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Maxzero

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Everything posted by Maxzero

  1. It only lost 8-10%. Not a massive reduction. The priorities has not changed all that much.You still want enough recharge to Follow Through twice per Momentum. You still want Rend and Arc for debuffs/-res procs.
  2. TW was never hard to play. Just tedious. If you buying Reds is enough to disregard Rage/Soul Drain then me buying Blues is enough to take away any 'challenge' old TW had (which only existed pre 50 anyway). Again no compensation required.
  3. As a Tanker you are usually at the agro cap in farms anyway. At that point its all about having the minimum level of survival with max damage output. You would probably be better off spending those three power slots on Assault and some extra filler AoEs to use between Foot Stomp/Atom Smasher/Spin/Spine Burst like Cross Punch with a FF +recharge proc or some PPP AoEs. A Dark Ob or BL will also agro a pack from range but also do damage with only a 1 sec cast time.
  4. Eh to me Fold Space is overrated. The best you can hope for is a 30~ sec CD Wormhole that only affects minions at +4 and Minions and Lts at +3. Most of which are killed in the initial AoE rotation anyway.
  5. How much of an impact will the EC losing its AoE have on the results?
  6. I would argue that the end issues are being dealt with in this same patch. With misses now still generating Momentum much of the awkwardness is gone. So what does it need compensation for? TW never was the 'big flashy number' set. If you want big numbers SS or Dark are much better at that. TW was all about managing Momentum and moving from slow to fast attacks and vice versa. That still has not changed.
  7. This is an excellent example of why I don't like this change. You shouldn't have to look up a table to see whether a travel power works with another power. The fact that some powers 'half work' when enabled with another power active (with the reduced effectiveness needing combat monitoring to be aware of) just seems to be a level of unneeded complexity. I don't mind changes as long as the changes are clear cut, with an obvious net benefit or are consistant with game rules (such as with the TW changes which I think meets all 3 marks). I stuggle to match these changes with any of those 3 criteria.
  8. Eagles Claw changes reverted in latest BETA patch so no second AoE for MA now.
  9. Yeah I was initially hyped on EM but the weaker aoe is an issue since most missions involve more time spent pack clearing then ST focus. Savage, MA (beta version), TW and Claws are still the pick of the bunch for general play. I would say MA and Claws are even a touch above since they have a large AoE KD to make clearing safer and easier.
  10. I know I don't NEED it. But I WANT it. I want the tankiest AND punchiest Tanker ever. RoP and DN cost me so little slot wise yet add a lot of defence.
  11. Try it. On almost every build I make Gloom is the highest DPA attack I have access to. My current project is a SR/Claws who's goal is to be able to solo ITF +4/x8 so it has like 45% S/L base resist plus perma double stacked Tanker +resist, Darkest Night and Rune of Protection (55% uptime) with decent ST DPS. On paper its ST DPS should be around 350. The DPA on the Gloom is 368 with double stacked Follow Up. Couldn't make the rotation work without it.
  12. Gloom's DPA is just too good. Especially if you use the no slotted recharge version with 3 procs. It can fit into almost any rotation and that extra 1.32 second cast time is often enough to extend rotation enough so it can loop.
  13. Honestly playing around with the tool unless you are strictly using a rotation of long CD attacks with no damage aura its really hard to find scenarios where hybrid comes out on top.
  14. The constant health drain from EM is not ideal though. Especially if Insp are disabled.
  15. The AoE on Tiger Claw is pretty decent for Tankers now. 90 arc base means 135 on a Tanker with a 10 target cap. Its basically Shadow Maul but only 7 range. Was wondering why MA did so well in Galaxy Brains tests.
  16. The +33% damage bonus for Eagle's Claw is listed as only being in effect under Fiery Embrace. No such requirement is listed on Live.
  17. Just noticed that on BETA the power details for Eagle's Claw lists the damage bonus being only in effect under Fiery Embrace. It does not show this on live. Possible bug?
  18. Seems strong on a set that also has Storm Kick (Tanker).
  19. All good man. Just want to say I appreciate the work you have done. Would of been quite the grind. One question: why is MA so good now did the new small cone make such a difference? Claws and TW I can see but MA?
  20. You joke but for some reason Dark Melee makes enemies run for hills. Its like some bad Benny Hill episode. They should replace Shadow Mauls sfx with Yakety Sax.
  21. I really question the value you are placing on std deviation. Take for example Martial Arts and Dark Melee in the mid tier IO table. MAs WORST result is 6.57. DMs BEST result is 7.03. Yet DM is rated above MA (albeit narrowly) because it is consistant? Consistantly worse maybe. If a set is on average 30+ seconds behind on each on run just how much valube do you place on the fact that sometimes its only 10 or 20 seconds behind? Your still behind. There are several sets (TW, Spines, WM, Ice, Rad) who's worse time AND best time are better then DMs worst and best but because they vary between being say 5% worse 20% of the time to 20% better 80% of the time they get a lower rating overall?
  22. In the mid IO table Dark Melee is near the middle time wise (7.13 average for 9th place). Everything but EnM has the same suvivability score. Yet the overall IO score is 12.34 putting it third. Claws KD is over 30 seconds faster on average is almost equal in the ratings. Is standard deviation rated that highly? DM melee has 21 seconds between its highest and lowest while Claws KD has 25 seconds.
  23. How come Dark melee is rated so high even though its clear times are average?
  24. ToF actually has higher base damage then BL or Elec Fences. ToF isn't that great a proc bomb due to the low CD. Any changes to procs would actually benefit ToF and hurt the PPP AoEs relatively because they rely a lot more on procs for their damage.
  25. Why is gaps a good thing? I don't want them in my ST rotation why would I want them in my AoE rotation? Instead of doing nothing waiting for CDs you are spending your time doing an effective AoE when needed. Isn't that a good? I am not opposed to a longer CD for better effect but the 'spammy' argument does not seem significant to me when it comes to AoEing.
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