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Unrecognized

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Everything posted by Unrecognized

  1. Thank you for checking Wavicle. I'll take it as it stands, Can't heal me but at least I can heal myself still as I Main Tank Hamidon in a Dwarf.
  2. Yeah, but as it reads, that is what they are changing, making it so Self Heals (All) no longer be unresistable with a few exceptions, so as read the self heals for Kheldians will be debuffable under this.
  3. I like most of this however, I hope this means you are still looking at this cause there still isn't any mention or look at this with Kheldians. The Dwarf form is supposed to be a stand in for a tanker role, and these changes are going to make it unhealable when under debuff, preventing the Dwarf from doing the tanker role. With this change, the Kheldian Dwarf which basically fills the stated Armored AT role will be unable to be healed and incapable of keeping itself alive while under debuff, counter to the stated design note. This really needs to be looked at.
  4. I'm not seeing any changes on this yet, but this needs to be looked at for Kheldians. The Dwarf form is supposed to be a Tank stand-in basically, and these changed will nerf it to the point its better to just not use the Dwarf basically. If the heal is going to be able to be debuffed to useless and you can't heal the Dwarf it won't be able to do the job of standing in for the tank's role. Kheldians - or at least the Dwarf form - should have a Heal Resistance caps either the same or near a tank's.
  5. I posted about it recently in the feedback thread, but I hope this gets looked at again; the changes has me worried it nerfs Kheldian Dwarfs since the heal being debuffed would make them weaker as a tank stand-in. Kheldians need some kind of AT Heal Resistance cap at the very least, like between tank and scrapper levels. Also, since the dull pains that ignore it are max HP increases, why isn't Stone Armor's Earth's Embrace still ignore heal resistances since it also increases max HP? Would make sense to me.
  6. Armor Sets > Self heals What about Kheldians? PB/WS? Shouldn't they have some kind of resist? Gonna miss doing MT as my Peacebringer Dwarf with these changes. I would think at the very least they should have like a 80% heal debuff cap. Not quite the strength of a tank, but able to fill the role when needed. Also, the ones that still ignore debuffs are the +Max HP powers, what about Earth's Embrace from Stone Armor? Shouldn't that be included?
  7. The daily GM Hunt is akin to a task force, both in duration and rewards. The tour tends to take under an hour, and usually rewards 90+ Reward Merits and 20+ Monstrous Aether. We take a league of players across 11 zones and hit Giant Monsters that have been prepped and scouted beforehand. Forming up in Independence Port to start with Lusca after the day’s Adamastor Summoning at 7:10 and plan to launch about 10 minutes after at 7:20pm EST. Normally managing to hit Lusca, both Jack+Eochai pairs, a Paladin or three, Babbage, the Council's Giant War Walker, Kraken, Jurassik, the Seed of Hamidon, Deathsurge and Caleb twice while typically trying to end with Adamastor if the timer cooperates. We tend to end right about 8pm in time for the day's other nighty raids. It is encouraged to use a Vigilante or Rogue to be able to hit GMs across both Hero and Villain sides, and Hunter's Rest SG as a travel hub for the GM Hunt. Copy and make the macro in-game to make entering the SG easier as we move across zones with dropped SG portals -> /macro_image "Temporary_BasePortal" "Hunter's Rest" "enterbasefrompasscode HUNT-11410"
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