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  1. Does anyone know what's planned for the Winter event and when it's going to start? I want to set up a plot that peaks the day before it starts.
  2. Not sure how much this affects, but.. I made an AE mission with Winter Horde in it because that character's backstory is linked to them. When I turn up the difficulty, the Winter Beast (Boss) mobs cap at 50. The named boss (Winter Beast, but with a name) , minions and LT's spawn at the normal level for settings. Probably not a huge deal, but might be worth taking a look at before winter.
  3. Mids seems to have decided that every version of my main's build I can find is a Kinetics Manipulation Buff-debuff/Ice Armor Scrapper. Suggestions?
  4. Could someone add "Sliding" to alt animations for Superspeed? Just copy the animation from Prestige Power Slide. If you're really feeling your oats, you could put some path auras in it.
  5. Took my Super Reflexes tanker out, flew to the top of the sky, fell. Had to do it again because falling damage is less than I remember. On the ground, flashing red, I looked at my display: 61% lethal resist. I have 3% right now from something or other, and I might have regenerated a little before the display updated, so that shows that scaling resistance on Tankers probably caps out at 60%, which as I recall is the scaling resist cap for a scrapper. That means that under more circumstances, it's probably closer to 30%. 60% is a nice layer of resistance for a scrapper. 30% is even a handy bonus for a scrapper suddenly stripped of defense. It's not so good on a tanker who has a higher resist cap. SR is regularly described as bad at tanking; defense can still be stripped or bypassed by very common things, and SR doesn't have the reliable healing of many other sets. SR has resistance to defense debuff, but tankers get hit by a larger volume of attacks that contain the debuffs. Could that number maybe get bumped upward? If it capped at 80%, at 50% health it would be 45% resistance. SR doesn't have a heal or a maxHP boost, so the layers are important.
  6. The issue was always that Brutes demand (and have) the ability to suck aggro off the Tank to fuel their DPS. This spreads aggro WIDER so that you don't get to be the tank with barely any aggro and inferior DPS in all cases.
  7. Ooh, this makes tanks a good AOE option because of being able to hit more things. Brute hits hard, tank hits wide. Brutes remain a DPS, for hard targets, tanks deal with minions. 
  8. Is there any reason to explain the high endurance cost of Stealth now that Invisibility's cost is reduced? The stealthiness seems on par with say, the immobilization protect of Combat Jumping.
  9. Concern about the concealment: Invisibility change - before with the Only Affect Self, a tanker, certain Defenders, and similar could sneak in invisible, then decloak in a group and have their taunt aura/debuff toggles immediately start affecting the group and themself. With the OAS removed, that functionality sounds like it might be lost, requiring me to manage toggles and start combat debuffed. If it is to remain OAS, can you look at having Invisibility suppress PBAOE toggles that affect enemies out of combat? I also have some concern about retaining a separate identity between Invisibility and Stealth. The small stealth buff in combat is nice, but not the only reason I use the power, particularly if I can put defense sets in Invisibility.
  10. Yeah, I know, "zomg but u put teh proc in teh Stamina!!1!" Don't want to hear it, people rant about it every time I mention this with silliness like 'but then it won't work when you aren't fighting!' (I'm a tanker. If I'm not fighting, my end bar is fiiine. :p ) I wanted to put it in my fast recharging first tier attacks for feel and concept and so on in addition to the usual stuff. And because I'm level 25 and haven't got all the IO sets and so on sorted out yet. My other tanker is Dark Armor, I don't want to have to care about blue bars anymore. :) So on a level 25 SR/Electric tanker, I put a Performance Shifter +end proc in Charged Brawl and Havok Punch, and a [Call of the Sandman: Chance to Heal Self] in Jacob's Ladder. All attuned from the AH. Then I went and started punching and noticed my end bar going down as normal rather than the more jagged expected behavior. So I opened the combat log and made it big and punched my way through a couple of missions. Over two missions that I fought my way through, neither of the +end procs fired. The Sandman proc fired as expected every few times I hit something with it.
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