Jump to content

Kenweir

Members
  • Posts

    11
  • Joined

  • Last visited

Reputation

30 Excellent
  1. This is what I run. You don't need accolades but they make it smoother. I have Barrier Radial for the Double Rez if squishies wander off. |-------------------------------------------------------------------| |MxDz;1415;692;1384;HEX;| |78DA6593594F135114C7EFD029485B6499425BCAD282D0051828F1C135C6C8A2401| |322C6D76602633BB1B6CD4C4D243E99B8C795171F8D71E5C54F6062FC00BCBA7E01| |37D0C4FD693C33E72F257192F677E77FEEB9E77FCF9D9B3D3311783A7DEE8090028| |78A9A65E58E69A593BAE9CD6A796351384F03FD7A58CD4DE827F492A5AB47B52543| |AB1AE552EEA079AA6C4611CEEA455D57174E5768BC5035F552BE5A10FEF972B9A84| |E158D7CA1DAEC8EE7746D4937AD825169E29813324AF9C0BF68855E94C98AB1A84E| |967433BF9CCB6A56553797C36465807E5713F42739E66CAFF8EE1122238BBA1FE01| |FA6FC0BFCCDAC4F51424216C3BE2DB92F117BC5DCF61A7CC3F4BD05DF319FA52895| |7325E94E9DAB751D975C5E234F1EACEB81A7003C6DFF09C2530B3CB5C0939F7AEC7| |59B6D0B6F9463ADA435F07AA2A19D6B5CA71A8DA8D1881A6DA8D1861A41D408A246| |076ADCA05CBF6BDEF6FA37C87B37C5CE0A9761E1615AAC7786F9BDB38D394A3D6B8| |297268BF7AD92D60C2FCDE765EEC50566CF45F012789919BBC2BC495E5AD98BD4FA| |82D6536431F89C99A17515ACAB68925B3F96E09AF1249802D3CCFE21E62D5AB71DB| |9EDEF79FFFD1FC08FCC1D9FC0CFE03A53A27E877006219B1EE1212582D38E84D8C9| |20BA394E2EA3D841F42E571FBCCF9429AF1B2EBAA778F5C43478183CC24CCD80B3C| |CDBB4835EE4F6E29452E8785AF09CB4736A0ED7581FAEE75352A86E1F72FB1E20F6| |107CC41C790C3E0157993B7D7CB39CDC815D38E1FDE06EE6E81E702F33B38F19A4B| |A49742E892F7585F631C49A3434CEBE33E85D23CD57F135A9DFF0959236066D0C6B| |A4E4CD9B6A77C9028FEDBCD2E9CCD5A242C4B923F33224D22477D6BA6FF3C60A698| |4676D6CD592AC7DF16DB9D971DCDE19F6FBD5F7FFAD8FAD302341023C4E856AE37B| |0A8DD9893DABD4F4D5BE9A2E3A366FBDFD17E394D5BE|
  2. Hurricane has both a Knockback component and a Repel component to it. Sudden Acceleration changes the KB to KD but does nothing to the Repel, which while it only has a small chance to go off, will go off and cause mobs to be flung about. Repel though, oddly enough, only has the KB component, so using the KB>KB in it works perfectly. It's odd but there it is.
  3. I fail to see "achieving parity" in this and everything else, comparatively, but what do I know? I refer back to Tac Arrow getting "nine nerfs" as referenced by Moonlighter, not counting the blaster-wide nerfs. Nine ... that's a lot. I didn't know Tac Arrow was THAT overpowered and I play one.
  4. Darkness Manipulation has ranged powers at 80ft also, an immobilize and a fear. So it's not just Mental Manipulation.
  5. Nice job misquoting what I said ... THIS is actually what *I* said. Why are you so vehemently defending this change? Have you played it before AND after the change? I have, others have. Why are you so absolutely DEAD-SET that it MUST happen above all else? I'm done, tag me, quote me, I'm NOT coming back to engage with you.
  6. No melee attacks (which has been stated time and time and time again in reference to the range cut and the initial statement of "encouraging blasters to enter melee range" and yes, I know 50-60 feet isn't melee range but it's what was said) so where are you gonna get s/l defenses from? No PBAOE attacks so ... no s/l there either. Oil slick only takes certain sets, there's only a tiny amount of s/l in there, I'd have to double-check on Test. You can't slot superior avalanche ANYWHERE in Arch/Tac Arrow ... Time Bomb in Devices, there we go. Honestly, if I worked at it and yanked some slots out of powers I'd rather not take some from, I probably could in Tac Arrow ... multi-slot Gymnastics, move some other things around, change some things, might be doable. It absolutely guts my build though to do so. Complete respec and re-buy of enhancements from the bottom up. The larger point I was making ... it's EASY to do on most other sets, with melee powers, pet powers, PBAOE's, etc.. It's much, much harder to do with Tac Arrow and requires significant sacrifices to def cap. Because if it didn't, mine would be capped. It still throws the "too