunt foes in and out of it. The damage was so great that the Burn patch itself would do the defeating; the Tanker only needed to hit Taunt.

    The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.

    [/ QUOTE ]

    I am sorry Statesman, but the changes to burn by and large make the power very ineffective for general use.

    You are correct in stating that burn could be used with little or no other ability then taunt. However, in many sitations, including teamming, my Fire tank still went down to a group of mobs and no amount of damage that burn was doing (let us not forget that damage scales down agains higher level mobs) made up for the lower resistances a fire tank has and no defense. My fire shield is six slotted for resists by the way, and all mobs (Council) were brought in to do melee damage. But I suppose its the team's fault because we only had a storm defender who didn't make everything run away or get knocked away so I couldn't tank them then huh?

    Perhaps with the changes in I5 the damage had to be brought down because fire resistance fares well in I5. Fine lower the DPS.

    But when you say that the burn provides immoblization protection - which will be getting a boost in duration, what good is immobilization protection when if I lay down a burn patch, the mobs run away anyway? What happens if the team I am in does not have someone who can hold or immoblize the mobs in the patch?

    And stun? The last I checked, stunned mobs still do wonderful things like spin off at high speed, jump objects, and even fly. Let alone that all stunned mobs would stand in a daze in the burn patch.

    While I am at it, even though you haven't stated so in the above quote, you have said that it was not realistic for mobs to stand in the burn area to get burned. Yet, how is it realistic that mobs, when burned, can simply move out of the burn area and no longer be on fire at all? Pretty much every other fire power provides a DoT component to it no matter where the mobs may run to.

    The current fear effect on test is so strange that sometimes mobs run immediately when burn is activated. So how is that burn does "a lot of damage" as you said, when this occurs.

    Please, really take a look at all of the scenarios I have provided above. Go back and take a look at Fire tankers on test and come up with something better than this.
  3. Well here is my one post. I will state my thoughts and provide an alternative that would be very viable, but as pretty much every other viable player idea, it will be tossed aside.

    If burn was so over-powered, someone please tell me why (on live) my level 28 max slotted fire shield/ ba / 4 slotted ps / 4 slotted hf 6 slotted burn and fire sword wielding tank died 4 times in a row in a invinc level 30 Council mission while teamed with 2 blasters, a storm defender, and a warshade?

    Oh thats right because I didn't have a "real healer" or "true buffer / debuffer" to keep me standing enough.
    Instead, it was all about standing around watching everyone snipe until there were 3-5 mobs I could safely tank for the team. I guess the level 30 guy should have lowered the difficulty to heroic because there wasn't an invul/* tanker to team with. My poor burn patch didn't serve me very well.

    As we all well know, fire/* tankers have no defense powers in their set, no HP boost DP like powers, no KB resist, and immob in burn. Now burn will do less damage, take alot longer to recharge, and still has that nasty fear effect.

    Why not change burn to something else. Keep the BI, make it a click, and atleast lower the recharge some. Say stays on for 10 sec, and recharge is 30. Now its not perma for perma-hasten builds. Which I expect that this and many other changes to powers in various other sets in longer recharge times is a back-door nerf to hasten. My guess that either my making hasten non-permable or lowering the effect of the recharge would really tick everyone off and have them screaming on the boards.

    Anyway, make the power wall of flames. A click power fire-damage aura that surrounds an area at a 10' radius around the tanker. All mobs between the tanker and the wall suffer fire DoT. Any mobs that flee through the sheet of flames or take additional dot damage for a shorter duration of time. Keep the BI for mobs inside the wall the same as on test, then give the mobs running through the wall (in or out) a DoT BI of 3-4. Max # affected still 10.

    Move immob resistance somewhere else in the build. Preferably, plasma shield.


    Here is to hopeing a dev responds that *something* was fixed with burn so we can all get a second responce.
  4. The thing with Gravity is that there are so many possibilities for changing powers many of which are all actually good ideas. The problem is to narrow down which changes will provide the A) Most balance B) Satisfy the majority and C) Close the control gap.

    This thread alone contains the following:

    Propel: v1 Keep I4 damage but lower the animation time
    v2: Keep the I4 single target damage / knock back effect, but make it an AoE disorient from the original target.
    v3. Keep the pre I4 damange, lower the animation time to match Lift, making it a single target kock back version of lift.
    v4. Get rid of all damange and make it an AoE disorient.

    Dimension Shift: v1. Make it an AoE disorient
    v2 Make it a single target phase
    v3 Make it an AoE lift w/ no damange - like Ice slick from Ice Control.
    v4 Keep it the same

    Worm Hole: v1 Keep the pre I4 version
    v2 Keep the pre I4 version, but get rid of the knock back and lower the animation time
    v3 Keep the new I4 veriosn, but increase the base disorient time, stop the stringing effect, get rid of the knock back, and lower the recharge time a little bit.

    IMOHP, the following seems the best way over all:
    Propel v2
    Dimension Shift v4
    Worm Hole v2

    The only problem I see with the v2 of Propel is the animation time, its way to long.

    Now there is a way to help the control gap, by using the AoE disorient of propel, with Crushing field. There is still the single target damange capability of propel. DS still exists for those that like to use it. The original worm hole is back for those that like the single target utiltiy it has, along with the appropriate changes to make it a bit for friendly to the user.
  5. I think that the animation times should be lowered for certain powers of the set: Lift, propel, crush, and worm hole.

    The damange for propel should be increased a slight bit more, if the animation time is lowered. If it isn't lowered, then the damage should be increased a bit more.

    The disorientation time of worm hole needs an increased - significantly! 9 seconds with 5 SOs is horrible. The stringing effect of placement should be looked into. Is it a collision issue, a drop pint issue, or something else? I think it should drop the mobs off in nearly the same placement as the pick up.

    Get rid of the knock back with worm hole. Having to use cheap work arouds to decrease the knock back effect is simply annoying.

    I refrain from commenting on DS at this moment because of the possible PVP applications. Once they are determined, then grav trollers should comment on it more. Currently in PVE it is a nearly worthless power, for which reason can easily be located by searching the forum for.