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Solarverse

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Everything posted by Solarverse

  1. Don't even get me started over that Nerf. My main on Live *was* an Invuln/EM Tank. That nerf happened and I shelved that Tank for life, never broke him out again. He died with the game upon shut down. And here we are, I still refuse to play Energy Melee until ET has been un-nerfed to its original state.
  2. Wouldn't bother me if they even adopted Greater Psi Blade's animation. It was actually Cremate.
  3. MAKE IT HAPPEN, THANK YOU. GO. DO EET. DO EET NAO!
  4. I guess I am just not understanding, man. I just looked it up and found that on average, the recharge times and duration of animation times are almost identical. Breath of Fire has a .4 second longer animation than Frost, Frozen Fists has a .33 second longer cast time, Incinerate has a .67 seconds longer animation than Freezing Touch and Fire Sword Circle has a .57 second second longer animation that Frozen Aura. That is a total of 1.31 seconds difference between cast times. If we want to calculate Cremate in to this, since Ice does not have a comparable power to this, you can add another 1.5 seconds to that. However, since Ice does not get a counter part to that which grants damage, Ice is still the loser by a country mile. Even taking DPA in to account, Fire still out classes Ice in the DPS department. Having said all of that, like I had mentioned before, swap Cremate for Combustion and that gives Fire Melee the Umph it needs to be where players can feel comfortable with it. When Fire Melee was first introduced to anything outside of Blasters and Tankers, I was shocked to see Combustion taken off that list. The extra AoE in Fire Melee was what set that set aside from others. Swapping it out for Cremate was just highly questionable then, and from what I am seeing on this thread, it only gives evidence that doing so was a bad idea. It stole from the set's DPS capabilities. I say swap Cremate for Combustion, bring Incinerate in line with Freezing Touch, and you have yourself the Fire set it should have been. You do not need Splash Damage to pull off your desired effect. Doing what I mention in this paragraph should make any Fire Melee player as happy as Kool-Aid in a summer breeze.
  5. I think it delivers, just not as much as people would like. I believe when the Devs replaced Combustion with Cremate, that caused this. IMO they need to put it back to what a Tank has and the set should be right as rain. Like I said, I can get on board with replacing Cremate with Combustion, but I can't see adding Splash damage to Fire attacks. I would also be okay with adding a short stun effect to fire...it even makes a bit of sense, being set ablaze can cut the oxygen from somebody, that on top of suddenly being set ablaze can stun for a short time until you figure out your actually on fire. So I could see a very short stun being added to Fire attacks. However, giving the set more damage with Splash damage, I just can't get on top of that. I say replace Cremate with Combustion and you fix the set.
  6. Okay, but that has more to do with damage mitigation and less to do with damage output. This thread is about damage and less about survival mitigation. Scorch = 70.02 Frozen Fists = 68.82 Fire Sword = 105.6 Ice Sword = 90.84 Incinerate = 172.0 at T5 Frozen Touch = 200.6 at T8 Fire Sword Circle = 121 at T8 Frozen Aura = 97.72 at T9 Cremate = 137.9 606.52 Total 457.98 Total I'm just having a hard time seeing how Fire needs any kind of Damage buff. I could understand if the OP was asking for some type of mitigation, however, the OP is asking for Splash Damage, essentially asking for more AoE. If more AoE is what the OP wants, he would have been better off to ask to replace Cremate with Combustion, just like the Tank counterpart. However, as far as a damage buff for fire? I just can't get on board with it. Maybe you can convince me, I'm trying to keep an open mind here, but as of right not, I am just not seeing how Fire can be underperforming when we have sets like Ice that has been doing far worse since the start of this game.
  7. I don't understand how or why it is having trouble when it out classes Ice Melee in every aspect.
  8. They are the same as Ice Melee though, and more damage.
  9. Fire is extremely powerful, most often the highest damage in game. I think giving it any type of boost will just make it overpowered. The only thing I would change about Fire is the fact that Fire Brutes don't get the Combustion power, they lose out on an AoE. Other than that, they are good.
  10. Flurry slotted with Hecatomb. Problem solved. I promise. 🙂
  11. I don't know if I should congratulate you, or to tell you to get a life! Haha, totally kidding, makes me wonder where it caps at though...if at all. That would suck if it flips and starts you over like some old Atari score, lol.
  12. I think his only real option is to add the tohit debuff proc. At least in that case, the ones not stunned wondering off will at least have a lesser chance to hit. Still forces the question, is the immob proc a bug in that it doesn't actually immobilize them? I know it would only be effective against Minions, been then again, the Disorient would also only be effective against the minions, technically that should be a winning choice...if it worked.
