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Profit

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Everything posted by Profit

  1. You don't force the team to keep up or wait for them yet you think any tanker worth their salt is going to move into the next mob before the last part of the previous mob is dead ensuring team safety??? wow
  2. I was accounting for the fact it won't be perfect all the time. And many defenders won't be right by the tank when it goes off. im still trying to figure out how your fulcrum shift is at 16 seconds recharge when mine has 3 lvl 50 unboosted ios and I didn't get near that number also why are you not considering there won't be a mob there to fulcrum shift off for your numbers? Do you really expect blasters to wait for the almighty fulcrum shift??
  3. I personally view aggro management as a force multiplier. Keeping teammates alive, allowing them to attack more, allows more force to be pushed basically. Just my view on it though.
  4. Now your missing the point. That was to demonstrate a mass amount of buffs effect on damage because your not always going to have your 'finely tuned' kin that your friend built. So I needed to go for the widest assortment of buffs I could find. A tank, even with one kin with recharge, will still not hit the 600% damage cap. Turn your monitoring on, screenshot, and prove me wrong. And as further proof, let's have a look at fulcrum shift shall we? Notice currently It's set for 10 enemies. And I slotted it with 3 lvl 50 IOs recharge reducers. So we see here it provides a 250% dmg buff at 10 targets and with 3 recharge can have a 13 second overlap (adjusting for casting cost, not counting other global recharge bonuses. (Duration - Cast 'rounded down' - Rchg 'rounded down' = 13). So 250 + (Single Stacked Rage) 80% (is what mids says) dmg buff = 330% dmg bonus. That is if it perfectly hits 10 targets. Which it almost never does because of 'HOW FAST MOBS DIE TO A IOd AND INCARNATED TEAM OF 8'. Likely, fulcrum shift is going to hit 3/4 targets, let's say 4 and be generous. Oh look, that's a mere 100% dmg buff. You are lording a specific situation over everyone claiming it as fact over the whole experience when it is certainly not. You and your friend may take time to herd, bunch. line up, fulcrum shift mobs for max effect but 99% of the teams playing won't take time to do it because even fulcrum shift, while nice is unneeded at incarnate level game play. MOBS DIE TO FAST FOR IT TO BE POWERHOUSE EFFECTIVE LIKE IT IS AT SO LEVELS. Literally, I've had people in discord claim I was deleting mobs from the game with my blaster. And also into consideration, not every team will have a kin to attempt it with. Archery Nuke + Vorpal Radial Final Judgement + Exploding Arrow, and a lot of the time the kins I have ran with can't even get a proper fulcrum shift off. Because Mobs die to fast at that level. So TL:DR, the sky isn't falling. It only looks worse than what it is. If it is as bad as you think, please provide proof of the badness in screenshots.
  5. @NoyjitatHere is my damage coming off the rock to tank hami tonight. This is with Single Rage and a LEAGUE worth of buffs on me... There is no way your going to hit this cap.
  6. No, I am not missing the point. You duo with a well built fire kin and get damage capped on a non super strength character to a 300% damage cap. I guarantee your friends 'well built' fire kin will not get you anywhere near the new cap. It isn't possible. You're just looking numbers and falling into the panic of 'won't someone think of the broots'.
  7. Prove it. Screen shot it. Then I'll believe you, because honestly I've played my tank sinc eissue 3, it's impossible.
  8. As a career inv/ss tank, I can assure you there is no way I'm hitting that cap shy of 3 stacked fulcrum shifts. On my farmer brute, on the asteroids, I can only maintain the dmg cap for 30 seconds to a minute while eating all the reds. On my blaster, on the asteroid, I can only maintain the 400% dmg cap for 2 minutes and some change usually. Again, there is no way a tank will ever be able to hit that cap without heavy buffing.
  9. Just so you guys realize, even at 75% on a blaster, you can't just nuke on auto and make a sandwhich. You will die. Quickly. It still takes a crazy amount of work to do the things i do on that blaster. And I have to be on point or I die. One mistake, all it takes. It's a lot like playing regen, I'm ok I'm ok I'm ok I'm... dead.
  10. I didn't actually... im out and about away from mids currently so I have no ability to post more screenshots at the moment. I run at roughly that level 24/7.
  11. I would argue everything in this thread needs to stay because it's all important. From the perceived outrage brute players feel at having their toes stepped on and no longer being the undisputed kings of the playground, to the way career tankers feel about the changes, the way the changes actually feel when piloting a tank, and the actual numbers behind the mechanics.
