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Posts
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Ice Control's biggest problem (IMO) is the lack of AoE hard controls available. Yes, Ice Slick is very awesome when you first got it. You can cast it out of sight and let others take alpha but if you are alone or on a small team, you may get under attack a lot. You may have to cast it and then quickly jump back.
All that is against the use of Arctic Air. Ice Control may require you to "stay away" from the crowd and yet its "gem power" is an pbaoe.
I think an easy buff is to allow Domination affect the "confuse" portion of AA. That way even bosses can be confused and it lasts longer. This buff doesn't violate cottage rule at all and I don't think it's going to be overpowered considering you still need to run into the crowd.
PS: I actually rarely use Shiver and aoe immb. -
Quote:Only if they allow White Dwarf to use +maxhp and get rid of the delay when shifting forms, then sure, I'll consider it balanced. :PThat was actually what I was thinking - if you really need to change them, add Psi resistance to the heals. Since there isn't a source of Psi resist for PBs - although the +maxhp can be argued as counting - and Eclipse provides resistance to all of the types (that can be resisted) it would fit and would make it more closely approximate the other, similar heals.
It's hard to change form back to human to use +maxhp because sometimes I am under so much fire. I would have to run far away (and hopefully I don't have any mez on me, which has happened before!), use it and then spend another 3-4s to change back to Dwarf. All that DPS is lost. -
Gah..gotta start saving up salvages to try the new pets. Now I don't want to keep my Clockwork!
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If you bring SoA to blue side before unlocking the patron arc, then you have to move her back to red side, unlock the first portion and then you should be able to choose Patron powers. SoA does not have access to Epic sets.
As for Night Widow VS Fortunata, they are both good. Fortunata win s a bit (IMO) for being more versatile. Night Widow is mostly a high-damage Stalker, or a Claw Scrapper without aoe knockback in Shockwave but with excellent team buffs.
Basically, all branches of SoA are good. You can't go wrong with any route. The only route that may require "certain taste" is Bane. Bane hits pretty hard but he is quite slow. Almost everything he does has 2s activation timer. If you like hidden Stalker, then Bane should be great.
The beauty of SoA is that you can always make a 2nd build to try out different things. You are not locked in Fortunata or NW. -
Quote:Holy !@#$. I thought Neurotoxic Breath can take Hold set since it has hold component. I was going to move my very first villain 50 Merc/Poison to Freedom and was going to plan his first build in Mids.
Neurotoxic breath - Would be modified to accept Hold IOs and sets.
I guess never mind. I thought with the addition of several new hold sets, I can make N. Breath better. ugh. Weak! -
So they are going to improve "Quality of Life" for buffers... I wonder what they think of /Poison trying to debuff ONE at a time with Weaken and Envenom? Make it a small cone already! :P
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I am even surprised that you can use Incarnate abilities in PvP? Wow... surprising.
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If you are used to Blaster's high damage, then I would highly suggest a Huntsman/Bane Soldier build.
I used to make either Bane or Crab specific build but recently I made a Soldier build that uses only Single Shot (0.9s), Burst (1.00s) and Bayonet (1.67s activation) and uses Bane's Build Up and Surveillance for buff/debuff. Man, it is the best "Offensive" character I've made! I consider it the best because I have high survival too! I have most mez protection and I don't need to "click" teammates to provide buffs. They just need to stand within my leadership radius.
Take double Maneuver, double Assault, Venom Grenade, one AH Proc in Single and Burst shots. There you go. You've got a Soldier that can output similar damage as Blaster while providing excellent resistance debuffs and team buffs. It's effective as long as you have endurance for it. (Cardiac is great!)
Take Wide Area Web for crowd control and Hover so you can blast in air when things gone bad. Use Bayonet to finish off a boss for more burst damage. You even have two big spiders to help you at lvl 38. -
Quote:That leader is retarded. I will take /Cold over any other so-called Buffer. At lvl 46, you have all the good powers.I joined a team looking for "buffs"...then promptly kicked and told my lvl 46 ice defender is NOT a buffer. Huh? Ice shields and extra hp are not buffs? What kind of buffs are teams looking for then, when they "want a buffer"?
(Keep in mind, this *was* on Freedom)
/Cold is so good because it's both a buffer and an excellent debuffer. -
To be honest, on my lvl 50 Elec/Earth, I skipped Hurl and almost never use Stone Spear after I have 3 melee attacks.
Stone Spear was ok when you first got it because of the knockup but the activation time is just too terrible.
Hurl should be on 10s recharge. 8s make its damage too low for the activation time you spend.
