Jump to content

Auroxis

Members
  • Posts

    661
  • Joined

  • Last visited

Everything posted by Auroxis

  1. AV's (and most mobs) are most commonly +3 since the alpha slot is so easily obtained. And no, the higher damage modifier is not enough to give your team more overall DPS against AV's.
  2. As I've repeatedly stated before, it's -13%. Losing damage contribution against AV's for even better AoE might seem like a decent trade-off for you, but not for me.
  3. Even if you tally up the damage buff and assault change together, you're still contributing less damage to an 8-man team without Bruising in AV fights. However with Assault it's not that far off how it was before.
  4. 1. You have to pick up Assault to make use of it, where-as Bruising comes without a power pick. 2. If you had Assault before, the difference is 8.25% which isn't nearly as good as a 20% resistance debuff against AV's and even EB's.
  5. Defenders don't have access to Arctic Breath, but on SoA it is 15% so that's fine. The only -res buffed is Melt Armor basically, which doesn't make up for losing Bruising.
  6. Arctic Breath is very supporty since you're giving up on very good attacks (fireball/ball lightning/fences/gloom/dark oblit) to pick it up, and Gloom+Dark Obliteration had their values buffed as listed above.
  7. Happy about the leadership changes, it makes the tanker more of a force multiplier to make up for the loss of Bruising though you kinda need to pick up Assault to leverage that and it doesn't quite make up for losing a -20% res debuff. As for this: "Tanker modifiers to debuff enemy ToHit and Damage and Resistance with support abilities in epic pools have been increased, in addition to their modifiers to buff other's damage, to-hit and defense have been increased, making Leadership Assault stronger when used by the AT." I don't see the resistance debuff any different on Arctic Breath, same 15% as it was before.
  8. Well yes, I'm not suggesting we give Tankers a Defender's level of -res. Just keep the levels of -res we have and make it stackable from multiple casters.
  9. That's fine, but I'm referring to the assertion of all-tanker teams being gamebreaking. You can get -160% res from a single Defender and then fill the rest of the team with damage, a kinetic, a 2nd buff/debuffer and a tank. That's way more "gamebreaking" and is also a very common team composition.
  10. Yes, but it does stack with Annihilation and Fury of the Gladiator.
  11. Having it apply only to single target attacks could work well.
  12. Then don't have it apply to all attacks. Also, add one Cold/Sonic defender to the mix and you'll see the Scrappers pull ahead in terms of damage. And keep in mind Scrappers can equip -res procs as well as having access to small -res debuffs in bio/tw/staff/stj.
  13. Corruptors and defenders can match that and then some. I'm not asking to make bruising AoE btw.
  14. Stackable bruising definitely won't make Tanker teams gamebreaking, not sure how we reached that conclusion considering the tanker's damage being below average and -20% being an average resistance debuff.
  15. If you're talking high-end there are Tanker combos that contribute Scrapper levels of damage to a team if not more. A Scrapper/Brute with the same combo would deal more damage, but Tankers certainly have the tools to reach damage levels of an average Scrapper/Brute and have more -res utility. There are combos that fall behind, and AoE's don't benefit from Bruising, but saying Tankers can't make up the damage gap is inaccurate to say the least.
  16. I didn't say you have to take procs, but that you can use them to beef up your damage and help bridge the gap between the classes. TW and SS definitely don't need procs to perform well overall. You might not care about losing a -20% resistance debuff in favor of a damage buff, but the feature has been in the game for a while and players have grown accustomed to it. I also personally prefer it since it contributes more overall damage in an AV fight. There's no need to reduce the Tanker's AV fight contribution even further just to make it even better in AoE since the radius/arc/target cap changes have proven to be very strong regardless of the damage increase.
  17. Would it be possible to keep the old RWZ accessible via Ouroboros? Just so people can compare their character's performance with the countless hours of tests made on the old pylons. Edit: Looks like the zone pylons were reverted back, thanks!
