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  1. Tanks are irrelevant, imo, because team sizes are too large, CC classes are too efficient, brutes exist (should be reduced in durability), and the limit on aggro is too restrictive (the number of creatures tanks can taunt and maintain aggroed on them). Most creatures are either dead after my first taunt, or well on their way in a full team of 8 characters fully tricked out with the latest and greatest sets, incarnates, and buffs the game has to offer. I flatly dislike the changes to Energy Melee, despite the purported upsides. This may never gain traction, but that is my positio
  2. Your change to Energy Melee is unnecessary, cumbersome, and it punishes me for wanting to play Energy Melee, especially as a tank. The change was made, purportedly, to give an option to activate the animation more quickly after storing energy or whatever. However, attaching the energy release to Barrage was a bad decision, imo. It makes playing Energy Melee tedious and seriously detracts from my enjoyment of the spec. Consider reverting it. Tanks are irrelevant as it is and punishing me by attaching damage to two attacks every time I use Total Focus seems beyond unfair (yes, I am aware it
  3. I recorded the following video to demonstrate that this incarnate is not working. The video is brief, and demonstrates how the incarnate power does not work. Mind you, I did not need it to work, but that is not the point. The numbers do not show an adjustment to regeneration, once activated, no matter how many creatures are around my character. It USED to active and work just fine. I used to get about 128 hp/second with that AND Dull Pain active at the same time. With just the incarnate, I cannot remember precisely, but it was something like 68 - 75 hp/second. Note, that Du
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