  12. Don't be shocked. This is an arch/nin blaster, ask anyone, /nin sucks on blasters and is not actually any good for anything. Literally, go look up the 'does ninja suck' thread in blaster forum. All the details why /nin sucks hard are there. It's squishy, don't be fooled. It definitely has never gotten a scrapper or brute killed because they followed me face into Battle Maiden at 4x8. It's definitely never farmed the asteroid/atta cave at 4x8 and it's most definitely never tanked Ghost Widow in the STF. Having said all that, mostly tongue in cheek, you need to realize that the first 2 toons that get any consideration upon logging in are tanks. Slot 1 and 2. My main and my second tank that I adore. Then this blaster, then my controller. That blaster was a math exercise and is around because, ninja and stupid blaster tricks. Even with those stats, I click buttons like a damn kinetics just to stay alive. (I say damn kinetics because it's so clicky! feels like work some of the time) The controller is fun because, wizard. My controller btw....
  13. You realize that having a higher damage cap allows tanks to be a force receiver on teams while making additional tanker 'force receivers' not be irrelevant due to the insanely low damage cap right?
  14. Nah, you don't want that build Myr, /nin sucks on blasters, ask anyone. It certainly can't do all the things I say it can and do on a regular basis like 4x8 asteroids, tank Ghost Widow, etc...
  15. I don't know if you use it or not, but the TP bind is wonderful. /bind SHIFT+LBUTTON "powexec_name Teleport$$powexec_name Shadow Step" and basically, when you hit shift you get a TP reticle, when you click you TP where the mouse is. I couldn't TP without, even with the built in hover.
  16. Well, I mean. He did ask about the blasters... >> I main a tank though 😄 that blaster is my third pick for character when I log on. My second pick is a tank... << Fourth is a troller...
  17. My arch/nin is pretty close...
  18. I personally didn't ask for a damage scale buff either. I am a believer a tank should have a large cap though. So that the team can funnel the energy through the tank if they choose. Doing so creates a very interesting coin with tanks on one side and brutes on the other. Basically a selfish tanker and a team tanker. I would expect the damage scalar to be adjusted a hair lower for the tank, even in light of the radius reduction changes.
  19. And you're getting defensive like every brute player that doesn't want their toy touched or lose their specialness. But here's the thing, your not losing anything, Brutes have not been touched at all. You should be very ecstatic about that, your brute is going to do exactly what it's always done. And be glad I'm not in powerhouses shoes, because if I was then brutes would lose the taunt click power and it would be replaced with provoke faster than you can blink. Brutes shouldn't be using taunt anyway, it takes away from fury generation that you can do simply by attacking. Although I think your main problem is tanks coming closer in damage to brutes. You probably would have liked all my original proposals. The current changes are actually very close to what I wanted so I'm supporting them. But you can check out exactly what I wanted here.
  20. Sometimes part of that work is learning to lead. You are being given the opportunity. Your posts have demonstrated, despite your cries to the contrary, that you do not want to put the work into it.
  21. Don't give me that crap. There is more than enough population, it only took a few minutes of advertising in global channels and the hive league started to swell. All because someone was there will to lead it. And as far as learnign to lead/raid hamidon, it is not hard. Don't pretend it is. Oh look a guide that anyone who can read can understand!
  22. And original running time on the Hamidon raid with no zone cap Pre I9 was 2 1/2 - 3 hours. That's with 200 people in the zone. And it will be that way now if Pre I9 hami was still around, because incarnates meant nothing to the actual Hamidon monster. Don't talk to me about Hamidon's original "Intent", I've been raiding that amoeba a long long time. What you want is Post I9 weakened Hami (and he is considerably weaker now. Make no mistake about that) with Pre I9 thoughts on just how strong hamidon is (meaning you want no zone cap at all because OMG HAMIDON). And it shouldn't happen. This is how it should be for Hamidon current strength. So either get to the hive if you want to raid, or learn to lead raids and when hive 2 opens up to fit your schedule do it yourself.
  23. More than likely, on live we ran the raids a bit earlier in the evening and generally mothershipped after. So Mon, Wed, Sat for hami/mothership double feature.
  24. I lead the raid in Hive 2 the second night. There was a double bloom because people weren't listening to instructions and tried to zerg after the first mito round went down. But, most of those people stuck around to clean up the double bloom and were rewarded with a successful raid. It did take some time, but they did great, and I hope many learned to keep request open and to listen to the raid leader. As I told them that night, just be glad it wasn't a yellow dawn. Imagine a yellow mito spawning for every single thing in the goo. Everything, pet's included. Pre I9 you could have 200 yellow mitos out there. From experience that takes about 5 hours to clean up.
  25. For you guys that are overwhelmed by the hami strategy. I have attached a popmenu I made way back when for leading. Feel free to load it up and use it, modify it, whatever you need out of it. It can very nearly walk you through a raid on it's own. Also, here is a guide to hami raiding for a nice overall picture of how the raid runs. Remember, once everyone is versed in the strategy, these raids shouldn't take more than 10 minutes once hami spawns. hami.mnu
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