Jump to content

Recommended Posts

Posted
38 minutes ago, DarknessEternal said:

Combustion in Fire Melee was missed on on having it's damage greatly reduced because of the radius increase.

Combustion didn’t have its radius increased. It was 15 feet before the gauntlet buffs.

  • Thanks 1
  • Microphone 1
Posted
15 hours ago, Maelwys said:

 

Resistance modifiers were not changed.

Resistance DEBUFF modifiers were changed.

 

That means powers that inflict damage resistance debuffs on enemies (like Melt Armor) will strip off very slightly less resistance than before.

 

Tanker Armor sets still have the same damage resistance totals as on live.

 

Ah that makes more sense. The patch notes just said resistance modifiers and didn't specify resistance debuff modifiers.

  • Thumbs Up 1
Posted
24 minutes ago, SeraphimKensai said:

Ah that makes more sense. The patch notes just said resistance modifiers and didn't specify resistance debuff modifiers.


No worries. It's rather easy to miss the "-" at the beginning of "-Res modifiers lowered to match other melee ATs." 👍

Posted
On 6/12/2025 at 6:03 PM, Psi-bolt said:

In the interest of science, I did the Trapdoor mission at +1/x8 with a:

 

  • Axe/Regen Brute
  • Regen/Axe Tanker

 

Identical slotting in both builds for the primary/secondary except I had the appropriate AT sets for each.  The Brute had Tough but otherwise, their pool selections were very similar.  I did the Tanker first.  It was honestly a bit harder than the Brute, it was clearly slower.  Early in the spawn things went well but it really slowed down as the targets died down.   For the Brute it was much more consistent.  While I might have been hitting less targets, I think I was doing signficantly more damage.   My final times were:

 

  • Brute    11:55
  • Tanker  16.21

 

So it took roughly 37% longer.   I did the Tanker first, and probably played a bit worse, since this was my first use of this combo.  To be honest, I'm not sure that's a reasonable difference.  I can't test that particular combo on live, so I'm sure how it would do.  

 

So with the most recent patch, I took the Tanker out on the same mission again.   This time I finished at 14:57.    This reduced the difference from it taking 37% longer to 25% longer.   Please note, that I don't think my Tanker is optimized even if it has good sets.  I literally just slapped it together quickly.   So I think with some tinkering I could reduce both the Brute and Tanker numbers.   

 

But in general, I think it's in a good place.    Tankers on teams will be able to add to the AoE damage while keeping aggro and leave the killing to the ATs whose job that is.  Nerfs suck, but Tankers on live really feel too much like an obvious choice in most situations.   They're still good on Beta, they just don't seem like the unqualified right answer for melee ATs any longer to me.  

  • Like 2
Guest
This topic is now closed to further replies.
×
×
  • Create New...