With the new build coming up tonight on PTS, we wanted to start a new thread for feedback and bugs for the specialization tree and powers in general. The tree is still a work in progress but enough is done to get focused feedback.
What we're looking for:
- Finished tree powers (ones that don't have NYI or missing tooltip information) which are not working as described in its description.
- The UI flow and functionality
- Stats on characters updating correctly
- How ranks and advantages can affect upgrades in the tree
- How the upgrade in character power effects PVE and PVP (is it too easy, just right, or too difficult)
Any feedback/bugs are great but if you can, please call out specific powers and specializations.
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Thanks!
Comments
Edit:
BUG
Specializations (f.ex. Grandeur, Dominion) show the rank 1 results when they are at rank 0. For example, at rank 0 'Currently, your presence grants 12%'. This is kind of confusing.
Expected results: at rank 0 the tooltip should show 'currently 0%', and show the extended 'next rank' portion that should display what the bonus will be at rank 1
Also...
BUG
Grandeur claims to grant % offense (for example 8%) when the granted bonus is actually flat number (for example +8 offense)
And...
BUG
Fortified Gear tooltip always shows increase of 0% (defense from gear). The actual defense does seem to improve, so I assume this is just tooltip problem.
And unless 'persevere' is meant to be the 'tanks cannot die' specialization... it heals about 100 times more than it likely should?
BUG
Powered Armor deals 49 (252) Particle Damage to you with Wrist Bolter.
Your Determination gives 7 Energy to you.
Your Persevere gives 3692 Health Points to you.
Persevere heals are essentially 'full heals', which I don't think is 'as intended'.
(If persevere is really meant to heal about 7500% of the damage taken, would be nice to get a statement about that to clear any misunderstandings. )
Plus even with the new defense upgrades, they are still going to die by the same massive AOE attacks that they always have. It's almost useless to invest in defense points because it really won't change much.
Plus, the auras (like the new sentry aura) don't even affect pets... what's with that? There's no reason they shouldn't. All of the passive auras do.
- Savage from the Commander tree still does nothing
- Evasive Action from the Commander tree still does nothing
- Fortified Gear from the Sentry tree does nothing
- Reinforce from the Sentry tree doesn't seem to be applying any buffs.
- Masteries still showing up as NYI (Commander, Sentry, and Presence at the very least don't work)
- Auras still don't effect pets even though they should
Power Suggestions
- Change unbound ritual on Sorcery pets to a 1 point advantage.
- Change the "I'm a pet" buff back! It was not over-powered before. Pets have always been under-powered and now you are BUTCHERING them.
- Buff the Commander Tree
- Nerf the Protector Tree
*More details on these below*
It might sound weird to include the unbound ritual in this update since it's been this way for a long time, but now is a PERFECT time to fix it. With the commander spec being under-powered, and pets still under performing, something needs to be done. All they have received over the last year were nerfs to make QOL for others players better, and that's the last thing pets needed. The pet over-haul from awhile back was a large step in the right direction, but it didn't quite do enough.
Pets are underpowered in general, especially the Sorcery pets. Both options of spending 2 advantage points to have a mobile but rank 2 pet, or getting a R3 pet but being immobile are both horrible choices. If we want unbound ritual at least give us the option to still go R3 as long as we're willing to spend the 5 advantage points to do so. Some people still (strangely) like the circle concept so they'd still be able to keep it if they wanted.
Also, the Commander tree is really underpowered. Increasing the bonuses on it or making pets better in general would fix this.
Protector is oh my god over-powered. Please nerf it to oblivion. In all seriousness, the mastery for it will make tanks nigh unkillable, and being immune to snares and faster without TP are both pretty OP aswell. I mean just think about it.
1. ) Tank uses Invulnerability and Masterful dodge.
2.) They both run out and tank finally gets to 30% health
3.) The cooldowns for both powers end and he can use them again
4.) They last for 30 seconds.
You now have 15 seconds to kill him before his 45 second cooldown ability kicks back into gear. If you don't then bam, the process starts over and continues. Just imagine this combined with other healing powers like BCR and Resurgence. Oh my god...
I started with 100g
I am not even down spec trees yet and here are the charges:
You lost 32,708 Resources.
You lost 36,306 Resources.
You lost 40,046 Resources.
You lost 43,935 Resources.
You lost 50,054 Resources.
You lost 54,331 Resources.
You lost 58,771 Resources.
You lost 63,381 Resources.
