Expanding on this, for some reason the Real Numbers™ in the info window are showing the values with the old damage scalar; when you actually use the attacks they do more damage than the info window says they will.
All you have to do is not click the power as soon as it's recharged, no build considerations required. It even gets a ring around the icon now, to tell you if using Rage at that moment will cause a crash.
Was this really even a bug? I found it pretty convenient that if I didn't use the full duration of my Hybrid by the end of a mission I could have it at the beginning of my next mission, too.
Possible bug? I checked the numbers on the Live shards for Tanker secondary attacks, and they're the same as they are on Pineapple, despite Tanker's supposedly having higher modifiers on Pineapple.
I think it works. Tanker base damage has been increased by the same amount that Bruising would add to your attacks, so the only real increase in damage is to the Tanker's AoE attacks.
Oh boy, if this goes live I'm gonna have to make new charts.
Is it feasible, rather than making this change, to simply make Tankers able to choose the T1 or T2 power at creation?
I saw the same things you saw, I was there too. I’m not saying you’re wrong because I didn’t see the same things you did. I’m saying you’re wrong because you’re wrong.
I’m assuming you mean the Arena, since the GDN predates PvP zones.
But even then, this is very wrong. The GDN happened as a necessary step to enable the devs to design challenging content and give player characters more room to grow to meet these challenges, not because some players complained it was hard to kill other players in PvP.
8 shards and a Notice of the Well is a pretty easy price to pay for your t3 alphas. For everything else, yeah, thread components are the better option. Especially t4 Alphas; 48 shards and two Notices is a big "no thank you" from me.
What's with the scare quotes around "this statement?" I only directly quoted the things you posted. And yeah, it's no surprise people would wonder aloud if you're trolling when you make such contradictory, off-the-wall claims.
One or two slots to put into Active Defense is an easy price to pay when leveling. 2 recharge SOs is all it takes to perma it, 3 if you want a buffer for when you get hit by slows.
Oh, my bad, I thought Pines said it was 40s. Still, what with it having an endurance cost muddling the math, needing to recast it constantly, and the fact that I don't know how often it ticks, I don't think I could make a very good chart for it.
You're getting these responses because you say things like:
Even though you clearly know you can slot the power for recharge reduction, because in the same post you say:
That and the fact that you said Active Defense somehow forces you to take Acrobatics, even though AD gives you more KB protection than Acrobatics does.
Lifegiving Spores isn't a good fit for this cheat sheet, since you can't really perma it; it only affects a small area and you have to toggle it off to move it, and wait for it to recharge, so it can't be a consistent, reliable source of endurance.