As for any reason to use Spear Stone? On runners maybe but it's a terrible pull power because as soon as knockdown/up/back happens, the whole mob is alerted.
I would suggest make Stone Spear a 6s attack and Hurl a 10s. -
This is my current Bane/Soldier build. Extremely team-friendly with loads of -resistance debuff, aoe damage, ST damage (which is surprisingly good) and some good soft controls in Web.
I am using Cardiac right now only because that's what my first Bane build uses. I haven't had time to test Musculature. I understand +damage and -resistance stack well but I do use a lot of endurance and most of Soldier's attacks are fast but kinda lower damage so the +damage won't increase that much. I rather carry lots of Red inspirations and only one blue just in case. With Cardiac, I can probably take one of each slot in Assault leadership out but I am lazy to change the build as I am saving salvages for other Incarnate stuff. I don't know about you but I am more annoyed when my blue bar is low than having a bit lower damage.
Defense-wise, it's no Fortunata but his offensive contribution is way higher. I don't have to be the tank of the team. My role is to KILL and my defense is decent. I mostly carry just purple and red inspirations.
I haven't bought chance for knockdown purple yet. I am still considering it. I think it's worth the try even though at the expense of +recharge. Venom Grenade's radius is so large that 25% kb can be good.
Another point I want to make is that even though I took Aid Other and Aid Self, I rarely use them. I think I am better off with Tough but it's no biggie. My Bane uses Tough.
Villain Profile:
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Level 1: Single Shot
(A) Touch of Lady Grey - Chance for Negative Damage
(3) Achilles' Heel - Chance for Res Debuff
(3) Thunderstrike - Accuracy/Damage
(5) Thunderstrike - Damage/Endurance/Recharge
(5) Thunderstrike - Accuracy/Damage/Recharge
(7) Thunderstrike - Damage/Recharge
Level 1: Bane Spider Armor Upgrade
(A) Steadfast Protection - Resistance/+Def 3%
(13) Steadfast Protection - Knockback Protection
(13) Resist Damage
Level 2: Combat Training: Defensive
(A) Kismet - Accuracy +6%
(15) Luck of the Gambler - Recharge Speed
(43) Defense Buff
Level 4: Burst
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Damage/Endurance/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Touch of Lady Grey - Chance for Negative Damage
(11) Achilles' Heel - Chance for Res Debuff
Level 6: Wide Area Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge
(34) Enfeebled Operation - Endurance/Immobilize
(36) Enfeebled Operation - Immobilize/Range
(36) Enfeebled Operation - Accuracy/Endurance
(36) Enfeebled Operation - Accuracy/Immobilize/Recharge
(37) Enfeebled Operation - Accuracy/Immobilize
Level 8: Wolf Spider Armor
(A) Resist Damage
Level 10: Tactical Training: Maneuvers
(A) Red Fortune - Defense/Endurance
(15) Red Fortune - Defense
(43) Red Fortune - Endurance
(43) Luck of the Gambler - Recharge Speed
(46) Red Fortune - Defense/Recharge
(48) Red Fortune - Defense/Endurance/Recharge
Level 12: Venom Grenade
(A) Positron's Blast - Accuracy/Damage
(17) Positron's Blast - Damage/Endurance
(17) Positron's Blast - Damage/Recharge
(19) Positron's Blast - Accuracy/Damage/Endurance
(19) Positron's Blast - Chance of Damage(Energy)
(39) Ragnarok - Chance for Knockdown
Level 14: Bayonet
(A) Touch of Death - Accuracy/Damage
(23) Touch of Death - Damage/Endurance
(25) Touch of Death - Damage/Recharge
(25) Touch of Death - Accuracy/Damage/Endurance
(27) Touch of Death - Damage/Endurance/Recharge
(27) Touch of Death - Chance of Damage(Negative)
Level 16: Tactical Training: Assault
(A) Endurance Reduction
(29) Endurance Reduction
Level 18: Frag Grenade
(A) Positron's Blast - Accuracy/Damage
(29) Positron's Blast - Chance of Damage(Energy)
(31) Positron's Blast - Damage/Endurance
(31) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Accuracy/Damage/Endurance
(33) Explosive Strike - Chance for Smashing Damage
Level 20: Hasten
(A) Recharge Reduction
(33) Recharge Reduction
(33) Recharge Reduction
Level 22: Hover
(A) Luck of the Gambler - Recharge Speed
Level 24: Mental Training
(A) Run Speed
Level 26: Build Up
(A) Recharge Reduction
(34) Recharge Reduction
(34) Recharge Reduction
Level 28: Surveillance
(A) Analyze Weakness - Accuracy/Recharge
(42) Analyze Weakness - Accuracy/Endurance/Recharge
(48) Analyze Weakness - Accuracy/Defense Debuff
(48) Analyze Weakness - Defense Debuff/Endurance/Recharge
Level 30: Tactical Training: Leadership
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 32: Assault
