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Posts
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FSC is up more than twice as fast as Lightning Rod. I guess it makes sense for it to do half of the damage... but I dunno.
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Quote:Shield is by far the most damaging tank primary. I have a 50 fire/ice and a 50 shield/ice and ran the same mission sets in AE, using SO only builds for both. The missions were five defeat alls on the Striga cargo ship map. The average time for the shield/ice was 6 minutes and the average for the fire/ice was 9 minutes. I ran the missions many times to remove anomalies, such as missing a spawn which would add another 40 seconds or so to find.
Disagree, go try a fire/fire. Build up + fiery embrace = big numbers
Whilst shield is nice I dont think its the most damaging.
This is why fire and dark are hands down the best at holding agro, even if ice is also very good with this is has nowhere near the survivability of the two, even though dark and fire are both heavily reliant on heal.
Agree
shield charge + AAO > burning aura + burn + FE
AAO has a constant damage buff, which is greater than the buff of FE. FE only being up every 90seconds (with three slots), for 10 seconds of damage is much less over time than a constant buff from AAO. The damage from Burning Aura does not add enough to compensate.
Burn is not comparable to shield charge in any way. Shield charge affects 16 and Burn affects 5. Spike versus DoT, which with burn causes fear and they do not receive the entire amount of damage.
Ice compared to Dark and Fire on aggro... Ice wins. Chilling Embrace is auto hit and a debuff. Ice can also add in Icicles for more win if wanted.
There are certain instances where more buffs are needed on an Ice tank, but the same buffs are needed on Fire and Dark as well. STF comes to mind. I have not had any problem tanking anything else with my Ice tank, and with proper buffs, it is not a problem either. I prefer to run my ice tank on LGTF just because of how well it performs. (My ice/stone was my best tank for a long time. Now I have a fully IO'd stone/fire which is my best tank period. My shield/fire is my most damaging. My fire/ice has the most badges... which is why he still exists....) -
Gratz Dinah. We may not get to team often, but it is always fun. You all are a great group.
(Waves at Si) -
This is a relatively cheap build, not too different from you slotting. Drop Maneuvers...
I have an Ice/Stone which is awesome, though rarely played now. Ice/Dark should be awesome as well.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(11), RedFtn-EndRdx(40)
Level 1: Shadow Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(7), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Stun%(43)
Level 2: Chilling Embrace -- Taunt-I(A)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Boxing -- Acc-I(A)
Level 12: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/EndRdx(48)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam(17), Aegis-ResDam/EndRdx/Rchg(45)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx/Rchg(48), Heal-I(48), RgnTis-Regen+(50)
Level 18: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(42), RedFtn-EndRdx(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(25), RedFtn-EndRdx(43)
Level 24: Combat Jumping -- DefBuff-I(A), DefBuff-I(25)
Level 26: Energy Absorption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc/Rchg(27), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/Rchg(37)
Level 28: Siphon Life -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/Heal(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(34), Dmg-I(36)
Level 30: Taunt -- Zinger-Dam%(A)
Level 32: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Sciroc-Acc/Dmg(34), Sciroc-Dam%(34)
Level 35: Soul Drain -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(37)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(50), Numna-Heal(50)
Level 47: Hibernate -- Heal-I(A)
Level 49: Touch of Fear -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 3% Defense(Psionic)
- 4.88% Defense(Melee)
- 4.56% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 16% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 15% FlySpeed
- 302.2 HP (16.1%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 70% (5.48 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 20% RunSpeed
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Quote:hey ice ember..did you ever think about taking out two miracles in your health and finish up the set for stone prison?
that 6th bonus seems to be worth more then a recovery and a hp bonus perhaps.might be worth that extra 3%?
I did think about that, but the gain to S/L is only 1.56%, which would get it to 42.8%, though melee would increase to 36%.
I could take those two and the one from Combat Jumping and throw in another set of Kinetic Combat into Boxing which would get him to 44.6% S/L.
At this point I am going to wait and see about the Incarnate plan. The difference in percentages for each area is minimal and not worth wasting a FreeSpec.
I am also hoping Castle tweaks Fiery Embrace if he looks at Fire Armor again, and that would change things a bunch. Shield is much better at the role of Offensive tank than Fire is. -
They were not that expensive when I bought them a long time ago in a galaxy far away. I also got lucky with drops. I have 6 or 7 sets waiting in storage now. Five sets are reserved for a fire/wp scrapper to get it close to the cap.
