Invulns are now more FUN.
Is it me, or is -recharge and -slow massively borked on the testserver atm?
I was playing around with my inv, a CoT ghost did a ranged frost bolt and i had a nearly stop movement (imaging granite with rooted, no slotted swift).
Likewise to recharge, it took down my 4sec recharge attack over 8 seconds.
I do like how inv now is, but it remains a endurance hogger. Specialy cause i'm used to the sets with endurance management (fire, ice and WP), i still not really enjoy my inv fully
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Personally I was hoping for more Fire/Cold/En/NEn Res or some passive Regen on top of the Unyielding change.
But then I'm a Brute, I can hit the sweet spot of "killing the mobs quick enough that i doesn't matter too much what they do".
There is more F/C/E/N resistance.
I really should do something about this signature.
Yes but not much, especially on the Brute/Scrapper versions.
When a set belongs to another AT with a different inherent and different secondaries. Its performance and your ability to have fun (by that I mean not be so subjected to lesser survivability from team players disallowing the right dynamic or for you to play as intended) will differ. I think Invulns Tankers are now about right but quirky little changes maybe needed on other ATs.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
What exactly has changed with invul?
Res Passives are 10% resist.
Elements is 20% resist to travel speed (incl jump height) debuffs and 20% resist to recharge reduction.
Energies is 20% resist to End drain.
RPD has 25% res to def debuffs.
Unyielding has no def debuff.
Invincible is now better for what some people would realistically normally have in their aura.
Tough Hide has 25% resist to def debuffs.
The res to def debuffs is the major thing for me really cos if an attack misses under reduced defense then its sec effects can miss too.
I did say that I'd still like to as a pure invuln max out with 10 where we would normally max out. That doesn't change really. So the scale figure going from 0.1 to 0.1175 would still be on my list of future changes. I do own a +3% def IO so can compensate.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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When a set belongs to another AT with a different inherent and different secondaries. Its performance and your ability to have fun (by that I mean not be so subjected to lesser survivability from team players disallowing the right dynamic or for you to play as intended) will differ. I think Invulns Tankers are now about right but quirky little changes maybe needed on other ATs.
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If anything Brute's have more survivability from their Inherent than a Tank. I still feel Invul has a few too many holes compared to other sets, and that's as a whole - not limited to a specific AT.
Well brutes don't have to get hit by everything I guess. I have seen to few that care to.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Well brutes don't have to get hit by everything I guess. I have seen to few that care to.
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How is that relevant?
Hey guys my Invul is fine against massive -Recharge and Psionic damage, I just don't aggro those mobs!
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Well brutes don't have to get hit by everything I guess. I have seen to few that care to.
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How is that relevant?
Hey guys my Invul is fine against massive -Recharge and Psionic damage, I just don't aggro those mobs!
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How is talking about Brutes in the Tanker section relevant?
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Well brutes don't have to get hit by everything I guess. I have seen to few that care to.
[/ QUOTE ]
How is that relevant?
Hey guys my Invul is fine against massive -Recharge and Psionic damage, I just don't aggro those mobs!
[/ QUOTE ]
How is talking about Brutes in the Tanker section relevant?
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This thread is, chiefly, about the Invulnerability powerset. Refer to the thread title and contents for confirmation of this.
Also, Invulnerability on Brutes is a point of comparison to their Tanker counterpart.
And in response to not seeing many Brutes that care to get hit by everything: in my experience this holds true for most playing the Tanker AT. Often enough see them lagging behind, waiting for the rest of the team to go first, and not even trying to attain aggro, just attempting to tickle one opponent. Usually a minion.
Alternatively as in the last case I saw, going near a mob then running around jumping, doing nothing, in what I can only assume is their idea of running away. In this particular case with Sonic shields against even-levelled enemies, too. One can only surmise that their 39-month badge is down to it being a purchased account. At least, I hope so.
On test anyway.
Currently on live, as an Invuln in teams, well one without fight pool anyway, performs best when it is maxxing out its survivability with foes in melee.
Queue the team :
Lol debt is a way of life blaster launches AoE into mob before you get there, Mr Knockback 2008 spreads them all over the place, and Mr AoE Immob "ROOM" fire cages them and wonders why they're dead.
All that stuff had lowered an Invulns survivability as well if they're doing well to recover aggro. Despite knowing how to play to ones strengths one doesn't always get to.
Invuln had its downs with a bugged aura and the teams misguided on how to play around Invulns did a lot to help the enemy. It was always a bit daft to have the expectations of an Invuln to be the same as anyother.
I went on test and played like a loon. It was so much better and allows invulns room to breath on [censored] teams, which can be frustrating countering fun.
On Malta, Sappers were a lot lighter but the -rechg way heavy. On Carnies the end drain can still lead to you detoggled, aside from Psi really that's what was worried about as a pure Invuln.
I read the US post about end drain res being raised and the rechg res being unnoticeable but in a way you have to feel something but when it comes to Brutes and Scrappers in particular its not quite there. Its like me on Shields but the other way around. I thought people mad for having an Invuln brute to begin with anyway and feel that for them more rechg and end drain resistance would be better.
I feel that it is closer to where it should be now personally. Once you add team mates debuffing and buffing it could prove to be about right. Some people like a walk in the park reward fest and some people like to feel like they're in a fight.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.