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BrandX

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Everything posted by BrandX

  1. Okay, so it doesn't debuff TOHIT, it debuffs Vengeance, Tactics, Build Up.
  2. I get that, the question is, why not make the TOHIT Debuff enhanceable? Why not make the Slow enhanceable?
  3. Summons a Pseudopet at your location that casts a 55ft radius Dampening Bubble for 45s. Applies +Special Resistance to yourself and allies (Defender Values): 43.25% res to ToHit, Accuracy, Perception, Slow, Recharge, and Regeneration debuffs 21.63% res to Defense Debuffs. This is enhanceable with Defense enhancements. Applies -Special to a max of 16 enemies inside the field: -43.25% ToHit, Slow, Perception, Regeneration -23.63% Defense I feel the real part of this is the Defense Debuff Resistance that will stack with others, helping out the other Defense Set Armors, fellow Force Fielders, and giving some of those who focus on Defense set bonus, some, but not much, resistance to their defense being debuffed, all of which that 21.63% is enhanceable, for even more defense debuff resist. However, that's the only set this power takes. I'm curious as to why it's not allowing TOHIT Debuff sets and Defense Debuff sets, and possibly why no Slow Sets. The -Regen isn't much, but that seems more flavor than useful. Honestly, I couldn't say if this is T9 worthy or not, but on the idea of it, I like it.
  4. So, Burn has been the big talk, but I'm curious how the +HP is helping out the Scrappers and Brutes? My Tanker does pretty well with capped resists and recharge on Tanker health. With the Consume change, I'd think the Brute would survive like my Tanker, if the Brute can get those Resists up. The Scrapper though, is still maxing out at 75% even with more HP.
  5. Isn't Time Crawl needed to apply the delayed effect, that enhances other abilities? If anything those powers that required Time Crawl should've had better debuffs when used with Time Crawl. Infrigidate is a Proc Bomb. But my thought on this, is the same as always, make those terrible choice Tier 1's, hard choices 🙂 Though, I can think of some sets, where that may not be much of a trade off as one thinks. Still can't select a power pool until level 4. I know my Archery/Tactical Blaster skips Snap Shot and Fistful of Arrows, but with this change, I'm stuck with one of those or keep Electrified Net Arrow and no slots to allocate to any of them. I felt most of the terrible T1 picks went to the melee/ranged sets.
  6. Why? Thought it was nice that could make it all the way to level 32 with nothing but Primary and Secondary powers, but really, this isn't going to change power picks, just change order that you may decide to pick them in, and even then, I believe it doesn't stop you from taking those powers when you used to be able to take them.
  7. Oh. Okay. So it's not the sets, but the fact that the attacks require a target to use. They needed that as cones as it is. So still needing targets it's much different. I did say I felt the 3ft radius needed increased.
  8. Them being targeted aoe doesn't bother me personally.
  9. You're right. However, from how I understand it, that -resist still goes a ways with ST that aren't pylons, in that the -Resist carries for all your other attacks.
  10. So be able to take those Fire Armor shields and combine them with Super Reflex shields! \o/
  11. I see nothing wrong with it. You use the -Res Procs if you want to be able to deal with the harder targets. You use other damage procs if you want to kill maps faster.
  12. Then, why does Spinning Strike in Street Justice still take Ranged AOE?
  13. Oh, okay. Sorry to have misread. Wonder if they're going to change up the slotting. Cleave can't enhance it's range, which I believe Focus can, so I wonder if it'll get the range sets.
  14. Hmmm...weird, I was on my tanker and neither one would let me replace my melee aoe enhancements with the targeted set.
  15. Well, Cleave and Pendulum both continue to take Melee AOE sets, they don't take the Targeted AOE sets.
  16. My Tanker has Mag 3 x2 from 4 set bonus of Gladiator's Armor and Mag 4 from Steadfast Protection and still get knocked back every now and again. Not ping ponged, but still...and those CoT and the like knock powers can get mean sometimes, so one more mag may help 🙂 Agree on the last statement. Though, I hope my Brute will feel tougher with the +HP aspect, which I believe will put my Brute up to my Tankers current live HP level.
  17. Clickable almost half as often? Didn't they revert Burn's recharge back to what it was?
  18. You know, I didn't even notice the power order change, as I just transferred over my Fire/Axe Tanker and did the testing there. I also wasn't paying attention to the damage, as they didn't mention anything about damage decreases in the notes. Power order was on me though, as it was mention. Damage, not sure why they haven't mentioned the powers damage change. 😕 Is it's damage decrease supposed to be made up by the shorter animations of the ST attacks? My thought on the changes, is I like the changes to making them essentially targeted AOEs. I feel it changes up the set, that while slightly different, still felt like WM.
  19. As I posted earlier, I didn't see the idea of -Defense helping damage other than switching out one of the many damage procs one can slot for a -Resist one. The -Regen idea seems interesting. In fact, the -Regen for Fire Breath like you suggested, would give it a reason for me to pick it up besides just trying to fit it in, because I like the animation. Long animation and all. However, as you said the big -Regen makes it a great big ST attack while keeping the use as AOE for the lesser enemies. Then increase or add DoT to all the others, as then it's doing what Fire Melee is supposed to be doing...more damage. May even be able to take back the -Def.
  20. Got to wondering if I should replace the ToD: Neg DMG Proc in Swoop and the -Resist Proc in Cleave with the +RCH Proc (I have one in Gash)
  21. I don't farm with my Tanker, but I'd like even better ST with her of course 🙂 However, I feel I do fine farming with my Ice/Fire brute
  22. I do have one slotted in one attack, but to keep my Tank at those capped resists, I can't put all those Force Feed backs in all my attacks. Though, I could replace one damage proc in Swoop with the +RCH. Cleave I could take out the -Resist Proc (it's pretty weak) for +RCH too.
  23. I knew the basics there. I do have an Ice/Fire Brute farmer 😛 But I never paid attention to how much faster it helps me kill things between farms and regular missions. Just know, AOE damage kill groups faster 😛 As for the Bio vs Fire Armor, that was more for regular play and not farming, as yes, Fire Farmers build for fire protection. Regular play, would go a bit different. In regular play, what's the difference in them for damage and such? Bio is winning in ST for sure and feels more survivable.
  24. See, helping me already! At 126.25% recharge and it's not even perma! 😞
  25. I am convinced, now help me turn my Fire/Axe Tanker into feeling like a damage machine! 🙂 I don't feel like I kill faster than a Scrapper.
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