  13. I don't think Knock Back is what he is after, since he seems to want to keep the mobs near him. Not sure how a Knock Back would help a Stalker anyway, that would be very counter productive to the class, since the class is basically a suped up Scrapper. I think what he used was his best shot at achieving his goal. Sadly it didn't work.
  14. The problem we are seeing though, is that this is repeatable on command, per the video I posted. So this particular issue I don't think has anything to do with hi ping or packet loss. Otherwise the issue would be random. I can say for 100% fact this has nothing to do with internet connectivity or speeds or stability...which I know you didn't say that, but just wanted to back you up on it. If it were an issue with internet, I would know about it, since it has been my job to fix any internet issues for the past 13 years. I have the tools and the knowledge to detect it if it were.
  15. I have never even used Disrupt, on any of my EA Stalkers. Kudos to you for trying to find a way to make it work. That was a good idea, too bad it didn't work out. Hopefully it's a bug and nothing that is "intended."
  16. I have actually rolled a Savage Melee/Dark Armor. I have not leveled him very far, but It's good to know that it complements the set well. I kind of figured it would, but what you say confirms it for me. I tried TW/Dark once, got about 12 levels and said, "NOPE!" haha.
  17. I took a look at the End Cost numbers and it seems you are correct. Most toggle shields cost .26 whereas Dark's shields cost .21. The major culprit to the end cost is Cloak of Fear. Death Shroud is also up there, but it's the same as the others. Cloak of Fear comes with the same endurance cost as Death Shroud. It's a factual point, however, considering that Dark runs 3 more toggles than the typical Tank/Scrapper/Stalker builds, I would think that changes Soul Transfer to be active when not dead, and giving it a buff similar to Soul Absorption will be just enough to make the set more manageable without giving the player endurance that lasts forever. If they play right and build right, that buff should be available just about the time when the build becomes desperate for endurance. Now granted, this is an end game power and I understand that kind of goes against the point that I made to Saiy, however, it's the only power that an endurance buff could be added to without making the build have OP End Recovery.
  18. And this right here is how flame wars start. You come in with an attitude, you got attitude back, and now you want to escalate it with even further attitude, It's one thing to state your opinion. But to end sentence with, "Slot well, play well or try another powerset" is just straight up asking for it. You could have just as easily made your point without the snark. As far as your point goes, it's kind of hard for a lot of players to be willing to be okay with your point since, by time most players reach the final part of their characters, (getting them IO'ed out, Incarnates) they put that character away and start a new journey with a new character, only to break out the fully IO'ed character when called upon...unless...it is their main character and they are always playing to get the next badge. So saying that the build is fine once somebody is fully IO'ed out, isn't really helping. Keep it cool, man. Say your point, give your opinion, you never know, somebody might just agree with you; but adding the snark at the end is pretty much going to guarantee that whoever you're giving the crass to is only going to see the crass and not your point.
  19. 😄 I can't be the only person who read the title and thought this was going to be an Impeach Trump thread. Edit: And I also can't be the only one who read that as, "Fire the Antichrist" 😱
  20. Hopefully a Dev will test this out and let us know if they have any theories.
  21. Yeah, I guess you're right, that power recharges every 30 seconds. What if we gave Soul Transfer a double use. One use is to rez based off of enemies, the other use would be similar to Soul Absorption? it has a 300 second recharge, which gives it an almost twice as long recharge as Soul Absorption. I don't personally think that giving /Dark a 45 second Recovery buff based on how many targets it hits, every 300 base seconds would be OP. I think that would be a good compromise that gives /Dark just enough recovery utility without giving them constant endless endurance. it simply gives them a 45 second break from time to time from having to heavily manage toggles.
  22. Ditto. Or at very least, add a +Recovery buff to Dark Regeneration similar to the recovery buff from Soul Absorption.
  23. I just tested the other abilities, for whatever reason it only affects Assassin's Staff. I'm wondering if it has something to do with the fact that your abilities and Assassin's staff share a similar mechanic? They both have a charge up period, and under circumstances can cast instantly. That seems to be the one thing that your attacks and Assassin's Staff share along with using the Siphon powers.
  24. I have my Blasters...and I have my Blappers. I'm like you, I still build them. I unleash my AoEs and then jump in there and start melee slapping this hell out of them. Elec is also a good secondary for Blapping for anyone who wants to give it a try.
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