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Wavicle

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Posts posted by Wavicle

  1. 3 hours ago, Maelwys said:

    By that logic RadArmor should win hands down due to having a Taunt Aura plus two regular large radius AoEs with big target caps.

     

    All a damage aura does is inflict damage. Without a additional taunt component they won't help with aggro control and in practice can actually be detrimental to it (because of the PVE mob AI favouring "scatter" as they get focused upon and their health decreases).

     

    I've played all the armors too. And whilst Bio is generally a good choice it's not because of any additional aggro control, but because it inflicts -res and -regen and has multiple layers of defenses plus practically infinite endurance. DNA Siphon does not have a Taunt Component on a Scrapper regardless of what its short description claims.

     

    Taunt is a multiplier. It multiplies threat. Since the damage aura causes threat and the taunt aura is likely to hit many if not all of the same mobs the two work together. The AoEs in Radiation armor aren't up all the time. The damage aura that Bio has is. I'm sure the debuffs from Bio are also helping, since they add threat as well.

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  2. 19 hours ago, Captain Fabulous said:

    I'm just seeing the info for Psionic Armor now. Not sure how I missed it. 🤷‍♂️

     

    Obviously I haven't tested anything yet, but there are a few head scratchers here, at least from the descriptions, mostly as to why different ATs get different versions of the same power, and Stalkers don't get the +DEF Presence power at all.

     

    And again, just off the top of my head, but I feel like Psionic Armor should be a defense-based set instead of resistance. Considering there are far more resistance sets than there are defense sets it seems like defense would be a better way to go with this.

     

    But I will test it out when I get a chance and give feedback. 👍

     

    Mask Presence is just a stealth toggle, so it's basically Hide. So Stalkers do get that, and Scrappers and Sentinels don't get the bonuses of the tank version.

    The tank version is a Taunt aura. The descriptions really aren't clear if it's a per target bonus, but it does look that way.

    • Thanks 1
  3. 5 hours ago, Championess said:

     

    Yes in theory but in practice the rest of the armors cant hold a candle to it.  Why is it my Bio scrapper passively holds such better aggro than my Shield scrapper?  I've used both as the main tank on 4 stars and Bio holds the aggro without even having to taunt so much better than what I can come up with my Shield scrapper that constantly has to taunt with playstyles being similar.

     

    There's obviously more going on under the hood of Bio scrappers than just that one taunt field a lot of other sets also get. 

     

    It's probably because, of the sets in question, Bio is the only one that gets both a Taunt Aura AND a Damage Aura.

    • Microphone 3
  4. 23 minutes ago, SomeGuy said:

    Am I forgetting any? Now I'm wondering if Dark Armor and Ice Armor have one. I can't remember.

    No, you named them all.

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  5. 1 minute ago, TheMoneyMaker said:

    The test server is for that? I thought it was for testing new content before it goes live.  Sure, it could be used for this, but that isn't what its for and it shouldn't be expected that people need to go there to "try before you buy" into an incarnate power.

     

    It is definitely ONE of the things the test server is for, trying out new powers before you settle on them in your build. It's not the only thing it's for.

    It ISN'T expected you go there to try before you buy a new Incarnate power, because there is no limit to how many Incarnate powers you can have, and if you don't like the one you took you can take another. Hence why this suggestion is totally unnecessary.

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  6. 1 minute ago, TheMoneyMaker said:

    Lores.  Every so often, I try out something new.  Sometimes I like, sometimes I hate.  And when I pick something I hate, it does not enhance my enjoyment of the game in any way, shape, or form to have to wait until I build up the resources to make a new one. Is it necessary? No. Desirable? Yes. If anyone doesn't want it, there would be zero expectation that they would have to use it.

     

    That's what the test server is for.

    • Like 2
    • Thumbs Down 1
  7. Healing Aura: No change needed.

     

    Heal Other: Now changes to Heal Over Time if target is already full.

     

    Absorb Pain: In addition to current effects, now places a large Absorb shield on both target and caster.

     

    Ressurect: Now a PBAoE effect raising all nearby allies, ALSO can be used when defeated as a Self AND Ally Rez.

     

    Clear Mind: Now a Targeted AoE effect.

     

    Fortitude: Now a Targeted AoE effect.

     

    Recovery Aura: Cooldown reduced to 6 minutes.

     

    Regeneration Aura: Cooldown reduced to 6 minutes.

     

    Adrenalin Boost: Now a PBAoE Aura. No longer buffs Regeneration or Recovery. Cooldown increased to 6 minutes.

    • Thumbs Up 1
  8. 7 hours ago, Captain Powerhouse said:

     

      
    Regeneration

    [Highly Experimental]

     

    Instant Healing

    • Power tooltips corrected

    Instant Regeneration [New power for scrappers/brutes/stalkers]

    • Mutually exclusive power from Instant Healing
    • This power is now a toggle, pulses every 2 seconds
    • Grants a 200% enhanceable regeneration buff
    • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times
    • Grants a scale 2 resistance to regen debuffs for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times
    • Sentinel's Instant Regeneration power will follow this implementation of the power
    • Fixed a bug where Stalkers were not able to slot healing enhancement sets

     

     

    Power order changed to:

    Stalker:

    • Hide
    • Reconstruction
    • Fast Healing
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Instant Regeneration
    • Second Wind
    • Moment of Glory

    Scrapper/Brute:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing/Instant Regeneration
    • Second Wind
    • Moment of Glory

    Sentinel/Tanker:

    • Fast Healing
    • Reconstruction
    • Quick Recovery
    • Ailment Resistance
    • Integration
    • Resilience
    • Instant Healing
    • Second Wind
    • Moment of Glory

     

     

     

    Regeneration proliferated to Tankers

    • Same power selection as Brutes, minus Instant Healing. Tankers only have access to Instant Regeneration.

     

     

     

    Pick one, either Tankers ONLY have access to Instant Regeneration, or the opposite. Something here is wrong.

    EDIT: I think it's in the Power Reorder lists, IH and IR are switched...

  9. 2 minutes ago, tidge said:

     

    My Robotics MM still does a redraw when switching between the Pulse Rifle and the Mace. Am I supposed to visit the tailor to get rid of the redraw?

     

    It basically should only be doing it the first time on a map. After that the weapon should just appear in your hand. If that's not what's happening it could be a bug. You should not have to do anything at the tailor.

  10. I think it's a pretty good idea, honestly.

     

    Something like this:

     

    1. Unfocused Swipe (Ranged Swipe)
    1. Strike
    4. Spin
    10. Focus
    16. Follow Up
    20. Reconstruction (If we're asking for Claws, why not Claws/Regen?)
    24. Slash
    28. Eviscerate
    30. Shockwave

  11. 10 minutes ago, Fusaokek said:

    The problem is that it's hard to use your powers to "protect" the pet when due to its extreme fragile nature the moment it runs into a mob it's almost insta killed

     

    This is not the case if you, again, use your powers to protect it. If the mobs are Mezzed, or even just Debuffed with Spectral Terror, Phantasm will not instantly die.

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