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This is the build I use now. It may not be the best, but it works well. It has become rather expensive though... and I am glad it wasnt this expensive when I built mine.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- C'ngBlow-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), C'ngBlow-Dmg/EndRdx(21), Sciroc-Acc/Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(15), KntkC'bat-Dmg/Rchg(45)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/Rchg(19), Mrcl-EndRdx/Rchg(19)
Level 4: Frost -- Zinger-Acc/Rchg(A), Mocking-Acc/Rchg(5), Mocking-Rchg(5), HO:Centri(11), HO:Centri(11), HO:Centri(17)
Level 6: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(9), RctvArm-ResDam/Rchg(45)
Level 8: Combat Jumping -- LkGmblr-Def/Rchg(A), LkGmblr-Def(48)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), RgnTis-Regen+(34), Mrcl-Heal/EndRdx(37), Mrcl-Heal(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 18: Boxing -- Acc-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(34)
Level 26: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(33)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), KntkC'bat-Knock%(31), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(33)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-%Dam(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(33), Rec'dRet-ToHit/Rchg(50), Rec'dRet-Pcptn(50)
Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Knock%(36), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37)
Level 38: Frozen Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Taunt -- Zinger-Dam%(A)
Level 47: Quick Sand -- RechRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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I knew I was old when a long time friend went to eat steak for lunch for no other reason than we wanted one. I also fell off the music bandwagon...
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Quote:You left off that Burn was changed to a maximum of five targets. That alone is a huge hit for the offensive capability of the set. (Ice Patch also only affects five, which of course is not necessarily the same five as Burn. The higher con mobs can walk off of Ice Patch to escape Burn and will attack from range.)TL;DR:
FA possibly having issues is not the result of some misguided nerf, but rather the result of the constantly changing nature of MMOs and has more to do with overall game changes than anything specific that was done to FA.
You keep saying that the devs nerfed FA and it became underpowered. This is not really how it went down. FA was not very strong one day and then after a nerf it was very weak. It is an accumulation of things that have gotten FA to where it is today.
Adding fear to Burn lowered the offensive punch, but FA was still considered a good set after that (unless you also had Ice Melee, in which case it was still stunning). The GDN did not touch FA's mitigation, but decreased the damage of Burn and increased its recharge (the damage was changed for both versions of Burn (only one pet exists), but blasters kept the quick recharge which Brutes picked up as well when I6 came out) and lowered the duration of the Fire damage buff in FE to 20 seconds (it used to be 30, IIRC, which Brutes still have). Target caps were also introduced in I5, which affected Burn quite a bit. The aggro cap, of course, limited how well the bigger offensive punch of FA could be utilized. ED hit FA hard. Villain content is less forgiving, Brutes have less HPs and lower base values. Content in general hits FA weaknesses more (more webnades, more KB, more slows, etc. are added to enemies) I7 increased the effectiveness of defense, which was a relative negative for FA. Burn was changed again, having its recharge changed to 25 seconds (this was a slight buff for tankers, but a big nerf for blasters and brutes). Healing Flames got an excellent buff. I9, inventions were a nice add for FA. +HPs, +recharge, +regen, and KB protection were all very good for FA. I13 I believe is when they added more defense to IOs, which lowered FAs relative status. Scrappers have even fewer HPs, a lower resist cap, and lose some aggro utility on top of the lower base values. Mob AI is occasionally tweaked to reduce the chances of speedy collapse and collision detection has gotten a lot better (although you can still get stacking sometimes). More armor sets give us more to compare FA with.
FE is a waste for non fire melee, unless looking for spike damage in PVP. -
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hopefully I will be able to make it next time. Mondays and Sundays are best for me. The rest of the week is a nogo that late at night.
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Quote:GLORY DAYS OF BURN!!!
Good programmers will make mistakes. If they took the time to test everything themselves (instead of having open beta's/bug reporting done by users), we'd still be back in i3.
But, a few of the old would still be here... and I like the new people in charge of the game. Hopefully, they will adjust Fire Armor.... -
I have said this before, but I think it is time for it again. Arcana puts more brain power into this game than most people have total. I am thankful for this.
Castle does the best he can with the resources he has. (I wish he would put a bit of time to look at Fire Armor again.) Crap happens and stuff gets by. Darn.
It is a game... and one I enjoy playing. Thanks to Castle for making changes and to Arcana for being a data guru.
I used to have a second account, now deactivated, which has a 50 fire/shield scrapper and a 50 shield/ice tanker, and various other 50's. Both were great toons. The shield/ice tanker out performed my fire/ice tank only using SO's. (I have a 50 shield/fire tank on my primary account so I did not recreate the shield/ice.)
When kinetic melee is released, I will make a kinetic/shield scrapper. Not because I think it will be the best ZOMG FOTM, but because I want another shield scrapper and to have it on my active account. (I have spine/vuln, bs/regen, and fire/wp on my primary account.)
Will the damage being lowered on SC make me angry and want to leave the game... nope. Burn nerfs have not run me off yet, and my main badging toon is a fire/ice tank which is underwhelming at best. (The one toon from my second account I did recreate on my primary was a stone/fire tank because it is that good- with IO's. My two task force toons are a rad/rad def and the stone/fire tank.) -
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Quote:Fire armor still wont get a buff. I was hopeful and it has now faded.Why did it take this long to figure out that Shield Charge on a Scrapper doing 740 points of damage to a 20' radius every 45 seconds, with just SOs, was not WAI? What about 800 points of damage every 25 seconds while having 95% mitigation to 99% of all attacks?
