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Amarlex

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Posts posted by Amarlex

  1. Having played my Bio/ tanker for a few minutes in some peregrine island missions... This is horrible. The set feels completely gutted. A lot of the cool identity of the set (toggles changing properties depending on your stance, DNA siphon changing depending on living/dead targets) is lost, too. It feels disingenuous to not include solid numbers in these experimental patch notes, too. The -damage on Defensive Adaptation is now *-75%*. That's more than what a stack of Rage gives now. It feels genuinely unplayable.

     

    It feels like the optimal move is to not have any adaptations running at all. The benefits are tiny for massive downsides. I recieved ~3% defense to already-capped Fire/Cold defense in exchange for the massive damage debuff by toggling on Defensive. The max HP buff defensive gives is also gone, now folded into DNA siphon for some reason. I was also running out of end regularly despite being well-slotted for end redux and having Vigor Core Alpha slotted. It's really, *really* not good.

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  2. Oh this is fantastic. Thanks so much for sharing this; I'd been thinking about loading up my own Bio/SS tanker with more procs but was having trouble thinking outside the box of my already-existing build. The sheer audacity of putting this many procs in each attack is just... inspiring.

  3. Probably an accident when they proliferated the set from Tankers, since -resistance isn't a "thematic" effect for Ice sets and -res on Frozen Fists is exactly what tankers have because of bruising. It's probably an oversight that happened when someone was checking the tooltip info or something along those lines.

     

    ...If it actually does apply bruising, though, that'd be hilarious. And probably in dire need of fixing.

    • Like 1
  4. If you're not in desperate need of set bonuses, it's probably best to just toss two endmod or heal IOs in there and call it a day, with some extra muling for numina's or preventive medicine or whatever else procs you need.

    Important note: you can put the Theft of Essence +end proc in there, which I think has a more frequent proc rate than the Performance Shifter +end proc for a bit of extra endurance.

     

    edit: mileage may vary. If you're fine on end it's probably best to load it up with heal or slow for extra survivability, but my nrg/martial needs the blue bar more than anything else from the power because I'm the kind of person who runs travel powers in the middle of fights.

  5. This change probably won't make me stop doublestacking it, since it didn't really bother me before anyway. Seems really... inconvenient, though, for anyone who wants/needs to avoid the crash. Considering the awful DPS super strength does on its own, you could honestly remove the crash entirely and I don't think it would really change that much about the gameplay of the set. It's not like you're going to be topping damage charts either way.

    • Thanks 2
  6. 1 minute ago, Captain Powerhouse said:

    As part of their inherent power, tankers get a buff that works similar to Boost Range, but it boosts Radius and Arc of powers. The arc of Cones gets boosted by +100% and the radius of PBAoEs are boosted by +100%.

     

    This means a 90 degree cone will actually cover a 180 area, while a 10ft PBAoE will cover 20ft.

     

    Any power that has more than 90 degree cone, or more than 10ft radius, is immune to this buff.

    HOLY FUCK THAT OWNS LMAO sorry for the double post but that's so fucking exciting, I love this

    • Like 4
  7. 1 minute ago, Vanden said:

    It seems like that's part of a bug with the real numbers tab, because the radius of Foot Stomp seems unchanged.

    cool. hey, maybe that means other PBAoEs get to be 15-footers now. I'd love that for psi and radiation, since those always FELT like they should be foot stomp sized...

     

    Also, giving tankers more damage is a perfectly nice thing and I'd never say no to punching harder, but I think if you want to give tankers an edge in *tanking* stuff you should raise their aggro cap above other ATs, if that's even possible. Not unlimited like the Olden Days, but something high enough to handle a x8 spawn and then some might be nice for keeping your teammates safe.

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