Shatter Armor (a buff for Bane)?


Brynstar

 

Posted

I'm glad they took the time to give Banes thier own power instead of the Accuracy toggle. One thing I don't like about Banes is that it's near impossible to have a constant melee chain with the four attacks you get. This helps a bit and boosts damage output, so I think it's good. I do have a few negative things to say though...

1. It uses the same animation as Shatter. I have four melee atatcks with a Bane and if I take this I have a repeat animation? That's no good at all. Give it the Clobber animation.

2. The 30 second recharge sucks. I'd much rather have the resistance debuff cut in half and get the recharge time under 20 seconds.

3. Forcing people to take a tier 1 power first to unlock this one sucks too. It needs to be tier 1.

4. It doesn't crit.


 

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Do SoA really need to be buffed? Even Banes?


 

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I would ahve less issue with it if it critted. Not opening with it waste the -res so you can get the crit. Opening with something that crits means you didn't get -res on the critted attack. It seems pretty counterintuitave to have what essential is a long recharge opener attack not crit. Just my opinion though, I could be wrong.


Duel me.
I will work on my sig pic more when I have time.

 

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Originally Posted by Ethric View Post
Do SoA really need to be buffed? Even Banes?
I got no in depth comment for crabs, they seemed steady (and potent) with +res and self heal when I used to play one in Eu.
Never made a widow.

Bringing bane up to bar with the rest of the SoAs (or defense secondaries) would be a nice gesture. I'm talking about survivability.

There's already a thread in this section where people are listing changes they would make when it comes to SoA. I think the thread contained some reasoning why buffing banes would be appropriate.



Oh yeah, I just realized that the new power is not bane exclusive, meaning crabs can get it aswell.
I wouldn't go as far as to say this is a "bane buff".


 

Posted

I dont see my bane respecing into this power at all. Its just not needed especially with a 30s recharge with no critical. Patron powers have always been epic phail powers to me. The only power in all the sets thats even half way worth a damn is the mu guardian and thats when he isnt healing the gawd damn imps instead of me. I pretty much skip all the patron powers on all villain ATs. I hope someday when going rogue happens we finally get the real powers we villains deserve.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

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Originally Posted by Muon_Neutrino View Post
Khelds each have 14 powers in their primary and 12 in their secondary, and get 2 free powers. Veats have, after branching, anywhere from 14 to 18 powers in their two primaries and 12 or 13 powers between their two secondaries. Veats also have full access to all power pools, unlike khelds. And veats get epics.
You left out each of the forms getting 4 powers each so that is 8 more powers for the Khelds. Out of those two pools they are really only missing 4 powers

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I don't think the total number of powers available to khelds can really justify not giving them epics, not when veats have the same number or more and *do* get epics. If they don't get them for some other reason, like theme, that's ok, of course, but if so, I wish it'd be explained.
The number of powers isn't the reason well not the whole reason, but it is the forms, the forms and their inherent fill in the holes that are in the AT. Epics for Blasters give them defenses and mitigation, because a blasters role is damage from range and melee. Scrappers and Tanks get range attacks and mitigation, because their role is melee damage and defense. So on, but what holes do Khelds have, range damage? Nope that is what their primary is for or Nova form. Melee Damage? Nope Primary and Dwarf form. Defense? Nope Dwarf Form and secondary. Mitigation? Nope Primary. So what would an epic have to offer the khelds? They get 3 teir 9s Nuke, pets, and God Mode.

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edit: also, mace beam and mace blast are not exactly the same. Mace blast does 1.32 damage instead of 1.0, has a longer recharge and endurance cost, has a slightly longer range, and has lower magnitude of knockback. They certainly are very *similar* powers (and I presume they share an animation), but they're not identical.
The only justified differences are the KB and the Range. The reason why it has a larger endurance cost and longer recharge is due to the higher mod (look at what happened to some of the dom powers). But that still doesn't justify them not being the same power, Hurl Boulder is different in damage and KB for Tanks and Trollers does that mean it is a different power? No it is still Hurl Boulder it is just that one is for Tanks and one is for Trollers. Same instance here Mace Beam one is for Bane Spider and one is for Brutes.


But to bring things back on topic I played with this move last night, I hate it. It is very high on the end cost and does not crit. But the no crit thing doesn't surpise me because none of the other melee pool powers crit with VEATs either like boxing, Air Sup, etc. I could see me taking it because I like have the Patron pet and it will probably be used more than Mace Beam Blast, but I probably wouldn't use it on anything other than a boss or higher.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

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Quote:
Originally Posted by EvilRyu View Post
I dont see my bane respecing into this power at all. Its just not needed especially with a 30s recharge with no critical. Patron powers have always been epic phail powers to me. The only power in all the sets thats even half way worth a damn is the mu guardian and thats when he isnt healing the gawd damn imps instead of me. I pretty much skip all the patron powers on all villain ATs. I hope someday when going rogue happens we finally get the real powers we villains deserve.
Haven't seen you for a while. Been playing Champions?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Ethric View Post
Do SoA really need to be buffed? Even Banes?
hehehe... we villains are greedy!

Well, I guess it's not really a buff on SoA in general because by taking Shatter Armor, you need to slot it well (30s base recharge) and you need to take either mace beam or web envelop.

Bane needs a bit more love because this branch is jack of all trade..well, kind of. Bane has a ST hold (Fort's is way better), some aoe (Crab is better and less weapon redraw), good ST damage (NW's burst may be less but the attack chain is like 2x faster!).

I think Castle's design idea is to make Bane even more damage+debuff machine which I like because if I want a "sturdy" Bane, I guess I can go with just Crab or NW.

I think the direction is great. I just hope Shatter Armor can critical, then it's almost perfect. Build Up + Shatter Armor + Placate, Shatter!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

I was really surprised to see this change. The one and only problem I have with it is that the whole concept of my bane is that he's a snake-man who specializes in doing ridiculous amounts of toxic damage, and so was locked into Mako's pool for the silliness of Venom Grenade - Bile Spray - Poisonous Ray. With the awesomeness that is Shatter Armor (ANOTHER -20% res debuff that lasts 20s, and with really solid damage to boot?!), I might have to actually drop Mako, or at least set up a dual-build with a more single-target focus.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

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Originally Posted by Doctor_Kumquat View Post
I was really surprised to see this change. The one and only problem I have with it is that the whole concept of my bane is that he's a snake-man who specializes in doing ridiculous amounts of toxic damage, and so was locked into Mako's pool for the silliness of Venom Grenade - Bile Spray - Poisonous Ray. With the awesomeness that is Shatter Armor (ANOTHER -20% res debuff that lasts 20s, and with really solid damage to boot?!), I might have to actually drop Mako, or at least set up a dual-build with a more single-target focus.
Sounds like a good problem to have.


 

Posted

I've just heard of this. Link? Is this on test? Sorry, haven't checked into the forums for a while.


I might respec into it with my PvP build(lol) but the recharge looks a bit long.


 

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Quote:
Originally Posted by Mngwa View Post
I've just heard of this. Link? Is this on test? Sorry, haven't checked into the forums for a while.


I might respec into it with my PvP build(lol) but the recharge looks a bit long.

It's on live right now actually.


 

Posted

O_o man I need to do my research haha.


Thanks Full!


 

Posted

Hm. Surveillance + Shatter Armor + Placate + Shatter = PAIN AND DOOM for an AV.


Ware ni tatenu mono mashi!!
[There are none before me who have not been cleaved!!]