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WindDemon21

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Everything posted by WindDemon21

  1. Poison definitely needs help. A big part is one to let us slot holds into NB, increase the radius of it's debuffs, and change the tier 9 to not be a pbaoe toggle which is horrible on a set with no self defenses or mez protection, and instead a ranged location based power.
  2. I'm aware that it is unresistable, which IMO its completely dumb that any debuffs get resisted to begin with, making debuffs sets automatically worse than buff sets and making them WAYYYYTY worse against an AV. If anything I would vouch for it just to make TA more unique and desired.
  3. It's definitely lacking. 1: First and foremost, glue arrow needs to be made a location based power. 2: Flash Arrow should have it's -to hit increased. I would honestly say for how TA is for that to be 20% base on defender, 15% on secondaries. 3. Poison Gas Arrow should be reworked to work like traps poison trap, a hold instead of sleep, and reproccing, -regen, and -rech. Rech can be increased to 60 or 90s to compensate. 4. Acid arrow should have its radius increased to 15ft. 5. Disruption arrow should at least have a small -defense component so we can slot IOs into it. 6. Oil slick arrow: rech lowered to 90s. 7. Emp arrow should be ESD arrow, or at least a rech reduction and no -end/-recovery, or given the more-needed rework of PGA, rework this power to be a different power entirely. Could be the chaining "heal arrow" people seem to want or even better a group regen buff like the warburg nuke or a ranged triage beacon with mez protection or something, moved earlier, and Oil slick the new t9. 8. All TA powers should really have the same 1s animation. 9. Ice arrow, is fine 10, Entangle arrow should have a damage component, or at least swapped with flash arrow to be tier 1 so trollers and the like can skip it.
  4. I'm not sure what they were saying either. I don't care about the scaling regen, just want the sent version ported over with MB and enduring.
  5. Any update on a fix?
  6. You don't lose the aoe defense, the pitiful amount you get from lucky is ADDED to evasion. Having the absorb from MB more than makes up for the tiny aoe defense loss and extra recovery of enduring till you get evasion. Keep in mind that you don't seem to get, that enduring HAS the DDR and scaling resist in it, meaning you get the 3 autos by 20, instead of 28 too. And those scaling resistances are good, and fun, i just wish they started at 100% hp and scaled from there, and be enhanceable too would be nice.
  7. No only Sentinels get Enduring currently. Also tanker version of the passives is bugged, and is the same value as the other ATs, when it should be up to 26.7% resist at at 1% hp, not 20%.
  8. No i mean how npc veng can have an aoe defense hole when ours doesn't. Whether an attack is "melee" aoe or "ranged" aoe, it's still flagged to our defense as aoe. Otherwise there would literally be no point to evasion and aoe defense besides the DDR.
  9. This is false, npc powers don't always work the same way as hero powers. check your combat log.
  10. Except they still play differently. I for one enjoy the scaling resistances of SR, but I do feel it should get the sent rework. Even with the aoe earlier, SR hurts without heavy IO investment and tough/weave. I also wish we could slot the passives for resistances to boost them and put those uniques in them to skip tough, and that they would start at 100% hp like the reactive defense unique does.
  11. Plus the absorb also helps later on too, and it's way better early on that no aoe till lucky at 28 and evasion at 35. Now i would also prefer the aoe defense put into the other toggles also, but MB making the mez protection in the toggles also means you don't have to perma PB early on.
  12. Which having the absorb from MB and end recovery from enduring help to do.
  13. Apparently you haven't played Sent SR then, cause you CHOOSE between Master Brawler or Practiced Brawler. But MB is nicer cause it gives you an absorb shield which works perfectly with SRs scaling resistances. The only thing better would be the toggle absorb instant regeneration so that SR could still easily justify not getting hasten. Then it loses lucky for enduring, which still has the scaling resistance and DDR, but gives SR a VERY welcome 30% recovery, and it only has the aoe defense from lucky moved to evasion, which losing 6%ish aoe defense at 28 when you have none else till 35 with evasion is no big hardship. Though I would even suggest swapping quickness till 35 and evasion to 28 then, or better yet moving the aoe defense into the other two toggles and getting a self rez or something at 35.
  14. Pretty straightforward, please port it to the melee ATs. Enduring and Master Brawler go a LOOOOONG way to fixing SR.
  15. Crit strikes proc should be in rend armor, almost guarantees it goes off and starts the -resist too.
  16. GC is there to kill off the remaining slivers of health sometimes left over. My question, is i was planning to skip crushing blow, using def-sweep/titan sweep, rend, and follow through for ST. How critical is crushing blow? Debated between scrap and brute too, but am I correct that the cast times are exactly 1s in momentum? would mean 3 attacks in the crit strikes proc duration.
  17. It has the same bug that the buffs on sky splitter had on staff where against higher level enemies the regen/recovery values would get lower. Please make this an asap fix! Enemy Level: +0: +1: +2 +3 +4 +5
  18. I'm going to be in the column that my tequila and coh works just fine and this unnerves me. Big question i haven't seen asked yet, will we still be able to run two instances at a time with this new launcher? And can we still use the old launcher if we want to?
  19. /energy so you at least get a build up power you can put the build up proc in. +boost range on cones.
  20. Expressed best on this thread: But IMO this would be the best rework, recall, no brainer. combat tp, for all the reasons it's needed, and can be used as a travel even as well, but would require more clicking, and the tier 5 power knocks it out of the water for travel at any rate. 1: Recall: 1s cast, 5 end, ally, or foe. level 4. 2. Combat Teleport: 0.5s cast time, cj/hover level defense for 60 seconds, 2 end cost. No recharge. 80ft range. level 4, 20s hover, cancelled by movement. 3. Teleport Punch: Snipe, insta-cast in battle, you punch your fist through a tiny wormhole at the enemy. Brawl animation when insta-cast, Devastating blow's animation when ranged snipe. level 4 4. Group Teleport: TPs yourself, and the team to a location. 2s mag 4 confuse (30ft radius) 20s recharge, 15 end cost. 80ft range of initial self tp, zone range of ally tp. TP of self works like regular tp, ally tp works like assemble the team (doesn't pull with your radius, instead pulls from zone) Tier 2 requires one of the previous powers, level 14. 20s hover, cancelled by movement. 5. Long Range Teleport: Teleports across zones or to mission, works the same as it does now, but additionally tps the entire team to the location you select like mission teleporter combined. Tier 3, requires two other power picks, level 20.
  21. Freakshow costume pieces and sonic armor set it looks like?
  22. Savage leap even fails a lot because of it.
  23. It's ESPECIALLY bad for haunt since it notifies the mobs and they attack you before the haunts, or if the target dies, the haunts fail to cast.
  24. I was actually going to request the opposite, since it's very easy to macro/bind to a target, but powers that cast on the enemy i've noticed have a lot of chances to not hit them cause it somehow makes the power go under the floor or something.
  25. I thought it was ok here. It was other public forums like you tube that weren't allowed.
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