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Maxzero

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Everything posted by Maxzero

  1. The constant health drain from EM is not ideal though. Especially if Insp are disabled.
  2. 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.
  3. 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.
  4. 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?
  5. Seems strong on a set that also has Storm Kick (Tanker).
  6. 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?
  7. 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.
  8. 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?
  9. 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.
  10. How come Dark melee is rated so high even though its clear times are average?
  11. 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.
  12. 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.
  13. If anything proc changes would benefit ToF the best due to the low CD. The PPP attacks would suffer the most. Until we know what those changes are there is no point taking them into account.
  14. Honestly most AoE 'rotations' consist of only 2-3 attacks anyway. The only reason you don't notice the animations and 'spaminess' is that there is a usually a several second wait between each rotation. I would rather be spamming an AoE then doing nothing (or using ST attacks) waiting for CDs to come up.
  15. I mean is the AoE ToF THAT bad? With procs I am looking a mid 200s Aoe for my Tanker with a high target cap and a 2.88 sec recharge. Unlike PPP AoEs I will still have it when I exemp down. A procced out PPP AoE is looking at 350+ damage but on a 12 sec CD (the AoE Immo is about 250 damage on a 6-7 sec CD). Seems to be one of the better lower level AoEs.
  16. I agree simply for internal balance. Seems strange to have the level 4 AoE on a longer CD then the level 20 AoE. I could see the CD moved out to 12-14 seconds and either getting extra damage or the fear and -hit made AoE. Though I am not sure why the Fear and -hit being AoE would be problematic in the first place.
  17. Pylons in general are a strange beast. With non pet characters (which dominate times due to action efficiency) the biggest boost you can get for pylon times is having access to flat -resist procs in a ST chain. Take the Ach Heel and Glad Fury out of a TW build and watch the times plummet. Yet once you get into team play those very same procs lose heaps of their value (since other party members often have them).
  18. Amazingly enough only 71% of Tanker DMs take Shadow Maul. That means there are a significant number of DM Tanker's running about with no AoE at all.
  19. At +4 there is a few problems in that the magnitude is not high enough to teleport Lts or Bosses. +3 (ie with Incarnates) still means Bosses won't get teleported. Wormhole has the same issue.
  20. Indeed my SR/DM Tanker is only using it as a AoE and honestly in AoE situations its only Maul+ToF with the occasional Soul Drain/PPP anyway. With only 2 main powers in the standard AoE rotation what else is there to do but spam ToF?
  21. Personal preference only but I rate AoE over ST. DM was already decent with Shadow Maul but with a second good early AoE DMs main weakness is gone.
  22. Thinking about Dark melee now. The target cap nerf for Shadow Maul is not a huge deal for Tankers since you rarely got more then 10 targets into the arc of Shadow Maul anyway. Now you just get a plain old extra AoE in Touch of Fear at level 20. This means that DM has gone from one lowest AoE sets to one of the better ones especially at low levels. Galaxy Brain has done some fantastic testing in the Titan revamp thread and DM is right in the top tier. Considering how well DM exemps compared to TW and Savage and that it has heals I think its a very strong all rounder.
  23. For Touch of Fear since only the inital target gets affected by the Fear and -hit does that mean any Fear based or -hit based proc (say Clouded Senses Neg Damage) would only have a chance to proc on the initial target?
  24. So yay or nay on TW now? I have held off making TW firstly because it was FotM and then the incoming nerfs.
  25. It's basically Shadow Maul but with less damage. 16 target cap too if you have the 'buff.' I'll find space for it.
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