(A) Endurance Reduction
(37) Endurance Reduction
Level 35: Pummel
(A) Stupefy - Accuracy/Endurance
Level 38: Call Reinforcements
(A) Expedient Reinforcement - Accuracy/Recharge
(39) Expedient Reinforcement - Accuracy/Damage
(39) Expedient Reinforcement - Damage/Endurance
(40) Expedient Reinforcement - Accuracy/Damage/Recharge
(45) Expedient Reinforcement - Endurance/Damage/Recharge
(45) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Maneuvers
(A) Red Fortune - Defense/Endurance
(45) Red Fortune - Defense
(46) Red Fortune - Endurance
(46) Luck of the Gambler - Recharge Speed
(50) Red Fortune - Defense/Recharge
(50) Red Fortune - Defense/Endurance/Recharge
Level 44: Aid Other
(A) Doctored Wounds - Heal/Recharge
Level 47: Aid Self
(A) Doctored Wounds - Heal/Endurance
(50) Doctored Wounds - Heal/Recharge
Level 49: Vengeance
(A) Luck of the Gambler - Recharge Speed
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
(A) Empty
Level 2: Hurdle
(A) Empty
Level 2: Health
(A) Miracle - +Recovery
(23) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
(A) Endurance Modification
(21) Endurance Modification
(21) Endurance Modification
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http://www.cohplanner.com/mids/downl...4DF90B3495EB7B -
Quote:With two level shifts, I've seen a post about two people finishing Lamba (Illusion Control and Brute).Once you get the 2 bumps in levels it makes everything much easier though. Purples are reds and reds are orange. Instead of everything being Purple and red cons.
Level Shift certainly helps but MM's issues are just too annoying. Some times I wonder if the dev even plays MMs at high level. Do they even play Ninja at all? And just because they didn't die much during their testing, it doesn't mean they contributed a lot. It has more to do with teammates being "good" than you being very helpful. If a MM's value on a team is mostly depending on /secondary, then bring a Corruptor.
I've seen MMs in Apex. Many of them spend majority of time just to babysit the pets. Do they contribute much damage? Hell no. They'll be happy if they didn't die by all the flame and ambushes. -
I can seen BAF being "ok" for MMs since there's not much "mobility" issue.
Lamba..oh yeah, every time we have MMs on the team, they just die. I don't understand why they even bother summoning the pets.
I've said it before, the new content has made me really dislike playing MMs...like Apex (blue flame) and Barracuda SF.
I want to like my summoner class but the pets just die so quick. And I only play Merc, Ninja and Necro.
It's no longer about how you control your pets. It's more like "why bother controlling" them if they just die in 2s? It's not my fault that my pets just want to "run in" and an AV kills them in one hit. There is no "sit" command so they stop running in. -
Quote:Well, if you haven't got FFG yet (which means you are not lvl 16), then you haven't seen nothing yet! Wait until you are doing trials and watch your minions melt in one hit. :PHey Folks,
I have a Thugs/Traps MM now and I am finding that my minions are really squishy, now, I don't have the FFG yet so that might change but with that in mind...
Which Minions are the toughest? getting tired of healing and healing, if I wanted to do that I would have rolled a Emp.
Any suggestions?
Thug pets actually survive pretty well once you have two Enforcers (lvl 24), FFG and Maneuver to stack defense.
Robot's minions survive the best because they have more resistance type (they at least have lethal resistance which is the most common damage type) and the lieut pets heal and give more defense.
Enforcers give +defense but if the minions get out of the radius, they have no defense/resistance. Your minions should survive better when you have Bruiser. He generates a bit taunt so more aggro go to him. -
Quote:Build Up increases Caltrop's damage? Good to know!No procs, just 3 Generic IOs of damage in all powers...
CB > JL > CB > CI repeat, hitting BU > Caltrops > LR > Assassin Strike when all 4 powers are recharged is around 187 DPS (going with enough recharge to get 9 rounds of the basic DPS string, then the assassin strike).
Havent done the math on the other sets to go Placate > AS -
Quote:LOL and that's why it's been several months and nobody seem to have brought this up. They've fixed certain Epic/Patron set issues for other ATs but those don't seem as serious as this one. 3 out of 4 sets can't critical and 1 set is critical too much. Critical damage is a HUGE part of Stalker's design so when those sets can't critical, I consider it a serious bug.I always considered the very existence of stalkers to be a bug.