You lost 68,163 Resources.
You lost 73,123 Resources.
You lost 78,268 Resources.
You lost 83,601 Resources.
You lost 89,129 Resources.
You lost 94,857 Resources.
You lost 97,798 Resources.
You lost 100,792 Resources.
All I wanted to do is change the mastery to another one.
Also I think I found a bug.
When I retconned a bit and became broke, I opened my powers trey and found that I can assign 9 spec points and I have not reached the specializations yet in the recton window.
Edit:
Confirmed bug. Every time you retcon your spec tree is reset entirely.
Edit 2
Looking at it again it resets your primary superstat spec tree.
Would it be possible to change the Sentinel Aura buff icon to show "0:00 remaining" like other constant effects (Fiery Form, travel powers, etc.) instead of "0:01 remaining" so that it isn't constantly ticking away? The visual effect is distracting and kinda irritating.
Not sure if other Spec tree auras do the same thing, I haven't had a chance to test any of them.
For thos who dont know "resets your active defence timer when you are below 30% HP, can only occur once every 45 seconds"
Tanking with Masterfull dodge and Unbreakable is so epic. You have your defence ready nearly all the time. Also I forsee this will ruin PvP..... a bit, since it will turn alot of fights into stand-stills.
Also I still like that my tank dodger can still tank dodge lairs with that mastery XD.
Yeah... this is REALLY over-powered. Please reconsider that one... Tanks are going to be absolute unkillable monsters. It is so much stronger than the other masteries it's not even funny.
Also...Anguish, the spec from Avenger? It's horrible. 4 damage every two seconds? Really?
Protector tree is overpowerd as it is. Thts thing with imunity to snare and 20% run speed with TP off should be called "YOU GONA GET R@PED BY ME IN PVP".
Pretty much the only use of summoning in PVP is to confuse people's interfaces... which is terrible. If that is why they are so weak, a better way to deal with it is to add the ability to see opponents' HP the same way you can see a team. So, if you have a list of teammates on the left of the screen, perhaps show the enemy team at the opposite direction, so they are easily clickable regardless of summon spam.
The commander set should include a skill to help the player to tank for the summons, perhaps a skill to make the summon aggro incredibly low. It would make another style of summoner, as opposed to the conventional kind that prefer to stay at the back and let summons tank for them.
Wither, Make It Count, Concussion, Administer, Trapped, Conservation, Durable, Relief, Savage
*Does not work*
Well Trained
*SEEMS to be broken*
Sentinel Aura, Sentry Aura, Arbiter Aura, Overseer Aura
*Still does not apply to auto-team teammates / pets*
Persevere
*STILL bugged to gives FAR too much HP
Evasive Action
*Tooltip is HIGHLY buggy & Doesn't work*
Gear Utilization - All versions, Armored, Repurpose, Fortified Gear, Modified Gear, Enhanced Gear, Kickback, Locus
*Tooltip is broken, works fine*
Bulwark
*Tooltip STILL does not show the real HP effect or is VERY poorly worded or has a misplaced %*
Exploit Opening, The Glory Of Battle, Penetrating Strikes, Honor - Both Versions
*Tooltip does not tell the info on what the (de)buff does*
Debilitating Challenge, Resolute, The Rush Of Battle
*Duration not on Tooltip*
Initiative
*Tooltip doesn't change on ranking*
I'm not even going to bother going into all the theory crafting and imbalance of skill trees in this post.... or hell until all the spec tree skills are added because holy hell that's going to be a long post, probably longer then the big giant wall of text that is my spec tree info thread by almost double I'd guess. Suffice to say there is a hell of a lot of imbalance and several things needing changing to even fit the goal of the spec tree theme.
When choosing specs for my Defiance/Enrage Str/Con/Int tank I was struck by just how Dex oriented the tree is. It is really hard to do anything that isn't related to crits no matter which specialisation I select.
Bear in mind that not every build is Dex based and let's have a few more options please.
There are FAR too many crits related specs.
Please add more variety.
Wait, pets LOST their AOE resistance? Are you sure about that? When did that happen
Invulnerability is a passive and doesn't run out, or did you mean Unbreakable? Also, Resurgence is an active defense, which also gets affected by this benefit from the Protector tree. I can already see tanks with Resurgence and Protector mastery healing themselves from the brink of death eternally.
Either way I agree that protector is overpowered--like tanks and defensive passives haven't always had the advantage in this game already. Now they're going to be even more powerful than they already are.
