mauk2

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  1. Haze3k


    Cohort

    Join Date: Apr 2004
    Location: Tucson
    Posts: 475


    Huh.

    You may have a record for 'most taciturn forum poster'.

    It's rare to see people who beat my start date with fewer posts than me.

    Well played, sir! (Or madam.)
  2. Quote:
    Originally Posted by Baconbelly View Post
    What is the best incarnate powers to match up with shield if I want a tanker tanker not a damage dealer.
    So, you're looking at an 'opposites attract' build, biased toward defense?

    I say this because shield is one of the more offensively capable primaries, while ice is one of the most-mitigating secondaries.

    In that case, I'd say get the Judgement Void, looking for the one that debuffs their damage 50 percent for 30 seconds.

    Also, look hard at the Destiny Rebirth, Lore Seers with the untouchable buffer (fortitude is balanced offense/defense, is VERY nice), and Diamagnetic to round out the incarnate stuff.

    Oh, and for your alpha, I'd say Cardiac.


    Quote:
    Thanks.

    Also a build of shield/ice would be sexy.
    Aww, now where's the fun in that?

    Take a crack at something in Mids, post it up, and explain what you're after.
  3. Quote:
    Originally Posted by Tramontane View Post
    My Ice/Ice would like a word.


    Yes?

    That said, the whole description idea is a pretty cool one, we should try to get a red name to look this over: The AT descriptions are freakin' awful as is.
  4. Quote:
    Originally Posted by StratoNexus View Post
    That was one thing I didn't love either, but I did not want to use the term Tank, since it could be confusing and I had already spent too much time on something that would just be for demonstration purposes. I do think it conveys the needed information, especially for a new person trying to figure out what the various ATs can do.

    Protector, Aggro control, enemy engager were all terms I considered and passed by. I am sure there is a better word or phrase, but it is just not coming into my head.
    Try 'heavy melee fighter' for tanks, 'medium melee fighter' for brutes and scraps, and 'light melee fighter' for stalkers and blasters.

    Yes, blasters.
  5. Quote:
    Originally Posted by Deus_Otiosus View Post
    Hi mauk.


    Here's some other discussion on it, in this thread.


    And in particular this post about the Cataphract's DPS.
    Ooooooh, very nice!

    However, in addition to that sort of number crunching, I was hoping for a bit more 'practical' experience. For example: The Polar Lights 'make up for' their craptastic DPS by having rather a lot of AOE, and doing a TON of knockback.

    So, the Polar Lights are much more a 'debuffing' pet, in that they lower the damage incoming by rather a lot. Of course, a melee toon may want to think twice about Polar Lights....

    That sort of insight would, I think, be useful. Polar Lights might be very useful for a SR/claws scrapper with ranged attacks, but not so good for a bs/invuln, which completely relies on adjacent, attackable enemies for its insane defenses.

    See whut I mean?
  6. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    "I gotsta know..." Why should we not have brutes?
    Heh.

    While I do not support Johhny's wilder flights, in my opinion, this statement is actually based upon a kernel of truth.


    Waaaaay back in the day, Jack Emmert was posting in the forums all excited about this awesome idea he'd had to buff tankers. See, he had decided that Tankers should get a buff to their damage based upon how many times they'd been attacked.

    So you see, as Tankers got more and more into the fight, they'd do more and more damage!

    This was a great idea, and tankers would have been awesome with it....

    Except the entire thing was instead used as the core mechanic for Brutes.



    Darn brutes, stole our baby....
  7. mauk2

    Build Help

    Probably the best thing is to grab a copy of Mid's, and the Titan export tool, and post up the build as it is right now. Then say what you want more of. More damage? More durability? More speed? More of everything?

    What about the toon do you REALLY like and do not want to change? What is 'meh'?

    We needs some info to work with, here.
  8. Ok, In the hueg Pylon thread, Deus_Otiosus posted the following info:

    All pets set to T4 Core Superior Ally.

    Longbow don't have 184 raw DPS, and instead achieved their results through the cataphract's ability to keep the Pylon's regen floored for the entire fight (-500 to -2000% regen).

    Cimerorans = 278
    Warworks = 209
    Phantoms = 204
    Rularuu = 199
    Carnies = 184
    Longbow* = 184
    Rikti = 180
    IDF = 179
    Arachnos = 177
    Nemesis = 164
    Robotic Drones = 162
    Polar Lights = 160
    Storm Elementals = 148
    Vanguard = 141
    Seers = 131


    Of special interest to me is the note above about the Cataphract: If all you care about is the DPS, nobody would ever take anything but Cimmy's, but the cat is....REALLY nice.