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Currently listening to the Paul Butterfield Blues Band's an Anthology: the Elektra Years
I guess only serious Stalker players like me would consider "serious". Most Stalkers out there probably would never see this bug because they have already abandoned them before lvl 40. T_T -
If the dev doesn't want to be creative about it, then they should really consider:
1. Allow Nova/Dwarf to cast Photon Seekers because WS Human can summon Essence that lasts 240s. PB's Seekers only last like 1s and then it's gone for 300s recharge which is longer than Essence's base recharge at 240s.
2. Reduce recharge from 300s to 90s.
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Do these two and I'll call it "balanced".
But I really hate the fact that:
1. You can't drop Seekers the way you drop Seeker Drones in /Trap. If I can drop them out of sight, I can use them to soften a mob first.
2. 3 AoE knockbacks is bad overall. Do you really need 3 drones that all chase the same target and knockback 3 times? It's not like the seekers are smart enough to "spread out" and sometimes you don't want them to spread out because you want all of them to hit a Boss. 3 knockbacks is just bad.
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I've posted my idea before.
Seeker one: AoE Damage + knockdown
Seeker two: AoE damage + Resistance Debuffs for 30s (20%)
Seeker three: AoE damage + Damage Debuffs for 30s (20%)
With this version, I can live with 300s recharge. There is no mini-nuke power that does all 3 things and I wouldn't mind giving PB something more unique than a simple "aoe knockback nuke". -
Quote:Thunder Kick really has no place in Stalker Martial Arts. Its damage isn't good enough and its stun chance is much lower than Cobra and Eagle. It really doesn't serve any purpose at all except for being available at level 1.Yeah, MA really doesn't have any bad attacks for single-target DPS other than Thunder Kick
I will definitely break the cottage rule, take Thunder Kick out and bring back Dragon Tail. Dragon Tail isn't the best pbaoe in the world but it's an aoe nevertheless. It's ridiculous that MA stalker needs to wait until lvl 44 for a patron aoe. -
If they want to maintain the theme that White Dwarf survives better but with much less DPS potential, then add +15% Psionic Resistance in Sublimation. This way White Dwarf survives better with more psionic resistance than Black Dwarf (although doesn't Eclipse give +psionic resistance?).
Or they can simply add +20% damage buff and 20% Slow Resistance with Sublimation for 20s after its use. This way they don't have to invent one more attack like Drain.
It sucks when my White Dwarf gets hit with -recharge debuff. I only have 3 attacks and one being an aoe. -
Quote:I've tried to change back and forth from Tank to Human. Well, one time I killed myself doing that 'cause I had so much aggro on me but as soon as I changed back to Human, I died. Why? Because 1. all your Human resistance toggles are off when you change form 2. it takes like 3-4s to change from Human to Dwarf again.Counterargument - Peacebringers have two heals, counting Essence Boost, neither of which requires a target of any sort, and an ongoing END discount in the form of Conserve Energy. These maintain the Peacebringer "self contained" theme. Essence Boost also increases the Peacebringer's maximum HP (and adds a toxic resist component,) which Stygian Circle does not.
I just don't like all those little restrictions on Peacebringer. I rarely use Reform Essence unless I need a heal before another battle.
Essence Boost is good except you can only use it in Human form so I normally only cast it before the fight.
Then again, I am merely comparing White Dwarf VS Black Dwarf. I do like the knockdowns from Flare but White Dwarf's damage potential is so much lower.
I actually forgot to check one thing last night when I compared. Do Black Dwarf Smite and Strike have knockdowns? I thought maybe Black Dwarf doesn't have knockdowns but Mids show that they do. I thought maybe that's one area where White Dwarf shines which is 3 knockdown powers.
White Dwarf's version of single heal is like the weakest version. Same long recharge at 60s and with no additional resistance boost.
I've been doing tips with my White Dwarf and I don't like setting anything higher than +1 because it takes soooooooo long for me to kill a +2 or +3 boss. Sure, I don't die easily but the speed of killing is just so darn slow. I believe Black Dwarf can solo better even with a heal that requires a hit-check. Don't forget that Mire buffs Tohit too and it does aoe damage. I just don't think Peacebringer's ability to heal without a target is that big of an advantage considering the loss of dps from Drain attack and the fact that WS can cast pets that last 240s for even more dps. Photon Seekers is such a s!@#tty power.