EDIT:
I gotta agree with this as well. Its like every single spec tree has at least two or more specs in it that are crit related. A lot of them also have bonuses to the amount of benefit you get from offense or defense from items--and I really hate having to rely on specific gear to benefit from my abilities. Where are the specs that just flat out give you damage or heals, or other benefits that don't rely on you being a Dex/crit build or stacking defense/offense items?
Pets lose their innate resistance to AOEs but by using the Mastery tree can get the same effect shrugs maybe even better!
Support drones attached to my combat toons with no mastery skills appear to die slightly more easily than they previously did but this shows up in things like the Left Hand and Army of One which was pretty rough on the poor things anyhow! So I can say it looks that way but can't confirm it.
- Change the "I'm a pet" buff back! It was not over-powered before. Pets have always been under-powered and now you are BUTCHERING them.
"Pets:
The innate resistance pets have to AoE powers has been reduced. Instead of taking ~25% of incoming AoE damage, they now take ~50%."
I can't believe I didn't see this before. What on god's name brought this change? I know some people complained about hard to kill Drones but come on, you're going to nerf all pets because of that? Terrible idea! So now instead of my pets dying every 8 seconds they'll die every 3 seconds.
What possessed you to nerf pets of all things? So many other things are deserving of a nerf. Pets under perform most of the time as it is.. you want them to become nigh useless again? Step in the WRONG direction. They need a buff, not a nerf. Now I have to spend points in my already under-powered Commander tree just to make them as strong as they were on live. I thought this update was supposed to make our heroes stronger, but I am going to be fighting just to stay how strong I was on live.
The protector tree is going to create monsters, and we have the commander tree sitting there unnoticed. It'll give me minor damage boosts and minor defense boosts which in the large picture will change very little to my character. 15% bonus to damage and less AOE resistance than I had on live? Yeah I feel so much stronger.
Then you see protector role having faster movement speed, becoming unkillable due to their masteries, being immune to snares. Come on...
Also, while I love having a 30%+ chance to crit with 40-50 dexterity, most the trees do seem very crit centric, which isn't good for those people who might choose to go full offense, or otherwise. A variety of the specs are specs which either improve crits or trigger on crits. The latter forces people to take the former if they want to put the latter to full use.
I approve of having crits available for non-dex builds. Now, if there's a way to allow non-crit builds to flourish too, that'd be nice as well.
Lastly, the mastery for Vindicator seems very meh? You have to have strength and ego to benefit from it in some way. If you don't use either, it effectively shuts this talent out. Plus if you have gobs of strength or gobs of ego, chances are you don't use the opposing damage type anyhow, at least as a primary source of damage, which makes this mastery even more situational than it already is. I really don't know what mastery it could have, but preferably one a bit more useful than the one it has now.
At the moment my pet build is WEAKER than he was on live... that's completely against the purpose of this update which is supposed to make us stronger.
Commander Tree
Multitasker - Reduces the energy penalty caused by having pets out
- Most pet builds already have a way to get around this. Plus, most pets builds rely strictly on their pets. Personally the energy penalty doesn't effect me at all because I don't have other powers to use, I am strictly pets. This is useless to many pet builds and "eh" to others. The only people who are going to pick the Commander tree are people who are strictly pet builds, and those are exactly the builds that don't need this spec.
Create an Opening - When you critically strike, your pets critical strike chance is increase by 20% for 5 seconds.
- The idea on this one isn't that bad, but once again it is underpowered. People using pet builds don't attack much and they don't have high chances to crit. On the rare occasion I do crit my pets only have their boost for a measly 5 seconds... Plus it's not even guaranteed that they'll crit in that time-frame. Their chances are only increased by 20%. Plus pet pathing is so horrible they might not even be attacking for those 5 seconds. This is really useless... It should be increased to at least 30% for 10 seconds to make it at all worthwhile, and I'd wager it would still be underpowered then.
Rapid Response - Decrease the summon time of your pet powers by 1 second.
- When you have a lot of pets and need to summon them quickly, then this could actually be semi useful; however, it doesn't make you any stronger in battle. It just helps pet summoning a little faster and more convenient. I don't feel "stronger" using this. Even using 13 pets that's a total of 13 seconds I am saving... whoopdie doo. Really this is just minor QOL and could be useful if you're fighting Therakiel and all of your pets die at the same time. Aside from that it's really useless.