    So, what is the FULL story on the Lore pets? For example, the War Works. Everybody luvs Viccy, but I bet the ACU does even more damage than she does in a crowd, because he's got better AOE's.

    Similarly, why are some of the low scorers so low? What do the Seers do to make them 'worth it?' Why would ANYBODY ever take the dinky little Polar Lights? Is the cataphract the King of Debuffers?

    So, let's get the skinny here. I'm sure lots of people have taken lots of different pets, how do they all 'work?'

    EDIT: Fixed Deus' name, becuz I suck.
  9. Just as a point of order:

    Isn't electric armor just as fast as super reflexes?

    Also, elec has a damage aura.

    Just thought I would toss that out....
  10. If I may humbly suggest:

    Elec/elec scrapper.

    So much aoe that I recommend you take air superiority just to get a little more single target in your attacks.

    Buildup,lightning rod, thunder strike, combined with a good damage aura, and the switch-hitting power of chain lightning, will saturate your aoe cravings.

    The biggest downside of a scrapper is the lack of taunt, but in teams this is null and void.

    And trust me: With a good build, every 25-odd seconds you will drop like the hammer of the Gods. Lightning rod is just THAT awesome on a scrapper.
  11. Quote:
    Originally Posted by Giant2005 View Post
    This I did not realize. It makes a pretty significant difference actually.
    When the conversation is about damage, the discussion begins and ends with fire, always.
  12. Quote:
    Originally Posted by LukeMinhere View Post
    Invuln is okay....and may be one of my favorite powers, but let's face it, invuln is no longer invuln. The hole in psi resistance/defense is to the point as such, that if you haven't put enough hard cash into it, you have trouble with EVERY mob, once you get passed the low levels...every mob has a psi or two. I think it more runs into the new additions to the mobs as opposed to the builds themselves. Sometimes it feels as if the additions are in direct opposition of older power sets so as to negate the ability. I get it, it makes it more challenging, but it is difficult to find a story thread or a "mob" (forgive my lack of terminology here) without psi or end drain once you get into the higher levels. If you dont have the cash yet, forget about 30 on up CoS, CoT, Freakshow...etc etc etc...even the stupid clockwork are all psi! LOL

    With this said, am I complaining about the build? No, I have a lvl 50 invuln tank (I know we are talking scrappers but same hole) that fares very well...well, downright awesome, and due to my multiple lvl 50s, I have plenty of cash. I know the builds can work out, but, it shouldn't be that you only fight well if you can afford to. I am saying these are legitimate concerns made of not only invuln, but any of the older sets.

    I keep reading "with minimal cash"...."with a little bit of cost".....define minimal. To a newer player it is quite different than to a 4-5 year veteran. Without assistance, MOST, not all, but MOST of my toons were barely millionaires. 2 million buys nothing at level 30, yet strong psi/end drain mobs start showing up. Minimal has a different meaning. Besides, enhancement sets were to be additions to ones set, not necessities.

    I do not wish anyone to walk away from the builds, my point is that it may not be the builds, but if we close our eyes to the actual concerns, and our only rebuttal is "if you get enough purple enhancements" (okay, exaggerated, I admit), then maybe it needs to be looked at. Again, I dont think it is the builds, but that almost EVERY mob seems to have a psi..excluding the Council who are just easy marks! Psychic little robots...COME ON MAN! LOL
    Horse puckey.

    I recently (within the last year) played a claws/inv brute to level 45 on nothing but SO's and basic IO's. (Then I got bored with it, it was so badass it was ridiculous.)

    I fought and killed anything and everything, including carnies, all the prae factions, nemesis, DE, malta, etc. Most of the time I was running at +0x4, and had no issues whatsoever, even with 'psi heavy' bad guys.

    Dull Pain is quite good.
  13. mauk2

    New Toon

    Quote:
    Originally Posted by Landfill View Post
    Thx I will try a warshade and let you know how it is going thx for the info everybody. but feel free to add any other alts you feel would be good to role out.
    Errr.....


    Well, have fun!
  14. Quote:
    Originally Posted by Ghost_Ripper View Post
    Which is the best Reactive? I've seen many places saying they took the Reactive that does 75%dmg or the 75% -Resist, but even still which out of those is better? The text says does 75% dot Fire. Does that mean I have to have a DOT attack to get the benifit? How much -resist actually is achievable?

    That's 4 questions, apologies for so many, just want full clarification on this before I go wasting threads, Merits, and drop/picks on the wrong Reactive power.
    1) I think the 75 percent fire T3 is 'best'. fewer resources, plenty effective.
    2) See above.
    3) No, it has a chance to add a fire DoT to everything you hit with almost every attack.
    4) The -resist can stack 6 times, the DoT 4 times, as I recall.

