New Shield Charge


Another_Fan

 

Posted

The day has come my fellow shield wielding companions that we can no longer nuke an entire spawn into glorious oblivion. I would like to take this time for a moment of silence as we weep the passing of such a righteously awesome power that gods themselves would so rightly approve of.


With that said here are the changes to Shield Charge

  • Shield Charge changes:
    • Reduced recharge on Brute, Tanker and Scrapper Shield Charge from 150s to 90s (back to the original recharge rate)
    • Reduced Brute Shield Charge Impact damage from scale 2.4 to scale 1.8 and reduced large radius damage from scale 1.7 to scale 1.275.
    • Reduced Tanker Shield Charge Impact damage from scale 2.554 to scale 2.04 and reduced large radius damage from scale 1.809 to scale 1.445.
    • Reduced Scrapper Shield Charge Impact damage from scale 3.591 to scale 2.7 and reduced large radius damage from scale 2.544 to scale 1.9125.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

is it still a minion killer?


 

Posted

*Stands in the back ground in a black suit & tie sobbing over my brute*

You had a good run Man, you had a good run....


 

Posted

It's about time!



 

Posted

This change does not sadden me at all.
The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice. And finally, 150sec down to 90sec. So instead of using it every other fight, we can pop off every fight ? Excellent


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
This change does not sadden me at all.
The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice. And finally, 150sec down to 90sec. So instead of using it every other fight, we can pop off every fight ? Excellent
Well the base recharge on live servers is currently 90 seconds. On test it was changed to 150, and now back to 90 again. So compared to live right now there is going to be no change in the recharge, just the damage.


 

Posted

still reeks of awesome. Now if we can just let stalkers get their stealthy mitts on it we can crit it out of hide


 

Posted

Quote:
Originally Posted by beyeajus View Post
still reeks of awesome. Now if we can just let stalkers get their stealthy mitts on it we can crit it out of hide

Good news Stalkers are getting shields*

Bad news, They took out shield charge for hide.

























*This is purely fictional


 

Posted

*placates thread*

wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww


 

Posted

I have just levelled a shield scrapper to 50 and am glad of the change. Shield Charge takes no skill and removes the fun for anyone in a team without it.


 

Posted

Quote:
Originally Posted by Thirty-Seven View Post
It's about time!
Damn straight.


 

Posted

Quote:
Originally Posted by Death_Badger View Post
I have just levelled a shield scrapper to 50 and am glad of the change. Shield Charge takes no skill and removes the fun for anyone in a team without it.
You do realize that almost nothing in this game takes any skill, right?


@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."

 

Posted

I'm too lazy to check numbers myself (mornings....), so how does this compare to Lightning Rod now?


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

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Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by macskull View Post
You do realize that almost nothing in this game takes any skill, right?
They are working on the almost


 

Posted

I don't quite understand why Tanks are doing more damage than Brutes when Brutes are more Scrapper-like. I would have thought damage > least damge being Scrapper > Brute > Tank. *shrug* (I'm not a min-maxer really so I'm not that fussed just a tad puzzled.)

Have to agree with it not being fun teaming with a Shield Charger. Last time I did, I couldn't even get my blaster nuke off. SC'd every spawn. Nuke activation times too long.*

I'll still have fun with my little shield tank and brute I'm levelling though.





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Posted

Quote:
Originally Posted by Capa_Devans View Post
I don't quite understand why Tanks are doing more damage than Brutes when Brutes are more Scrapper-like. I would have thought damage > least damge being Scrapper > Brute > Tank. *shrug* (I'm not a min-maxer really so I'm not that fussed just a tad puzzled.)

Have to agree with it not being fun teaming with a Shield Charger. Last time I did, I couldn't even get my blaster nuke off. SC'd every spawn. Nuke activation times too long.*

I'll still have fun with my little shield tank and brute I'm levelling though.
Brutes Base Damage is slightly lower than Tankers, because Brutes rely on Fury to raise it up.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Brutes Base Damage is slightly lower than Tankers, because Brutes rely on Fury to raise it up.
^ This.

The change was needed, IMO. At least they kept the recharge the same. Shield is still an excellent set.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

At the moment Shield Charge is using pet damage cap, which is 200%, rather then fiddling with it over and over, why not lower the base damage to 75%, but remove the internal damage cap so it can go to the max allowed by the scrapper AT, individually, this would let you solo nicely, but mean that you would need very good enhancements to be as godlike as before, but also let team play boost your damage better as at the moment you only need to hit build up to cap the damage on Shield Charge and Lightening Rod.

Would also be nice to have a Lightening Rod animation change (or choice of 2 animantions) as electrical melee doesn't have any animations changes. It would be nice to have an animation so it looks like you are hitting the ground with your fist rather then punching the air.


 

Posted

Shields would still be a good set if Shield Charge was entirely removed and nothing replaced it, leaving the set short one power. :P

This looks pretty much like the near-mythical "rebalancing" instead of an outright "nerf." It looks pretty strong still, and a team with several Shield Chargers on it ought to still be absurdly hilarious.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Personally I think that the Tank version should have been left alone. It is a tank primary verses a secondary for the others.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Brutes Base Damage is slightly lower than Tankers, because Brutes rely on Fury to raise it up.
I still have a few problems with this.

1) Brutes get penalized on damage using it as an alpha strike/spawn breaker when they have no Fury vs a Tanker.

2) Shield Charge uses the pseudopet damage cap, which is 400% - so once both a Brute and Tanker are at 400% the Tanker version is doing more damage (someone correct me if I'm wrong on this).


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
I still have a few problems with this.

1) Brutes get penalized on damage using it as an alpha strike/spawn breaker when they have no Fury vs a Tanker.

2) Shield Charge uses the pseudopet damage cap, which is 400% - so once both a Brute and Tanker are at 400% the Tanker version is doing more damage (someone correct me if I'm wrong on this).

1) Yes. That's the downside of being a Brute, from cold you start with crap damage. Same as if my Stone Brute used Seismic Smash "from cold"

2) Yes, but does it really matter that much? It's an outlier situation and Lightning Rod falls into the same trap. At least Shield Charge is an armour set so it's somewhat less "wrong" than LR given that Tanks are meant to be Armour specialists.


Shields have always been slightly less awesome on Brutes than Tanks or Scrappers for various reasons. Some proliferated sets suit one AT over another. Tis the nature of the beast.