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ParagonKid

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Everything posted by ParagonKid

  1. Honestly, I can't think of a reason to roll a Tanker* over a Brute, even with Bruising. Brutes are just so much more optimal and have greater potential. Once Brutes became available blueside, the only thing that "saved" Tankers was roleplay/thematics/inertia; luckily for them, most of the playerbase weren't really Meta followers. *The only reason I rolled a Tanker since Homecoming, was nostalgia and to get my main back.
  2. Here's what I'd personally like to see: Leave melee damage modifer as Live. A new effect added to all tanker attacks; Rend: 10% resistance debuff. Bruising: reduced to 10%, stacks with Rend. Reduce/remove the proposed Base Endurance increase if need be. Everything else, I'm OK with. Tankers get a little more AoE oomph, they bring a crowd debuff for teaming and they don't lose any ST damage.
  3. That's because it's a passive ability with no visual effects on one AT out of fourteen in a MMO where most of the playerbase engaged the game at an extremely casual level. Plus, at no point during character creation did the game actually TELL you Tankers softened up enemies or anything. 😗
  4. We'll, we're in agreement on that. Not a fan of this aspect of the proposed changes. Higher damage cap: sure! Endurance: I'm indifferent. At no point would I ever expect anyone to look at Tankers and say they do too much single target damage. Nor is more AoE something I'd ever ask for in exchange for anything. It's not something I'd ever get behind thematically, for that matter. Let Brutes be little AoE monsters while making Tankers better at unloading on the hard targets.
  5. "Melee damage modifier increased from 0.8 to 0.95 Bruise has been removed in favour of a flat damage scale increase." This is a straight nerf though (according to the in game numbers)? To both the Tanker and everyone grouped with them.
  6. People will play what they want to. But personally, I sidelined my Tanker when it was barely soloing pylons while my Brute was soloing GMs. The power difference only became wider as the Incarnate system progressed.
  7. They're messing around with a new snipe IO set on the beta server, I figure new homebrew ATOs are also a possibility. What would everyone like for Tankers? Since both Might of the Tanker and Gauntleted fist have defense-oriented procs, how about a proc for bonus damage to Bosses and up? Or maybe a chance for the attack to splash?
  8. King Midas of the Goldbrickers may be orange (er, gold) but he's got an eye for making deals and big ambitions. HUGE ambitions, let me tell you. He needs a big hand and he's paying decently. What's the worst that could happen? WIP, still fixing spelling errors and such.
  9. People have been very receptive to the idea of taking some powers from Beast Mastery like Call Hawk and Call Ravens and making an all-avian ranged damage powerset with 'Birdemic' being the toxic-damage-dealing explosive T9.
  10. The narrative of the arc begins with the Freedom Phalanx inviting you to join. But on a deeper level, its missions are designed, intentionally so, to help you get the Freedom Phalanx Reserve Member Badge and associated accolade. All of the defeat badges you need for the accolade (Tank Buster badge, Gearsmasher badge, Unveiler badge) can all be farmed from this arc. All while still getting XP, Incarnate threads and reward merits while doing do. Much better than hunting gray enemies in zones.
  11. You've still got Hurdle and the Fitness powers in there as a power choices when they were made inherent long ago. This build is wildly out of date. I think you need to remake from scratch with Pines, which is the new Mids.
  12. Mighty is, well...basically United States of Smash as a Judgement power. I don't know if it was created by the Homecoming team or scrounged from i25. It's a PBAoE that deals Smashing damage. The left top of the tree deals more damage, the right side launches enemies up as CC. Overall, I didn't see anything that made me want to switch to it over Ionic Judgement.
  13. Intended. Was a change made a few issues before then end.
  14. That's the case with Hybrid, it seems. Thank you for sharing that info. I still can't call it working as intended because I'm 75% sure it was never a click when the game was live in i23, and the power description makes no mention a duration like every other Incarnate ability on a timer does. I don't recall it being changed for i24 when I was playing it on the Test Server, but the sudden announcement of Sunset and upheaval following could very well cloud my recollection. Then there's still the case of Reactive Core Flawless Interface only doing one tiny pulse of Fire damage and not a DoT. I explicitly remember the DoT in both versions of the T4.
  15. Just adding that, Reactive Core Flawless Interface doesn't proc right either. There's one tick of fire damage and that's it. No DoT. The Energy proc for Hybrid doesn't proc ever. I can confirm through the combat logs neither of these Incarnate T4s are working correctly on this inv/SS Tanker. Is this something screwed up with Gauntlet causing procs to bug again? Because that happened once on Public Test back in the day, IIRC.
  16. This was a great utility. A nice overlay that showed you all your buff timers in real time, tracked your damage per second, how fast you gained inf, etc. The sites that hosted it are long gone. Would be great if someone did something similar.
  17. Got it on my Tanker. The damage proc part of it that adds extra energy damage to your attacks does not work in any version of it.
  18. Started running the Rikti War Zone arcs. In the Levantera missions (Fend off Rikti Raid, Rescue Arnold Decker, ETC) The Vanguard troops, instead of their usual dialogue chatter, kept saying "How did you get in here?" over and over.
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