Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

WindDemon21
Members-
Posts
2058 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by WindDemon21
-
No, what i was saying was that since they DON'T have defense/resistance abilities as well, that tiny amount of absorb basically does nothing. What I DID say was to increase the absorb amount, BUT also increase the proc time on the absorb, so it's still the same amount of absorb/second, but actually has a useful value amount of absorb to actually do something when it procs on.
-
I'm pretty sure blizzard is on a 170s base recharge and inferno is on a 145s recharge, so I don't see how you're getting that...
-
Also please for the love of God finish the superior version of the Overwhelming Force set.
-
Nerf... Personally this worries me a lot, though I have somewhat avoided TW in general cause I don't want it to spoil other sets too. I wouldn't want the set to change from what it is, as the mechanic can be fun and you WORK to make it pay off. If anything maybe just do a global 10% damage reduction on all TW attacks and call it a day. Please don't mess this up. Even now most procs I find annoying and only circumstantial, except those cases where you have to plan for those procs. In general I'm not a fan of them at all being wholly unreliable, the PPM system at least allows you to calculate the odds and slot around it so that they can actually be useful. They are after all taking the slot of something else that could be used to another effect. This makes me very nervous especially in the case of the scrapper, tanker, brute, defender, corruptor, stalker etc ATO procs which are key to those ATs and just wouldn't be the same if you couldn't rely on them as much. Also true for things like the gaussians proc in aim/bu type powers. But please DO look at procs like the knockback proc on the Stupefy set and fix it so it is a kb-kd/chance for kd proc like the overwhelming force set has. Cause as it stands it's almost useless, nay WORSE to slot that to try to get the 5th bonus in Stupefy. And especially for powers like hand clap and lightning clap which need the kb-kd in them to make them non-detrimental but may also want that 3.75% ranged defense from Stupefy. You mean the literally ONLY real reason to get power boost!?!? Please do NOT mess with this, in addition to the fact that it should actually be broadened to work on recovery and regen abilities (currently it only works for heals and end abilities, it makes ZERO sense that it doesn't boost regen and recovery buffs as well).
-
Lol the absorb toggles on blaster are extremely horrible. For an AT that has no innate defense/resistance especially the absorb value is WAYYYY too low when even a minnions low level attack will damage more than absorb shield is for. What they need to do is make the absorb amount 4 times bigger, but then make its proc rate slower to compensate so at least that way it would actually give you some protection.
-
Except when it constantly gets mezzed off and forces you into melee on a set that offers no personal defenses, and shouldn't rely fully on pool/epic powers for those. I know PT is also a big proponent to stay in melee, but I would have less issue if it should, and did work like that and had an after effect(or what they need to do is make enemy toggles only suppress instead of toggle off), they make NB a wide taoe instead of a cone so you could also use it in melee which is another big problem with poison. They also desperately need to widen the aoes of the debuffs. Feel they should also make poison gas trap work like traps version, auto hit and reproccing.
-
You need your head examined then if you think that lol. For a set with a VERY tiny aoe debuff outside of it, and zero defenses or mez protection, compared to any other support set it will constantly get mezzed off when you need it, and draws unnecessary aggro for a set that has no way to really defend itself or heal back from the damage that it takes as a result.
-
Until it's Constantly mezzed off, and you can disagree, doesn't mean you're right. And slottable for holds for the lockdown proc to start a fight and damage procs.
-
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.
-
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.
-
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.
-
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.
-
Any update on a fix?
-
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.
-
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%.
-
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.
-
This is false, npc powers don't always work the same way as hero powers. check your combat log.
-
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.
-
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.
-
Which having the absorb from MB and end recovery from enduring help to do.
-
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.
-
Pretty straightforward, please port it to the melee ATs. Enduring and Master Brawler go a LOOOOONG way to fixing SR.
-
Crit strikes proc should be in rend armor, almost guarantees it goes off and starts the -resist too.
- 117 replies
-
- 1
-
-
- scrapper
- titan weapon
-
(and 1 more)
Tagged with:
-
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.
- 117 replies
-
- scrapper
- titan weapon
-
(and 1 more)
Tagged with:
-
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