    I might be wrong about any/all of the above. Play the one you like.
  15. So....


    What I'm getting from this is that nobody really knows what MA's current DPS is.

    Heck, I don't think we know what ANYBODY's DPS is with the incarnate (alpha/reactive) powers added in.

    ...how refreshing.

    PLAY WHAT YOU LIKE. Screw the darn numbers.
  16. Quote:
    Originally Posted by Raeda View Post
    So I joined a team last night on my lowbie Brute (she's tons of fun) and I encountered what could be properly described as a large annoyance rather than a problem (maybe)

    So full team of various ATs = big clusters of mobs.

    Even running in right off the bat along side the tanker, once the fight got going it was really hard to move because everyone, mobs/people/pets were solid and i'd find myself boxed in by somebody's robots or demons.

    I don't want to hang back because that isn't what my Brute is about, she likes to get in there and smash, heck, she needs to get in there and smash, but with the solid wall of bodies be they person, pet or enemy i'm having trouble getting into the range I need to smash.
    I do try pressing F to put me in range then jumping but on occasion I run the risk of aggro'ing the next big group before time.

    Are there any other player found tricks I might be able to try?

    Is this something that will not be such a big deal as I get higher and hopefully missions in teams will be less chaotic?

    Is there some super secret power that will let me push people friendly and hostile just slightly out of my way?
    Welcome to the savage world of melee combat!

    I am frequently buried completely in bad guys on my tanks. It's a sign that I'm doing it right.

    You have gotten some good advice so far, but let me toss in a few words.

    I have used for years what I term my 'combat macro' to help acquire and close in on targets jiffy-quick. In melee, it's often a case of the quick or the dead, after all.

    I bind this to a key I use often, you choose one you like:

    /bind (key) "target_enemy_near$$follow"

    This targets me on the nearest baddy currently on my screen (whether you can see it or not in the furball) and moves me toward it.

    If I am wedged solidly, I will first try to leap straight up, then forward (spacebar for a second or two, then forward arrow key for a half-second or so), then re-punch my combat macro while still airborne. Combat jumping will 'loop you around' in midair and drop you right back in the fight, but hopefully in the back of the aggro knot.

    If you target the wrong group, punch back arrow fast to break the follow, spin around to get your chosen victims on-screen, and re-punch the combat macro key.

    If you are wedged in so tight you cannot move, congratulations! You are in a target-rich environment. Hit every AOE you have while retargeting often with your combat macro. As soon as you drop a few minions, you should have enough room to pop out using combat jumping as above, assuming you want to leave such a nice, cozy spot with active victims still to destroy.

    if you are boxed in by pets, first, take the opportunity to curse the soul of every game designer that puts those lame-*** crutches into games. Then, advance away from the annoyance. Pet classes can be enormously (gimp-tastically) powerful, but in the hands of most players, their maneuver is a bit...ponderous. If the pets are in the way, LEAVE THEM BEHIND. It's their job to keep up, not yours to stare at demon butts.

    The master clown will get his circus to the fight eventually.

    Enjoy the chaos!
  17. Quote:
    Originally Posted by PleaseRecycle View Post
    To carve the stately wiener onto this David of an argument, the scrapper archetype icon is both yellow and swooshy, thus indescribably more liable to excite one's passions than the grey fist.
    ...

    ...SWOOSH POWER!

    Eat it, ya filthy broots!

    HA!

  18. Quote:
    Originally Posted by Tramontane View Post
    Alright, I had a toon named Skyrider, a Fiery Melee/Invulnerability Scrapper,
    Great name!


    Quote:
    I still play as her occasionally, and moreso lately, now that I'm not as focused on getting my main to 50.

    But I keep hearing troubling things, specifically about Invulnerability.

    Specifically, that it's kinda crap.

    It's squishiest of squish, has massive holes, and it's entirely possible that its mother does obscene things for money.
    You should start talking to people who actually know what they're talking about. Fire/inv is a classic 'opposites attract' build. Fire is the most damaging attack set with zero mitigation, invuln is the most durable defense set on a scrapper. Pairing them nets you a large performance envelope, with no extremes of either damage or durability.

    However, it WILL be fun as hell to play.


    Quote:
    So let me ask. How well should a Fire/Invuln scrapper be performing, what can I expect, and is there any advice for getting the most out of this combination?