  18. I assure you that the majority of tanker secondaries can be built to deal respectable single target damage, especially now thanks to procs and their synergy with bruising. SS and TW are just the best examples of that. AoE is a different issue since Bruising doesn't apply there, but we have AoE buffs included which remedy that. Removing Bruising in favor of a higher damage multiplier and damage cap just takes away a significant support feature while making the Tanker more like a Brute.
  19. Huh? Are you implying that an AT with access to Bio Armor/Fiery Aura and TW/SS has to conform to trivial damage? Tankers can be developed to do very respectable damage as well. That's not the problem. The problem is that currently their low end is a bit too low since their force multiplication is handicapped by a non-stacking rule, and their tanking advantage is rarely as relevant as the brute's superior performance in clearing.
  20. Someone asked me for an Ice/Time version so here it is: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Trailfreezer: Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Dark Mastery Hero Profile: Level 1: Ice Blast -- Apc-Dmg/EndRdx(A), Apc-Acc/Rchg(3), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/Rchg(9), Apc-Dmg(13) Level 1: Time Crawl -- TmpRdn-Acc/EndRdx(A) Level 2: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(3), Prv-Heal(9), Prv-Heal/Rchg(11), Prv-EndRdx/Rchg(11), Prv-Heal/EndRdx(19) Level 4: Time's Juncture -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(5), DarWtcDsp-ToHitDeb(5), DarWtcDsp-Rchg/EndRdx(7) Level 6: Spirit Ward -- Heal-I(A) Level 8: Freeze Ray -- Apc-Dam%(A), UnbCns-Dam%(27), GhsWdwEmb-Dam%(34), NrnSht-Dam%(36), GldNet-Dam%(36), GldJvl-Dam%(42) Level 10: Hasten -- RechRdx-I(A) Level 12: Ice Storm -- SprScrBls-Rchg/+End(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprScrBls-Dmg/Rchg(15), SprScrBls-Dmg/EndRdx/Rchg(17), SprScrBls-Acc/Dmg(17), SprScrBls-Acc/Dmg/Rchg(21) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Distortion Field -- EndRdx-I(A) Level 18: Bitter Ice Blast -- SprMlcoft-Rchg/Dmg%(A), SprMlcoft-Acc/Dmg(19), SprMlcoft-Dmg/Rchg(21), SprMlcoft-Acc/Dmg/Rchg(25), SprMlcoft-Acc/Dmg/EndRdx/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(31) Level 20: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--ToHit(31), GssSynFr--Rchg/EndRdx(37) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), Rct-Def/EndRdx(42) Level 24: Assault -- EndRdx-I(A) Level 26: Mystic Flight -- BlsoftheZ-ResKB(A) Level 28: Farsight -- LucoftheG-Def/Rchg+(A), HO:Membr(29), HO:Membr(29), ShlWal-ResDam/Re TP(40) Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37) Level 32: Blizzard -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(33), Rgn-Acc/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/Rchg(36) Level 35: Slowed Response -- AchHee-ResDeb%(A) Level 38: Chrono Shift -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx(40), NmnCnv-EndRdx/Rchg(40) Level 41: Dark Consumption -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Rchg(43), Obl-Dmg(46) Level 44: Dark Embrace -- GldArm-3defTpProc(A), Ags-Psi/Status(45), Ags-ResDam(45), Ags-ResDam/EndRdx(45), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam/Rchg(46) Level 47: Soul Drain -- Arm-Dam%(A), Arm-Dmg/EndRdx(50), Arm-Acc/Rchg(50), Arm-Acc/Dmg/Rchg(48), Arm-Dmg/Rchg(48), FuroftheG-ResDeb%(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- UnbLea-Stlth(A) Level 1: Scourge Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13) Level 0: High Pain Threshold Level 0: Invader Level 0: Born In Battle Level 0: Marshal Level 50: Clarion Radial Epiphany Level 50: Void Radial Final Judgement Level 50: Banished Pantheon Core Superior Ally Level 50: Support Core Embodiment Level 50: Musculature Radial Paragon Level 50: Degenerative Radial Flawless Interface ------------
  21. That's flat out incorrect and you can easily test it yourself with a power analyzer if you have a tank. You must be applying the AV debuff resistance formula by mistake which doesn't apply to resistance debuffs.
  22. Resistance debuffs have a visual effect and the power description contains bruising.
  23. To be clear I want the 20% -res to stay, not necessarily in the form of Bruising.
  24. In both scenarios you're taking away features from players. What matters isn't only what you think the class should have, but also what it currently has. And has had for the past 10 years.
  25. That's almost the same as the total resistance debuff output from radiation emission/pain/thermal/time/nature on a corruptor. Would you be ok as a corruptor if the -res got replaced with an AoE and a higher damage multiplier?
×
×
  • Create New...