-
Posts
2153 -
Joined
-
It was not balanced. ET was hella broken, get over it.
-
Most of the strike forces are relatively short, 1-2 hours.
-
QR
To be honest, I find Total Focus to be quite skippable and perhaps that why I can't understand the complaints about dying during the animations. So far, my level 45 Dark/Energy tank has found no issues with EM on teams or against stronger targets, like AVs. The stunning capabilities make this set very effective when paired with a Primary like Dark. Oppressive Gloom makes sure minions are stunned, add whirling hands and now some LTs are stunned. Add in Bonesmasher and a Energy punch and now the Boss is stunned.
I only every use my heal after the alpha or before the next mob to make sure my health is topped off. -
They increased the base damage modifier for the AT which automatically increases the primary powers overall damage.
-
[ QUOTE ]
Frankly, at this point I don't really care what the Devs think. As far as I am concerned, if this change makes it to the Live game PVP is dead.
[/ QUOTE ]
That's funny. Oh well, I tried to help ya but if you wish to just /em trowhandsinair and give up, I won't stop ya. -
Nah, but you do a good job of insulting others that don't agree with you.
-
Perhaps the developers felt 11 pvp recipes (that are suppose to be as rare as purples) in a 12 hour span was too many.
Also, try less insulting and more objective reasoning to sway the minds of the devs bro. You're starting to make yourself look bad. -
[ QUOTE ]
Specifically, if you rely on click heals like Fire and Dark tankers do, the animations put them out of reach for far too long.
[/ QUOTE ]
You've said this before and I responded before on this matter.
I have a Dark/Energy Tank that uses ET often. It takes 2.67s to animate. It's my fault for not watching my health or knowing my aggro if I die during the animation/from the health loss. It has nothing to do with the length of animation time preventing me from hitting Dark Regen.
It's all a matter of timing and using that grey matter in between your ears. Yep, that's a fancy way of saying lrn2ply.
[ QUOTE ]
Until that happens, Energy Melee is broken as a tanker secondary.
[/ QUOTE ]
Actually, I would say that's it's LEAST broken on tanks and moreso on Brutes where fast animating attacks actually MEAN something to their overall efficiency. -
QR
Once you have boxing, you shouldn't need to use Brawl anymore unless you are slowed, etc.
I haven't visited my EM/ELA Brute in awhile but he has EP, BS, ET & TF from EM and Boxing. -
I was going the say the same about you, but with blonde rather then red hair and the lack of emo face paint. :/
-
For the love of Zod, please refrain from feeding the EFFING TROLL.
-
Co-op is not overdone, and there are only two Co-op zones/TFs in this game.
If anything I WANT SUM MO, I WANT SUM MO! -
All that work? My first time on a team of first timers (well 6 out of 8) completed it in 45 mins.
I can see this being done in 20-30 mins easily. -
[ QUOTE ]
[ QUOTE ]
My idea, and I don't think I am the sole originator, is to revamp CP to include an enhanceable heal/+HP component (lesser version of Dull Pain) while halving the endurance discount portion.
[/ QUOTE ]
That would actually seem rather interesting. It wouldn't really break Cottage Rule, but it would definitely merit some degree of name change for the power (not that powers of the same name have to be the same). It might actually be better to contemplate making it a +recov/+hp/+heal power. Think mixing Dull Pain and Quick Recovery.
Basic numbers to think of would be 10% enhanceable +hp, 10% unenhanceable, 30% enhanceable heal, and 15% +recovery all on a 4 minute cooldown with a 60 second duration. The +hp is half of Dull Pain's, the heal is 75%, the +recov is half of Quick Recovery's, and the basic uptime ratio is 25% rather than 33%. The heal is, itself, better over time than Dull Pains would be, meshing well with the +res of the set, but the +recharge requirements to get it permanent would be a good deal higher to make up for the diverse attributes.
[/ QUOTE ]
I like you. -
[ QUOTE ]
You're giving Conserve Power a really bad rap like most people do, especially considering that the power set has Quickness to increase the uptime.