    (Don't worry, I'm not gonna make one of these threads every time I get a character to 20. >.>;; )
    Here, have a build: It's not cheap, but it's not ridiculous either. Everything in there except the cyto's can be easily gotten solo with even a moderate amount of effort: the cyto's yer gonna have to work for. But they're SO worth it.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Skyrider_Unleashed: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15)
    Level 1: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam(39), Aegis-ResDam/Rchg(39), GA-3defTpProc(40)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(40), RctvArm-EndRdx(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
    Level 8: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(42)
    Level 10: Boxing -- Empty(A)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-EndRdx/Rchg(43)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(17)
    Level 18: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Rchg(19), C'ngBlow-Acc/Rchg(21), C'ngBlow-Dmg/Rchg(23), C'ngBlow-Dmg/EndRdx(39)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(31), HO:Cyto(31), HO:Cyto(31)
    Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx(45)
    Level 32: Greater Fire Sword -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(33), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(45)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(46)
    Level 47: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  19. Hmmmm.

    So, how does MA's 'new' DPS stack up against, say, dark melee, or claws?

    See, both of those get MUCH better damage adders than Martial Arts.....
  20. Quote:
    Originally Posted by Trickshooter View Post
    For anyone curious, pending any changes to the Thermal powers, these are what the numbers should be on a Defender, unslotted at level 50:

    Melt Armor
    ResDebuff -> -30%
    DefDebuff -> -25%

    (drooool)
  21. Quote:
    Originally Posted by _Klaw_ View Post
    This is partly my fault so I will apologise to you now.
    I'm sorry for being an attentive and active Empathy Healer on the Trials and giving everyone the wrong impression about Defenders.
    Exactly!

    It's kind of refreshing to see game content that actually makes healing powers valuable and appreciated.

    And, idiots are idiots, stop playing on Freedum.
  22. Quote:
    Originally Posted by PsychicKitty View Post
    For those that dont know.....its not about damage or pulses doing more damage...its called any form of attack whether it be a debuff or even zero damage on antimatter....makes the pulses happen more often in that first portion.....
    Taunt does not, nor does provoke or confront.


    Quote:
    Its very annoying....there is no defense or resistance to pulses....only healing....no place to go to to escape them they always hit....and they do alot of damage.
    My fire tank loves the Keyes, I drag AM around via taunt and ignore the pulse damage via healing flames.
  23. Quote:
    Originally Posted by PleaseRecycle View Post
    Aw, my mistake then. I was thinking it should clearly accept the achilles proc since hey, every other comparable attack does. I wasn't going to worry about it until I finished sorting out the rest of my IOs but now I guess I don't get to worry about it at all.

    Even without the proc, I think that chain can be best described as furiously gnarly.
    Out of curiosity, what is the recharge required and what dps does that chain generate?

    Seems a trifle dull, three attacks over and over....

    Does that assume procs or something?
  24. Quote:
    Originally Posted by Madadh View Post
    Pretty sure there are 2 other ways to get those Sets already.....
    Indeed, you are correct, sir!

    Let's examine how difficult those methods are.

    Alignment Merits: 11 missions for each AM, spread over two days. Minimum cost for the POS PVP IO's is 25, to a max of 35. Assume 30 each. 180 AM's per set. So, to get one set, that's 1980 missions, over 360 days of play. Empyreans are carefully tuned to be somewhat easier, IF you can reliably find leagues willing to do all three trials once every day.

    Now let's compare that to the farmers:

    PVP AFK farm: Get 2+ accounts. Set up one AOE killer. Set up 1+ hapless victims. Spend an hour, maybe, tuning the kill-speed vs rez speed so it works just right. Hide your 2+toons, go to bed. Wake up, PROFIT!

    Yeaaahhh. That's perfectly balanced, that is.
  25. Quote:
    Originally Posted by MrLiberty View Post
    Panacea can be worth it for a Fire Tank. More HP, Recovery and Recharge over a small amount of Fire/Cold Res and 5% recharge in doc wounds.

    On my 67.5% Recharge Fire tank the recharge time on healing flames is 12.29 for Doc Wounds 12.75 for Panacea (Both 5 slotted)

    The set would be amazing if you got the 1.6 S/L resistance in PvE and not PvP. Especially for those Dark, Elec and Fire Tanks.

    That one change would make that POS set worth it.

    Although I must confess the PVP sets annoy me to no end: The Dev's resort to rank bribery to get people to play PVP, mainly to shut up the incredible whining of the three PVP players who actually enjoy that sort of idiotic gankfest, and set off the worst AFK farming since the game was begun.

    Oh, excellent work, guys.

    I really hope there are ways in the future to get those sets without paying a slack-*** AFK farmer in body parts.