A lot of us posted about things being whacked out, but I salute you Frosticus for finally bringing the numbers and a logical debate (Fire Armor) to the table. How many threads existed since Shields was introduced merely complaining about LR versus SC and the varying damage radius discrepancy? This is pretty silly.
When SC eventually gets nerfed, it will still be better than Burn. AAO will still be better than FE. -
Quote:This post just made my day.This:
is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here.
AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now.
Several folks have suggested via PMs and in this thread that I look at Fiery Aura again; to bring it's performance up a bit. I'll see what I can do.
I used my fire/ice tank and ran AE missions, 5 missions kill all, Striga cargo ship fighting Council. I used a Shield/Ice tank and ran the same missions for a direct comparison of Shield vs Fire armor.
The Shield/Ice consistently completed the mission in 6 minutes. The fire/ice was consistent at 9 minutes. All powers were slotted with SO's. (second builds)
AAO and Shield Charge are greater then Fiery Embrace and Burn by far. (SC damages 16, Burn damages 5 at a time.) The constant damage increase of AAO out performs to horrrrrrrible recharge of FE. The time penalty of FE damage bonus with non fire attacks also really hinders the potential of the power.
If you are going to look at fire armor again I will be very happy.
I think AAO is great and produces a constant damage increase, which is what FE should do. Burn (shudder) could be adjusted again. (I shudder even thinking that knowing how badly the power has been nerfed from the issue 4 hayday.) If it could be changed to affect 16, be a contact DOT instead of a placed DoT, I would welcome the change. Leaving the animation and the placement, but making the damage "stick" to the enemy from when it is placed. -
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Monday nights are best for me. I want the badges on my fire/ice tank, but i have a variety of helps, such as a rad/rad and a mind/kin.
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Quote:While I'm very eager to get to the post 50 content in GR like Incarnates and the side switching possibilities, I also have reservations about about how likely straight ports are to happen.
i4 Burn is dead, and Castle's unlikely to RotP.
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I agree, it will not be in anyway similar to I4. Shield Charge > Burn. But I have discussed that several times.
I am hopeful tanks will get an AoE immobilize. I am also hopeful for more Epic power sets. (Archery Mastery for scrappers would be really nice, concept wise. And a few others) -
On my mind/kin, I loved the sleep power. It allowed me solo with ease. On large teams, it allowed me to put nearby spawns asleep to manage aggro when the tank and scrappers had too much. It also didnt cause aggro.
Putting an entire spawn to sleep, and having the group get in there for a full fulcrum shift is also nice. Really helps if blasters are on the team and no tanks or scrappers.
Sleeps are useful. Just not as useful as a stun or hold for most.
Most electric attacks in this game have sleep as a secondary it seems, so I pretty much expect a sleep to be in the set somewhere.
I cant wait for the set... I have had the name since issue 3. It has been recycled a couple of times, but it is now held for an elec control/storm controller. Though, an elec/kin will probably be FOTM for sapping. -
Quote:Coincidently, a designer recently pointed out this bug to me, and it's definitely something I'd like to fix. Looks pretty dang weird if you ask me.
The character team's completely tapped right now, working on [redacted], but I'll look into the bug for sure. Man, I bet you can't wait to get all those awesome [redacted] parts!
As for the larger point, all I can promise for now is that we'll continue to look into it. If there turns out to be a manageable compromise, and the player base continues to show interest, of course we'd consider it.
Being relatively new to the Art Lead post, though, I'm still in the process of getting an overall read on costume/character requests. I get PMs all the time asking for one thing or another, and the requests are all over the map as you might expect. GOING ROGUE and the next Super Booster will fill at least two major categories, but after that we'll just have to see.
I want Malaise pattern back. I have one toon with the Malaise pants, and I always wanted a top to match. The costume is the original costume from issue 3 when I started, so it is less than optimal. I cant change it to make it look better because the pants will vanish... -
Quote:Sure. But let's note for the general readership that farming on +4/8 is much less effective at getting drops per unit of time farmed.
You're free to play any way you like. But I keep seeing this meme, and I suspect that people think it's somehow "better" at producing rewards. It's not -- it's decisively worse except perhaps for power leveling, which is a different thing than farming. I suspect the reason I keep seeing it is that posters don't entirely understand, and just assume that the hardest setting is the best reward in all cases, or they're copying something they saw someone else post.
If it's fun for you, go for it. I'm just trying to help people who are still learning how things work avoid confusion, though.
Quote:Shield/Fire scrapper or Shield/Fire tank. Scrapper is faster, but more susceptible to the lucky hits. Tanks are slower with the higher con mobs.
I would run the scrapper at +3/8 and the tank at +1/8, with no bosses for the fastest runs.
I have both and the scrapper is much better at faster farming. The tank is just slower b/c of lesser damage. Both can be soft capped, the tank is just easier to do. Hasten is not needed with IO's for recharge. -
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