what will be fotm in i14


Airborne_Ninja

 

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Hurricane is def back to normal in this issue except a few things, hurricane can still be droped every 10 sec. Slows are still useless for storm since you wont be able to keep anyone under lighting storm long enough to do anything. Storm is still end heavy like a mother.

So its definetly alot better now then in i13 but still a long shot from bieng as good as in pre i13 days

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this is true with the toggles being offensive they can be dropped. How ever that does not take away from the -to-hit. But with out the mez system going back to pri i13 stormys and many other chars will never be as effective.


 

Posted

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Hurricane is def back to normal in this issue except a few things, hurricane can still be droped every 10 sec. Slows are still useless for storm since you wont be able to keep anyone under lighting storm long enough to do anything. Storm is still end heavy like a mother.

So its definetly alot better now then in i13 but still a long shot from bieng as good as in pre i13 days

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This has been puzzling me for awhile. I checked out the numbers on test and city of data and the patch notes and the hurricane -tohit debuff numbers haven't changed. It's still base -37.5% for defenders and -30% for controllers.

So what exactly are you guys seeing here that I'm not?


 

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people been saying stuff about rad getting buffed to but i have never seen a thing.


 

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This has been puzzling me for awhile. I checked out the numbers on test and city of data and the patch notes and the hurricane -tohit debuff numbers haven't changed. It's still base -37.5% for defenders and -30% for controllers.

So what exactly are you guys seeing here that I'm not?

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Those numbers weren't taking into acount DR. DR was killing the debuff portion in I13 making it useless.


 

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Any idea what the before and after numbers are taking into account DR? My necro/storm MM was pretty scary in I13, wondering about I14 now.


 

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Basically what it comes down to is the tohit debuff "cap" was increased in I14. In I13 your rad toggles or Hurricane barely did anything to debuff enemy tohit, but in I14 it's substantially greater.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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Spines/WP

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Stalker or scrapper?


 

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Basically what it comes down to is the tohit debuff "cap" was increased in I14. In I13 your rad toggles or Hurricane barely did anything to debuff enemy tohit, but in I14 it's substantially greater.

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what's the cap now? is there a patch note?


 

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couple questions.

One - is it true that travel powers no longer work in PVP (I just came back since like I9)

Second - What do you guys think of a Ice/Dark tank build for PVP.

Ice seems to give great armour and the dark gives nice damage plus -to hits


 

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couple questions.

One - is it true that travel powers no longer work in PVP (I just came back since like I9)


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Pretty much. If you hit or get hit it shutsoff.

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Second - What do you guys think of a Ice/Dark tank build for PVP.

Ice seems to give great armour and the dark gives nice damage plus -to hits

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No ranged attack on a melee= ???


 

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Second - What do you guys think of a Ice/Dark tank build for PVP.

Ice seems to give great armour and the dark gives nice damage plus -to hits

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No ranged attack on a melee= ???

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Isnt the point of a tank to be in melee range though. Clearly if a blaster lets a tank get on him the blaster dies and if a tank cant get in fast enough he dies as well. But isnt that the point of the class? Also taunt gives a -75% range debuff.