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I am sorry but your analysis is over simplified.
1) Fulcrum shift does not magicly put you at the cap just because you activate it. It gives about 15% increase for each mob that it effects. So with a standard 3 mob grouping you are only going to get about +45% increase from it. Also it has been a while since i played my kinetic but I am pretty sure it can not be ran perma. which cuts into the whole sustainable thing. In order to max out you need a large number of mobs. which brings me to point 2
2) damage cap: blasters and scrappers have a higher damage cap than all other classes.
3) In order to get a high damage number from fulcrum shift you need to have alot of mobs and kinetics are great at debuffing a single target but does not offer alot to deal with large groups but that is where the cone sleep comes in handy. But to get the most out of the cone sleep you should use only your single target attacks so you dont wake everybody up and AOEs play a huge role in sustainable dps. Since the magic word is sustainable lets go to number 4
4) Attack chains: Lets say you are in a mission running from 3 person mob to next 3 person mob and so on. sonic def is looking at 1 minor, 1 med and 1 high damage. Since the recharges are inverse of the damage you will be shooting off your minor the most followed by your med then high. It would take about 1 high, 2 med and 1 minor to get about the same damage that a blaster gets from 1 total focus. Bone smasher does about as much as a high and medium attack combined. So even if a def had similar multipliers, to match a blasters 3 single target blast + 2 melee attacks a defender would need 3 high 4 medium and 2 low attacks that is 5 blaster attacks vs 9 defender attacks. [note: i did not bother to even include AOEs]
So in conclusion, fulcrum shift is not perma, the only way to survive the number of mobs needed to hit the damage cap with fulcrum shift is on a team and the number of attacks it would take to compensate for a blasters secondary would require much more time. -
Has anyone tested the latest test server patch 8/19/05 it has the following ice changes
<ul type="square">[*]Increased Energy and Negative Energy Defense for Ice Armor/Glacial Armor.
[*]Slightly Improved Ice Armor/Frozen Armor defense to Smashing and Lethal attacks.
[*]Ice Armor/Permafrost now gives resistance to Slow.
[*]Ice Armor/Wet Ice no longer accepts Defense Enhancements. Base defense value for Wet Ice was increased (about doubled, as though it had 6 SOs) to compensate. Old Enhancements will continue to work until they expire. This change was done to help prevent players from inefficiently using Def Enhancements in this power.
[*]All archetypes will now be able to reach their Max Defense sooner (was level 40, now level 20). Tankers now have a higher Defense cap than Scrappers and Kheldians. Scrappers and Kheldians have a higher Defense cap than all other archetypes.
[*]Ice Armor/Hibernate will no longer disable your toggle powers when you activate it. You cannot, however, activate new powers once Hibernate is on, and any of your powers will still not affect anyone else. Hibernate will now also give you an Endurance Recovery boost.
[*]All Taunts (pool, tanker and scrapper) will now only be effective 50% of the time when used in PvP (not an accuracy decrease, so it cannot be modified with enhancements).
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