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Wavicle
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Everything posted by Wavicle
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Scrappers still benefit from support, they just benefit more from Offensive support such as +Dmg and -Dmg Res. Scrappers are DPS. Scrapping isn't a role. It's a means to an end. Scrapping is how scrappers do dps. DPS is a role. You can fill it in many ways.
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Yes, in fact, they have. Generally speaking, there are two roles for melee, tanking and dps. But no, a tank is not, never has been, and Ought not to be required, although it is quite useful especially in some particular encounters such as iTrials.
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Patch Notes for February 18th, 2020
Wavicle replied to The Curator's topic in [Open Beta] Patch Notes
Hoping for the ability to Lock individual parts on the costume screen, so Random and Match Colors doesn't randomize or match everything. -
I think it's pretty well balanced. Tankers are the best at taking punishment and grabbing aggro. Brutes are pretty good at those things, but do better damage. Scrappers do better damage still, but aren't as tough and most don't grab aggro. Stalkers do the highest single target damage, some do good aoe, but they are kinda squishy.
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Also: https://paragonwiki.com/wiki/Threat Though I imagine we STILL don't know all these variables: While the complete formula isn't known, nor do players know most of the minimums or maximums, Castle posted the following in a thread on the Official Forums: Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
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https://paragonwiki.com/wiki/Taunt_(Status_Effect) Keep in mind this is somewhat old information, so I don't know if the recent changes have made this obsolete: Taunt works by multiplying the Threat generated by attacks, with the multiplier dependent on the AT in question, the duration of the Taunt, and the character's proximity to the enemy. In 2007, Castle created a thread (since lost to forum purge) revealing this fact, as opposed to the commonly accepted explanation (and description in the game documentation) that Taunt simply overrode all Threat. The Taunt power (and Confront, Calling of the Wolf, Warrior's Challenge, Challenge, and Provoke) counts as an attack, so that hate may be gained with just the damage-less Taunt. Attacks made after the Taunt is applied have their Threat multiplied by 1,000 * Duration (where Duration is the duration of the Taunt effect). AT modifiers, damage dealt, and proximity to the enemy affect the amount of Threat generated. While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by Issue 11 testing with a Tanker using Taunt that was unable to pull enemies away from a Willpower Scrapper using Rise to the Challenge. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. After further testing, Ghost Widow followed the code logic to discover that the game's internal documentation on the subject (supporting the "Taunt overrides Threat" argument) was incorrect.
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I'm not sure of the exact math, but I know that taunt is a multiplier that acts on the threat caused by attacks, controls, etc. The higher the magnitude, the bigger the multiplier. I assume Archetype specific threat modifiers are somewhere in that equation as well. Let me just say, if your goal is to have a hard hitting toon that tanks, your brute will do just fine. If your priority is to be the best aggro magnet in the game then you SHOULD reroll as a tanker, because that is what they are and always have been.
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This is how I felt too, and I still think it's a good idea but there's a problem. It involves the reason why Black Dwarf Mire does not Taunt. The intention, I believe, is for the Warshade to be able to switch to Dwarf and use Mire WITHOUT pulling aggro. So that means a Dwarf taunt aura would have to be a TOGGLE that you can use IN ADDITION to Dwarf.
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Tankers should always be able to out aggro Brutes. If a Tanker and a Brute are on the same team, the Tanker is the Tank and the Brute is a Melee DPS. The changes to how Fury works make it so that the Brute is not going to have any problem doing damage even in this situation. If you are a Brute, and there is a Tanker on your team, you DON'T NEED to pull aggro from them, THEY are the tank. That said, in that situation, you should do what good Tankers have always done when on a team with another Tanker: SPREAD OUT so you can cover more area.
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Look I’m not trying to be a dick. That comment of mine was unnecessary. You’re ignoring a lot of details. AOE soft controls In blast sets always have limits. In water, you have to stack up your buff in order to get the knockdown to be 100%. Sonic gives up the debuff that everybody plays sonic to get to have the knockdown. Dark does no damage on its knockdown ability. Blizzard is on a very long timer. The OP suggestion allows you to build out of having to have any sacrifices. Now if the suggestion is that energy blast specifically needs buffs, that is a different story and maybe that’s true.
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Those are true facts that actually don’t have anything to do with what we’re talking about here. Neither shockwave nor siren song does damage. That means that sonic is sacrificing a lot to get that protection. Same applies to dark blast. Not to mention that minus to hit is specifically not reliable, just as defense is specifically not reliable. No one is arguing that those sets aren’t good. But using them as examples to support this argument is seriously flawed reasoning.