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Vanden

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Everything posted by Vanden

  1. Does this even cost you that much damage? IIRC the crit damage on Crushing Uppercut is only equal to the damage of CU with no stacks of Combo Builder, so you're only missing out on the difference in damage between combo level 2 and combo level 3 of CU.
  2. The Poisonous Ray power in the game says that an actual toxin suspended in an energy field is exactly how the power works.
  3. I would love to be able to have multiple auras.
  4. Just choose the "Minimal FX" theme for your Lore power and they'll be solid.
  5. Well now you've given the pools 6 powers each, instead of the usual 5.
  6. According to your OP, Weave would be a tier 2 power, and thus require only 1 prereq power instead of the 2 it currently does.
  7. Personally, having spent time leveling a Ninjitsu Stalker, I'm never rolling another clicky mez protection character again. I absolutely hate the way the power's always going off unexpectedly, interrupting my combos, eating up my Build Up time, and stopping me from using heals and other emergency powers.
  8. I think you misunderstand. Stalkers get more AoE attacks than they used to, yes, but they're still the same smallish AoEs that Scrappers get (with a few notable exceptions), not the large and ranged AoEs that ATs like Blasters and Corruptors get.
  9. I think you're going to have to expand on this, because it sounds like you're saying that because there are some new sets with taunt auras, it means the whole AT's intended team function should shift. That's like saying that since some newer Stalker melee sets have more AoE attacks than earlier ones, Stalkers should be an AoE damage AT now. And because you can build for better defenses with IOs, Scrappers should be encouraged to take the aggro of bigger and bigger spawns, simply because they can survive it now where they couldn't before. But that's true of every AT, and by that logic you could claim that Defenders or Blasters should be able to manage aggro, too.
  10. 100% agree, but only on the semantic level where the idea that Tankers shouldn't do damage isn't dated, but rather entirely off-base. Otherwise, 100% disagree. What exactly has changed about the game since launch that means Scrappers should be filling the role of aggro management, where that wasn't expected in the past?
  11. Why would enemies run out of them? There’s no fear component to the damage auras. I know from experience that enemies don’t run out of Scrapper damage auras.
  12. There is nothing "Tanker" about Rage. It's a feature of Super Strength, not Tankers, seeing as how Brutes get it too. And Super Strength pays for its Rage; Jab and Punch are basically a tier lower in strength than would be appropriate for their placement in the list, the set pretty much doesn't have an actual Tier 2 attack, and Knockout Blow has a five-second penalty added to its recharge times. Have you mapped out what nerfs need to be applied to every other melee set to make it appropriate for them to get Rage equivalents? He said why he didn't do in the same post he said he considered it; because it would change the playstyle and feel of Tankers, which was opposite to his goal with the changes.
  13. Listing the secondaries that have or don't have taunt auras for Scrappers doesn't really prove anything one way or the other. Not according to the in-game info.
  14. They can still end up fairly tanky, depending on the teammates they get.
  15. What do Scrappers need taunt auras for? No reason for them to have them.
  16. Being controlled by the server, a boss would be able to activate a power on the exact same server tick it recovered endurance. And this would all happen before the server sends this info to your client for you to see. And someone else posted that the AI doesn’t actually have to have enough endurance to use powers, only more than zero. If that’s true, the boss could’ve regained endurance, and immediately spent it on a power that cost more end to use than a single tick of recovery would grant, keeping their total end at 0.
  17. Nukes don’t adhere to the formula very well, if it all. I wouldn’t bother checking them.
  18. Boosting the damage on Tesla Cage is a pretty good idea. It's one of the only single-target controls in a DPS set that still does only minor damage. Most other such powers have been buffed into real attacks.
  19. Incarnates and IOs perform the same for all characters regardless of what power sets they're using. When you test a heavily IO'd and Incarnated character, those IOs and Incarnates contribute a sizeable portion to the character's performance, and obscure what the character's chosen sets and AT contribute to the performance. As an example, if you were to test a softcapped Energy Blaster against a softcapped Fire Blaster, the Fire Blaster would seem way ahead in performance, because the IOs would obviate the way the Energy Blaster's knockback greatly improves its survivability.
  20. You're a little off the mark there; Energy Drain was always part of EA. It launched with both Energy Drain and Conserve Power, and Conserve Power became Energize. Energy Drain also didn't start as a clone of Energy Absorption, it was initially just an endurance drain/recovery power, and got the defense bonus later on.
  21. Look dude, you need to give this idea a rest. It’s not happening.
  22. I’ve done that, it took me 23 runs to get 1 Very Rare component, and another 15 to get a second. That would take so long.
  23. Okay but why? Do you just want to fight more bosses or something?
  24. How were you getting the salvage for them? Torchbearer doesn’t seem to run incarnate trials very much these days.
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