Evasive Action - Increase the AOE resistance of your pet by 0% (power still broken)
- Obviously I can't comment on how much AOE it grants you since it's still broken, but pets recently lost 25% AOE. I am guessing this will give us at most 15% extra AOE resistance. So even if we max this stat out, pets will have less AOE than they did on live before this update... HORRIBLE. This would be a great spec ontop of their current live resistance, but now it just serves to make them as strong as they were on live. I thought this update was supposed to make our builds stronger, not nerf us and force us to respec to become just as strong as we were before... since we lost 25% AOE on live, this power should AT LEAST give us 30% AOE reduction to make up for what we lost and to slightly improve it from live.
Savage - Your secondary super stats increase pet damage by 0% (Still broken)
- This COULD be good, but I don't know since it's broken. If the damage bonus is only 10% then it's USELESS. What's the difference of a pet doing 110 damage instead of 100? That really doesn't change much at all. If it's something like 20% and higher then this could be great.
Relief -Your secondary superstats further increase the healing done by your pets
- Durable (The only GOOD Commander Spec) does this but better. It increases pet health and healing, so what is the point of relief? I havn't put any points in it so I don't know the %, but I don't imagine they are noteworthy. There are only 2 pets that heal you, drones and angel. I RARELY see people using the angel, so this really only applies to drones. Their AI is so horrible and they arn't healing me half the time anyway, so making their healing slightly stronger does next to nothing. I still die in 1 hit by spike damage so healing is pretty useless for most pet builds in general. This would be good for a tank picking up drones, but they have no reason to dip into Commander just for this 1 spec. This is too similar to Durable. Either change the effect or make it significantly stronger for it to be worth taking over Durable.
Durable - Your secondary stats now further increase pet health and healing pets receive. 33% when maxed
- This is GREAT. The ONLY good thing in Commander. Please do not touch it. Pets having more HP and getting healed better? Hell yes. Of course they will still die by large AOE's and massive spike/fall damage, but it definitely helps their poor survivability, especially after the huge AOE nerf they got.
Well Trained - Decrease the recharge time of your pets abilities
- I don't have a % since I never put points into this, but why bother? Which pet abilities are useful? Attack to grenades are negligible, the command animals buff does very little, the Wind pets knockback is nigh useless, and the frost lizard Ice Form gives a very small damage bonus. Who cares if we can use these abilities faster? I forget about them half of the time because there's not a lot of reason to use them in the first place. Plus the tooltips on them never accurately tell me when they can or can't be used again. This spec is horrible and a complete waste of time.
Commander Master - NYI
So in conclusion, there are only 3 that are worth any points at all. Durable is good. Savage COULD be good depending on the percentage it gives you. Evasive Action also COULD be good if it gives you roughly 30% AOE or more to make up for the nerf on live. This set is so underpowered it's not even funny. It's easily the worst spec tree and I'm not saying that because it's broken. Even if everything was working and with larger number than I am assuming, it still is not worthwhile even for a pet build! Who would waste their time on this? It's strictly for pet builds, and even they should be weary of speccing in this.
Pets need survivability, they always have, but guess what? You took that away from them. Now they are squishier and less viable than EVER. They also need better damage, specifically damage penetration. The only damage buffs here are savage and I have a lot of doubts that it'll help much. The rest is just basic QOL upgrades that really won't make a large difference in pet builds. After everything is all said in done I MIGHT be stronger than I was on Live, but even that is sketchy. Protectors and other builds are going to be twice as strong as they were on live while pet builds will be struggling to catch up to their former selves.
On this point specifically, and many masteries like it, Im kinda worried about masteries that require you to have either specific stats (selected as super stats) or specific powers to be any use. What happens if the masteries of all the spec trees I pick buff stuff I dont even have, such as combo attacks (which require me to take low tier melee attacks I may not even have, since the only one I ever pick is Cleave and not in all toons)?
I know, its highly unlikekly given that we have to pick three Spec Trees, but I still think it could potentially happen. And even if not, that reduces your selection significantly when many other spec masteries seem kinda "Meh". So you're left with the choice of either picking a weak "mastery", or picking something that affects stuff that doesn't even exist in your build.
TL;DR: Masteries that effect specific stuff that you're not guaranteed to have are very situational and 100% useless if you don't have those powers or selected the appropriate stats as super stats. Can we have Masteries with more wide-ranging effects?
You have to close the Spec window completely in order for the swap arrows to show up again.