[/ QUOTE ]
I'm not giving CP a bad rap, I never even dogged the power but in a set that has unlimited endurance replenishment capabilities...it's a waste.
[ QUOTE ]
Even in IO builds, it's not uncommon for Conserve Power, with just 2 slots, to be capable of reversing a .6 end/sec deficiency. Conserve Power, considering how much endurance attack strings use, is actually a very powerful, especially when you've got internal +rech to get it back even more often.
[/ QUOTE ]
I agree, CP is a great tool and I have used in the past on other characters, but it is superfluous on electric armor for two reasons: 1. Powersink 2. ELA's -endurance resistance
[ QUOTE ]
What I think most people neglect to see about Electrical Armor is that it's actually better for endurance than Willpower, Regeneration, or any other set out there. It's weaker defensively because it's got more outright utility than any other set brings to the fore. The 2 main resist toggles are actually more effective than similar toggles in other sets (35% to 3 common damage types before AT mods rather than 30%). What makes it "weaker" in most people's eyes is that, beyond the basics (mez protection, 2 survivability toggles), it focuses on attributes that are ignored through normal means of determining balance. It's like saying that Fire Armor and Shield defense are weaker but only because you choose to ignore their offensive additions. Electrical Armor is actually well balanced, if you actually consider the additional endurance capabilities and passive benefits.
[/ QUOTE ]
The endurance capabilities are great but its the survivability of the set that lags behind others. The resistances offered by the set are medicore at best (except energy of course and outside PS), and the only mitigation offered is in the form of Endurance Drain which is totally binary in nature.
Like I said, ELA is a underperforming set for a great AT but it could use a tweak.
My idea, and I don't think I am the sole originator, is to revamp CP to include an enhanceable heal/+HP component (lesser version of Dull Pain) while halving the endurance discount portion. -
You should now calculate the DPS with +15% damage buff from IO set bonuses. >_>
-
[ QUOTE ]
Because it pays to ignore the fact that the power set brings in 3 incredibly powerful support utility powers. Lightning Reflexes (omg! more recharge!), Conserve Power (which provides a huge boon for endurance problems), and Power Sink (more than twice as good as Dark Consumption and Consume!). Electric armor is sub par in the region of personal defenses because it's packing major benefits elsewhere.
[/ QUOTE ]
Powersink is all that's needed for endurance, which makes Conserve Power a waste. Most /ELA Brutes are aware of this fact. LR is a great power, but it isn't enough to cover up the short comings of the set.
ELA is probably the underperforming Brute Set but that's like saying the Audi A3 is the underperforming car in the A series line up. It's still good, but the worst of the good. IMO, of course. -
So, fight fire with a Nuke?
-
Perhaps you should be taking out your frustration on those that were AFK farming the PvP IOs and not the devs for trying to curtail the behavior. Ya know, that whole "one bad apple spoils the bunch" thing.
-
You have no idea what these players would do if you showed them there was life outside AP AE.
-
QR
Really? Super Reflexes is underperforming? I know it's personal opinion but two posters noted this set. I'm a bit confused. :/ -
I agree it costs more, but it doesn't really eat all your endurance. I run all /SR toggles, CJ, Tough and Weave and do not have any end problems. I will admit to having a fair bit of +rec from IOs, but that's part of the "cost more" disclaimer.
-
[ QUOTE ]
But Clouded. If someone where to IO out a /stone brute, to say +recharge, +run speed, +dam, in a sense, negating the draw backs of Granite, would that not increase the gap further?
[/ QUOTE ]
Not really because the stone's brute survivability isn't much greater then a equally IOed WP, SR, Elec, etc etc brute.
Don't get me wrong, /Stone is the best set for straight up survivability when built right but it's just not needed anymore. Most teams offer some type of buffs/debuffs that make the additional survivability of an IOed Stone Brute superfluous.
I honestly can't remember when I saw the call for "LF Stone Brute" in broadcast or chat channels. -
I do hope she responds, I love a good geekoff.