Survival doesn't just come from withstanding hits. Survival also counts how long it takes for you to kill the opponents so you stop taking damage, and I believe Black Dwarf, or in general Warshade, has an upper hand and not just by a little... by a lot. -
I don't agree buffing all AoE to 100% critical chance. Fireball is an odd one. I don't think even Scrapper can critical 100% with it so why should Stalker?
I just want 3 Epic sets to follow the old Patron powers. 50% and critical from hidden. That's it.
I don't play Scrapper much but somebody told me Scrapper can critical with epic powers. At first I thought the bug is there because Scrapper can't critical with epic powers and that's why the dev "Missed" it but now Blaze Mastery can critical, it makes me think it's either a bug or a huge imbalance issue. I see no reason in giving Blaze full critical chance while others can't critical at all. -
Bug #1
I've submitted several Bug Reports on how some Epic Powers cannot critical for Stalker several months ago. I am not sure if those have been fixed so I loaded up Test Server again. At that time, I've only tried Weapon Mastery. Throwing Stars cannot critical (from hidden, after placate or from natural critical rate).
I just tested Dark Master (scrapper's) and Body Mastery and both of them cannot critical. I've all the attacks under those two sets (dark blast, nightfall, eye beam, etc).
Bug #2
Somebody told me in Stalker forum that Blaze Mastery can critical and Fireball has 100% critical chance, and it indeed says that under the description. The other three Epic Sets don't mention additional damage if hidden.
So I just respec again on Test server and tested Blaze Mastery.
Oh my god. That person is right! Fireball (an aoe) has 100% critical chance and all the other fire attacks like Fire Blast, Char and Ring of Fire can critical. Not only that I believe they can all critical outside of Hidden as well.
I know Incarnate stuff is important but this seems like a pretty major bug to me because I really wanted to make a ninja Stalker with throwing stars but they don't critical at all. I am not sure why Blaze Mastery gets such nice treatment but I believe it's a bug. I can't imagine this is "Intended".
Bug #3
I've always hated the Snipe attacks under Patron for Stalker. Damage is ok but the activation time is beyond ridiculous IMO. Anyway, I was studying the damage difference and found out that Zapp (Mu set) only has base damage of 76 at lvl 50. Moonbeam and Mace Beam have listed damage of 126 which sounds about right to me. I haven't tried Zapp yet but that should be a description error because Zapp has the same activation time as well (8ish second). Please fix Zapp. I don't think many people would take the snipe anyway but still.
One minor thing. I was testing Whirlwind under Super Speed as I've never taken that power before. My Stalker is /Energy. Replusion aura is suppressed when Stalker is hidden but Whirlwind is not. I am sure this is because Whirlwind is not stalker-specific power.
So, that's it for now. This is the last time I post about the same Stalker bugs which I've posted several times. I understand Stalker, as a whole, is very low on priority but these seems like major bugs to me. Those attacks should critical just like Patron attacks. And there is no reason why Blaze mastery can critical while the other 3 epics can't. -
I had to make sure that I didn't miss anything so I looked at Black Dwarf's innate resistance and it shows the same as White Dwarf with base 37.5% resistance to everything except for Psionic. It has the same +HP amount and 15% recovery.
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So I've decided to focus on White Dwarf (since I've never made a Tanker and White Dwarf is "tank" enough for me. I just can't stand the low damage). I find my damage quite low but at least I've got a decent soft-control in Flare.
I got curious. People talk about double Mire in WS. I actually have never really paid attention to WS's numbers as I didn't plan to make one.
Oh my god... is Mids wrong or is Black Dwarf that much better?
This is what I don't understand. Black Dwarf has a Mire that has the same radius as White Flare and even though the recharge is 4s longer, it fuels BOTH Damage and Tohit and its activation time is only 0.73s AND it debuffs recharge by 20%?
Sublimation VS Drain (I have to correct myself. For some reasons I thought Drain is an aoe drain like Soul Drain)
Black Dwarf's version of Drain is better than Siphon Life and it's one more attack and it heals and debuffs.
Please tell me Mids is wrong because I can't figure out how this is balanced for White Dwarf. Sure, White Dwarf has a single heal but it has the standard 60s recharge and it does zero damage and it doesn't even give +toxic resistance like other single heals do, and Black Dwarf can fuel its damage with Mire. Let's just say White Dwarf survives better on paper (by taking damage and healing back) but one thing to keep in mind is that Black Dwarf can fuel its damage so much higher than White and has one more attack. One way to survive better is actually to kill quicker too!
I really don't want to trash Peacebringer that much (sorry been doing that a lot lately. hehe) but the more I play this AT, the more I can't figure out how this AT is balanced against Warshade. WS has two forms that just seem superior. Only Nova form is almost identical except for the debuff types.