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Posts
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pretty sure that with babs and citadel, we don't need more melee in that team.
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Quote:i commend your attitude. more often than not, you don't really annoy me. which is pretty huge.My PVP Toons?
Keeper of the Cosmic
Wrath of Gods
ShockHouse
????
????
????
but i've seen you play.
you may not have unholy world dumb status, but none of those toons are good. -
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Quote:eh.. brutes provide the exception because of their obscene damage cap.This isn't true. Having 1-2 melee (brute or scrapper preferably) on a team of 8 is very beneficial. They keep AVs/mobs from running around all over and provide good dps (it has very little to do with being a defensive pivot for the team, thats what buffers are for). Of course the rest of the team will hopefully not be melee, but having 8 corrs isn't better than 1-2 brutes and 6-7 corrs
8 corrs is definitely better than 6-7 corrs and 1-2 scrappers/tanks/stalkers. and 6-7 corrs with 1-2 trollers/blasters/doms will possibly even out-do the brute combo, and most definitely the scrapper wildcard.
as to being defensive point, a good dom/troller can easily take over that role on pretty much any situation in the game. pretty much every one of my doms can steal AV agro from a tank that insists on using only gauntlet in every incarnate TF (why is always carry an inordinate amount of inspirations). with accolades, IOs and enough buffs, a dom or troller can tank pretty much every and any AV in the game. -
Quote:oh so you're saying blasters should just get the same hp as doms then?Um. Because dominators don't have the same problem that Blasters and Stalkers have when it comes to their base HPs and capped HPs.
Of course, if you're saying they should revisit HP caps across the board then that'd be just fine. I'm sure all sorts of arguments could be made about HP caps for different ATs. This one just happens to apply to Blasters and Stalkers(until it's fixed for the latter in I-22 anyway). -
Quote:wanna ask the same about doms then?I'm failing to see how the easy ability to cap HP is in any way a benefit. The ability to hit a cap does not add anything special to my character (or anyone's).
Blasters (and Stalkers until the buff goes in) have the same HP cap as most of the ATs without defense sets (Dominators, Controllers, Defenders, ect) but have more base HPs. That's a survivability benefit on the low end without any +hp buffs/IOs/ect, but once you start factoring those buffs in that benefit disappears and in some cases buffing a Blaster's (and currently a Stalker's) max HPs is nearly pointless as they'll barely get any benefit out of it at all.
Please, explain to me how that's a positive thing. It's certainly not a gigantic 'needs to be fixed now' sort of thing either, but it's also not really a good thing.
Don't think I begrudge Stalkers their HP buff (or any of their upcoming buffs) since I don't, but I don't really know why Blasters have to have such a low HP cap for their base HPs. -
Quote:Judgment recharges every 90 seconds to 2 minutes. It's Lore that has the Recharge time that's so long it is utterly useless except for escape phase on BAF.
very much incorrect.
i've been in bafs where 90% of the league has judgement, and the AVs drop significantly faster.
especially when there's enough debuffs involved. -
meh, it's amazing how after 7 years, people are still in denial about melee.
having any melee in a team is a waste of a spot. -
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Quote:No one's complaining that a primary was nerfed, they're complaining that an entire powerset was nerfed when only a single power needed fixing. It's like taking your car to the shop and having the mechanic say "oh your oil needed to be changed but we replaced your entire engine." Reading comprehension, yo.
let's be realistic though, that car was a yugo. -
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use real numbers.
afk, setting babies on fire. -
the obvious one.
back to my satan party now. -
Quote:go away, no one cares.It's quite underrated, but I've found most of my melee toons benefit from the T4 ageless desitiny that offers the defense debuff resistance as well as 100% end. It counters just about every debuff situation when used accordingly, and costs no endurance.
Obviously melee sets with defense debuffs already benefit from it moreso than sets that dont. I'm sure however that all (sets) would notice the increase in survivability when the ability to to diminish the effects of what is most effective at killing them is just a button push away.
I haven't used this incarnate with my squishies for very long... but I have long enough on my melee toons to suggest anyone playing melee toons in RV not "sleep" on it. -
barrier is just a cool aura unless you have the debuff resists to back it up.
same with magus. -
Quote:going to try to be nice for a second....Well clearly debuffers do well against melee that has always been the case. As far as earth/fire i'd have to see that.
ok...
with incarnates, everyone is a debuffer.
you can grab as many as you want, and then switch them according to the situation. example: going against a blaster with a rad with reactive is generally dumb, use diamagnetic. regen? ok maybe go reactive... playing a therm? preemptive.
let me put numbers out... my earth/fire's initial volley against a regen goes for 800 points minimum and animates in 3 seconds, every 10 seconds, i can dish out 500 points of damage to a regen in a 3 second volley which i fill in with a bunch of fast attacks in between that proc 75% of the time because reactive is beast. wdup? -
eh, you don't even need a therm or poison... colds and rads shred any melee if they have reactive.
hell... my earth/fire will do it too. -
even tanks get shredded by pretty much any ranged with incarnates.
the only thing i have a hard time with are SR tanks and SR scrappers that are smart enough to use insps and incarnates in an adequate way.
and still, they can't kill anything.