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Wompy

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Everything posted by Wompy

  1. Despite playing halloween event a lot over the last couple of weeks, I forgot to get the new badges on my actual badge collecting character. 😞
  2. Rolled an AR/nin recently, its fun but the buildup replacement giving you one shot 25% damage buff and taking 30secs OOC to recharge defintely hurts in the ass kicking department. The crit thing is cool but doesn't help enough.
  3. Have one of these, solid team support. You can solo it'll just take a while.
  4. Yeah just tested it and it does work, at level 30 ice blast goes from doing around -2.50mph to around -4mph with power boost. The -recharge doesn't get boosted of course as others have said.
  5. Haven't practical experince but I don't see it listed in the list of effects
  6. Wompy

    Hm, boy.

    The -tohit toggle is only -5.25 so even slotted isn't going to make a great difference. Especially as the higher an enemy is to you the more they resist the debuff.
  7. I'd go /fire, Ice bolt Freeze Ray and Bitter Ice blast are all the ST you need, /fire will give you the AOE.
  8. Only level 15 but so far I've found it to be pretty mediocre, the melee power animation is too long for a moderate damage melee attacks, blaster control powers in secondaries are all largely minion level mezzes and I'm not sure a small boost to stun etc is a worthy trade off for losing 25% damage on buildup
  9. Scrappers are for people who prefer to solo.
  10. Teleport TP needs it endurance cost reduced or removed; in relation to blaster 2ndaries, blaster melee modifier should be increased to the same as ranged. This would make moderate level melee powers (energy punch) more worth taking and put a bit of distance between blaster melee powers and tanker. Also the need to make the same sort of powers in different sets the same regarding various stats is unnecesary as it fails to take into account the overall balance of each set. And its just boring making everything the same. Some good changes to some powers in blaster 2ndaries, (though I dont understand the stacking non stacking thing). A lot of garbage powers untouched and though it would be nice to see these buffed I realise you guys only have so much free time and I appreciate the effort. p.s Would like to see stalker cone powers have a guaranteed crit on the target and the usual chance on other targets. p.p.s /Energy Manipulation wins again lol.
  11. Not a fan of the buildup replacement and dragon tail's short range (I'd like blasters to get the dom version), but other than that it's pretty solid. This might change though as the powers that be are planning nerfs to blaster control powers.
  12. If balance is being looked at generally, may I suggest Rage only affects Super Strength powers. It's pretty broken that it perma buffs the damage and tohot of damage auras, burn, pool powers and epic powers etc as well.
  13. Breath of fire on tanker does more damage (while hitting more targets of course) than a blaster's fire breath (116 vs 109). Is this a bug or intended? Same with Lotus drop on tanker it hits for 89 damage while the blaster hits for 75 and also takes longer time to recharge 14secs(Tanker) 28 secs (blaster).
  14. As far as /ice goes I skip the 2 melee single target attacks and frozen aura. Shiver and freezing touch are optional, the rest I would take.
  15. I solo with my fire/fire tank most of the time, so the population could be just me and I would still play.
  16. Tanks shouldn't be competing with Brutes in damage. Brutes are primarily a damage dealing AT, a Tank's main job is to help keep the rest of the team safe. Rather than risk turning Tanks in to Tankmages with the damage buffs they should get some sort of absorb buff depending on number of team mates or their team mates should get a % absorb buff for every tank on the team, capping at a reasonable level. Also Tank's getting a 0.8 modifier for range, putting it above defenders and corruptors is clearly ridiculous. And just a brief mention for blasters before the thread gets back on track, /ice needs looked at and /ninja needs fixed. If there's ever an official thread for them I'll go into more detail there.
  17. Tanks primary role is holding aggro, they shouldnt be competing with brutes for damage. Also I read somewhere that brute damage cap will be reduced because blasters, but with these changes Tankers will be using powers such as combustion to hit 16 targets with a modifier of 0.95, while blasters with a modifier of just 0.05 more will be hitting just 10 targets despite being at signifcanlty more risk in melee. I think some of the Devs for all their good work have lost sight of what balance is because tankers is their baby.
  18. Device Changes. - Targeting Drone gets the same useless mechanic that /ninja's buildup replacement has. At least the always on 20% damage is nice. - Time bomb changes are good, will still be useless on a team as it'll take 7.77 secs to go off and when teaming most things are already dead. Will be an improvement for soloing but I'll probably still skip it. - Taser change I'm neutral on, personally preferred the longer recharge and stun time but whatever. - Web grenade change is good. - Utterly loathe the trip mine change. The idea was to set up a few before a fight, which is now more of a pain with the 50% recharge increase. What I dislike most about it is that they go off before the animation setting them up finishes, before there was a slight delay before they went off meaning you could get an attack off before they were blown up, was good for toe bombing. The feel of the power overall has completely changed - Regarding the snipe changes and /devices. To get the slow version (to do more damage) you need to toggle off targeting drone but this means you lose the targeting drone damage buff. Looks like it was a lot of work overall and I appreciate the effort.
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