SPiNE

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  1. SPiNE

    Blaster Damage

    Yes, but that's not the point. As you can see, this problem is still ongoing and I'm just addressing the problem itself.
  2. SPiNE

    Blaster Damage

    A Blaster is a ranged Archetype. What should you do to make a ranged Archetype stronger?

    Simple. You give it even more range. It doesn't "ruin" the idea of a Blaster and if twice the range isn't enough, then triple or even quadruple. Obviously, range is a VERY powerful thing if you can hit someone across the map :P.

    [ QUOTE ]
    Here is the problem states.

    The ONLY way a blaster can outdamage a scrapper is if the blaster uses his melee attacks. The primary blaster attacks are a joke compared to the secondary. The melee attacks are several times stronger. This forces blasters to go into melee. This is especially true in PvP.

    [/ QUOTE ]

    There's 1 thing you're not considering. The Scrapper uses BOTH the Primary and Secondary. You're saying that the Blaster should be on par with the Scrapper while ONLY using the Primary...this isn't going to happen.

    Blasters are seriously overpowered if their Primary alone can be a threat to another Archetype that is making use of both of its Primary and Secondary.
  3. About the binds. Not only the paste limit but the the quotes ("") are also a problem. With short binds, simply copy and paste the bind into where you type but remember to redo the quotes.


    Question. Why is it that you only reccomend slotting 1acc and 2dmg in your Dark Nova's attack? Why not go for 3 damage?

    Another question. Is the tohit bonus in Dark Nova form alone enough to let you slot only 1acc in each of Dark Nova's attack?
  4. It should just be made so that it can be deactivated at the user's own will and take the crash away...it already did crash right when you activate the power.

    And PLEASE don't make IH a toggle...it's useful as a click because it cannot be detoggled that way.
  5. Great guide although I do have a question. Why do you keep saying "Use Ranged Shot after Blazing Arrow"? From playing a couple different Blasters before, doesn't Ranger Shot, like other sniping powers, can be interruptable? If so, why use it AFTER Blazing Arrow and not before? I would think it's safer that way since Blazing Arrow can't be interrupted and it's very likely that you'd be hit after the first attack.
  6. I personally think Doms are great. They can control as well as help putting out damage for the team. I do admit that Domination makes them more useful but without it they are not useless. I guess it's always fun to have a button that u can click to "kick it up a level" and it's always great to refill the Endurance bar.
  7. I bet you if the Devs take away Gauntlet but still leave the Gauntlet icon on...no one would be able to tell that it's gone.
  8. Bleh, I still don't see Gauntlet helping out much at all, they might as well get rid of it and not give us any Inherent so we can say "Hah! We can own without any Inherent!"
  9. Heck, I wouldn't complain, at least 2%Def helps with something...
  10. I know this subject had probably been brought up a lot but I still don't see the Devs saying anything to improve it or change it or whatnot (or maybe I haven't looked hard enough).

    The reason that I think Gauntlet is useless is because it doesn't seem to help Tankers get more agro or anything...Maybe it does just a little but most Tanks already have Taunt to cover that. In PvP Gauntlet becomes obviously useless. Other Archetypes' Inherent are useful even though very little, but at least they are useful. Scrappers get Critical sometimes, Defender's Inherent is still useful in that it actually help with the endurance a little, and even Blaster's Defiance help somewhat when they're in the red HP...So why can't Tankers have an Inherent that actually does something?

    Improving Gauntlet?: Maybe Gauntlet's Taunt can be a little bit stronger? And in PvP it can sometimes pull a Taunt on other players for maybe a split second or two?

    Get rid of Gauntlet?: Get rid of that Inherent and come up with something else such as an one that would make a Tanker recharge a bit faster the longer he stays in combat?(like maybe 5% - 10% faster or something like that?) I knowthat this could be too unbalanced or something but it's the only thing I can think of right now =/

    If you guys know how Gauntlet can be useful, please let me know so I can maybe adapt to it.

    I just mainly want to see what other's opinion on this is. If you have any other ideas for a Tanker's Inherent feel free to post.