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Wavicle

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Everything posted by Wavicle

  1. My priority item is not on the list: WINDOWS that look out onto nearly any zone in the game.
  2. also keep in mind you get Glue many many levels earlier than oil slick. So I could totally understand someone eventually dropping glue at high levels.
  3. But Oil Slick is on a very long recharge and Glue is easily up all the time. So you can't use Oil Slick on every group to keep enemies contained. But hey, if it doesn't work for your playstyle, then drop it.
  4. Glue Arrow is pretty important on a TA Defender or Corruptor to keep enemies in the patches. It's not going to keep them around a corner, but it will keep them from spreading out too much. In addition, the -Recharge is very important. It may not be good at doing what you've been trying to do with it, but it is quite useful for what it actually is good at. I wouldn't drop Glue from any of my TAs, with the possible exception of a Controller with powers in the primary that accomplish the same thing.
  5. I have yet to do any of the +* content, but I’m thrilled it was added to the game. So if what you say is true, that’s something, I guess. I’m certainly fine with the basic idea that Scrappers are a dps that can off tank.
  6. One further note, Influence and Reward Merits are the "bad luck protection" mechanics. If you don't get the drop you want you can buy it on the AH using Influence. If it's not available on the AH or costs more than 18 or 20 million, you can buy it from the Merit Vendor using Reward Merits.
  7. As far as I can tell, the Maintenance Drone OUGHT to behave roughly like the Traps Force Field Generator, always on your tail. But instead the thing seems to have something of a mind of its own, sometimes moving ahead of me mid combat for no reason. What's going on there?
  8. Yea, the question, IF these numbers are accurate, should be why is Blaster Overcharge so weak (not a claim I've seen anyone make)?
  9. Then the next step would be to compare what else the set gets on each AT and see how they stack up, paying close attention to Disintegration.
  10. I think someone needs to verify these numbers by using the actual powers, not just looking at the info.
  11. I couldn't say for sure, but it occurs to me the Disintegrate mechanic might also have something to do with this. Targets with Disintegration are dealt more damage by Overcharge than is shown, and Blasters may have easier access to spreading Disintegrate to many targets.
  12. The point is that almost every Blaster secondary has a strong Damage buff, and these numbers are also higher for Blasters. And yes, Defiance gives a significant stacking damage buff almost all the time. We aren’t debating the merits of Sentinel vs Blaster, simply evaluating why a power might be implemented differently for the two. However, I’m also not completely sure those 218 and 219 numbers are accurate, but I don’t have toons to test with.
  13. The ingame numbers for Overcharge are confusing. If they are correct, then maybe there's something off. Maybe. Again, you have to consider the whole set, and the AT. Beam Rifle Sentinel single target damage isn't so good (ignoring procs), Fire is pretty decent. But maybe something is off with Overcharge. Brighter minds than mine will have to figure it out.
  14. Don't forget that Blasters, between their inherent and their secondaries, have FAR greater access to Damage Buffs than Sentinels do. Your comparison ignores this, and I think it's likely at least part of why the two powers compare the way they do.
  15. What is being missed in this discussion is that OTHER than the 90 second cooldown, Sentinel Nukes (and Nukes in general) are not balanced against each other in the way being presupposed here. They are balanced, like all powers, within the context of the sets they come in. That doesn't necessarily mean there shouldn't be a tweak here or there, but comparing them directly in absence of other information about the set they come in doesn't give a good picture of why they are the way they are.
  16. A lot of different things can trigger "Panic" AI in mobs. Among them: *Stacked DoTs *Attackers that cannot be hit (due to extremely high defense) Beasts have high defense and lots of DoTs...that's my guess.
  17. I don’t really think there’s any way to justify giving Scrappers additional tools for either damage or tanking. That’s why I was looking at movement, of either yourself or your foe.
  18. I'm not sure exactly how powerful such a thing could be and remain balanced, but I like the concept.
  19. No, that would be way too much. I’m not trying to buff Scrappers a lot. Just make Confront a LITTLE more attractive.
  20. I am happy to admit that "worthless" is hyperbole. But I think that "insufficient even for its intended purpose" is spot on.
  21. The recent changes to Placate helped that power a lot. It's NOT now a "Required" pick, but it's also not completely worthless as it once was. I'm open to all sorts of different approaches, but ultimately that's what I'd like to see for Confront. Something to make it fun and worthwhile, but not so good that everyone must take it. But NOT making it AoE.
  22. I would personally prefer such a thing be added ONLY to Scrapper and Widow Confront powers and NOT to Tank/Brute Taunts, simply to distinguish them. The AoE Taunts are already very powerful. I WOULD like an improvement to Kheldian Dwarf AoE Taunts, but that's another thread.
  23. @Luminara What if, instead of any of this reverse repel stuff, using Confront gave the Scrapper (or Widow) a minor or moderate Movement Speed buff for a few seconds?
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