safe" argument out the window. It's EASY on devices. It's easy on multiple secondaries. Why is Tac Arrow having solid range so much SAFER (and evidently so much of a problem?) than these other secondaries that have many other options for defense, or mitigation, or anything, really. Not to mention, if I pair devices with radiation, for instance, I can slam my foes with -DEF on every attack. What does Arch/Tac Arrow get again? Oh right, it's "too safe" with one of the most resisted damage types. Again, I disagree with the range cuts. Some of the other things too. You don't and that's fine. I'll likely shelve my blaster. I won't lose any sleep over it, I'll just play my sentinel instead. You won't lose any sleep over it either. It's fine. I've had my say, you've had yours. End of the day, they'll change what they want to change. Enjoy the rest of your weekend!
  7. Alright, let me just respond to your "too safe" comment. My Arch/TA blaster doesn't have capped defenses, pretty low resistances and takes Fly to stay out of Melee. So, sure, I guess we can call that marginally safe for a blaster. Since every blaster can take Hover/Fly though, he's pretty much on even footing with anyone else. I can EASILY build (expensive, but with a farmer, who cares about expense) a water/devices blaster with ALL (except PSI) defenses capped and I don't even NEED to take Fly to stay out of Melee. So now ... which is TOO SAFE? Because I promise you, if I can do that with Water/Devices, I can do it with almost any secondary ... except Tac Arrow. So I find the whole "Tac Arrow is too safe" argument ... well, I'm laughing, let's leave it at that. I've played my Arch/TA on live. I've played him on test. It's not the same, it's not as fun anymore and ultimately that's why I play the game and the characters that I play. But I'm not going to change your opinion, you're not going to change mine, so I'll just leave it alone. Smarter and better people than I have tried to explain why this is a bad thing and they weren't listened to either. Enjoy.
  8. While I do appreciate you saying that, it still remains that I, among others, don't feel this way regarding this change. You can scroll back and see the many, MANY discussions regarding psi blast, defender versions of blasts, etc.. as an example. Ultimately, it's YOUR game and we're guests here and we'll choose to play in your sandbox or not. I say this as someone who continued to play Regen on live AFTER the nerfs and STILL plays Regen today in your sandbox, hoping against hope that it will one day be restored to at least a semblance of it's former glory. But I've yet to see, one simple GOOD reason for this change other than "to bring parity among blaster sets" ... leaving out Psi, of course. I'm in no way advocating for a change to Psi either. It has its "shtick" as was mentioned previously, it should keep it. All sets aren't meant to be the same or even play the same. Certainly there are similarities, in primary and secondary both but there are always differences. I LIKE the energy melee changes, on every AT. Most of the Blaster Secondary changes? Same ... But not this one. It just smacks of ... "Well, let's just change this to make them all the same. What about Psi blast? Nah, leave it, it's fine." And I'm not okay with that. Sorry but that's that. And obviously, I'm not the only one.
  9. Correct ... but it at least INTIMATES that they are LISTENING AND PAYING ATTENTION TO FEEDBACK. And as was said, it certainly doesn't FEEL or SEEM that way to those of us submitting feedback.
  10. You know what this change is going to do for my archer? I'm going to take those two powers, remove any slots in them, remove them from my bar and never use them again. Oil Slick? Meh, I may take it, I may not. That's how I'll adapt. Maybe I'll replace Ice Arrow with a pool power that gives me good value for a single slot. This is a change for change's sake, nothing else. It literally makes zero sense apart from "We want to change this because we want to change it." Enjoy my first post.
×
×
  • Create New...