Yeah sorry I've heard you say that alot and I've stated my disagreement a few times but since you want to detail it out so will I.
Not true I have several builds that have a couple pets each but are primarily self focused and take this tree to make their pets more effective and bareable and this skill actually really helps alot as it makes those pets less of an energy drain so I can go about my stuff be it tanking, healing, hurting, without nearly as much energy building. I DO think it needs to be more effective though
Once again um no, its very great for those previously mentioned pet builds, and the 20% crit chance is VERY noticeable. Pet pathing has nothing to do with it and pets are pretty damn smart at that anyway especially with their cheating flight on every pet. I do agree 5 seconds is too short but I think that of EVERY spec tree skill that is 5 seconds long, its way too short regardless of skill and should be atleast 10, preferably 12 seconds long. I also think it should work on Crit Heal as well as Crit Strike and likewise give pets Crit Chance on healing.
The point of skills isnt to cater to one very niche idea, and 13 seconds is a huge cut anyway. And 50% reduction in ANY activation is a godsend and this is ALL petlike powers effected, including those temp pets and psedo pets like sigils. The sheer amount of uses this skill has makes it probably the best in the whole tree to be honest. This skill need absolutely no tweaking up or down or even QoL.
Yes pets lost 25% but assuming the numbers from a week ago were right this skill would actually return that 25% with one rank and THEN 25% more for a total of IIRC 75% aoe resistance, thats freaking huge. Sure not having this skill leaves you at 25% but then again not takign this skill probably means you grabbed the last skill that you called useless instead and simply resummoning the pet practically instantly if it gets killed. Choice and preferance is good.
No where do we even know what the value is, it has NEVER given a tool tip amount anywhere and trust me I used every trick in the book to dig for the info. That said 20% would still be useless in my book, hell just flat damage boost still would be. I'd like to see it give 15% damage boost per rank AND give 5% damage penetration for a grand total of 45% damage boost and 15% damage penetration
Um yeah this healing done BY the pet, NOT healing the pet RECEIVES, aka it makes Support Drones and Radiant Pet heal more with their abilities and depending on your goal with pets and your build could wind up very useful as they would become quite a boost to the healing you could put out and might let you actually take a break from healing from time to time to hurt things, well if its significant enough at rank 3, again 45% boost total should do that.
Actually even if this worked, which it doesn't, it's pretty terrible, The HP boost would be far too low to let pets survive well though the healing recieved boost is nice, but the reason I'd even take this is if I'm wanting my pets to get hit at all, ya know tanking for me being disposable while me and my fellow players are not and this does NOTHING to increase threat. As is it makes pets slightly tougher and easier to bring back to life assuming they havent been one shot which is still highly likely as the boost is too low and its simply hp so short of rank 3 Arcane / Primal / Tyr no other pet is getting any use of this and even then those three are only pulling threat if you stand there and do nothing. I'd probably tweak this completely making it about 10% more HP, 10% more threat, 10% resist all per rank for a total of 30% each. THAT would help and let my pets tank and be tough enough to actually even live long enough to get healed at all
I'll be honest, I couldn't even test if this works or what it's supposed to do. I have no idea if this is actually their attacks or their clicks. Either it's way too small a boost, useless, or flat out broke which given the fact that all but 2 abilities in this tree don't work at all is the most likely answer. So here we agree and even agree that the clicks are useless and too much a pain in the **** to use
And we agree again but only in part. I'm fine with pets being fodder so long as I have the option to make them tougher so they can be tanks for me, ditto for the option to have pets put the hurt on someone, or for aiding me in team survival. But the baseline of pets are too low and thus the skills need to be MASSIVELY strong and I don't think that will happen as it'd make the other skills look weak. ("Why does he get 45% stronger pets when I only get 15% stronger AoEs?", that sorta thing) So do I think the skill tree is gimpy as hell?
I actually can't answer that, because we flat out don't know.
I fear the worst but hope for the best but until the other 5 skills in this tree work we can't really tell if they make up for pets poor performance and terrible QoL. Not to mention this patch does make players very very strong in so many ways be it gears, skills, and so on, that going pure pet might actually be the worst build in game while hybrid pet (like some of my earlier mentioned builds) might wind up being fine so long as the pets are back up not the focus. I disagree with alot of your reasoning behind your conclusions over the skills in the set but think in the bigger picture we do agree a fair share. But still, let's just wait for the entire tree to get fixed, THEN we can see. Until then let's stop with the panicing and doomsaying.
At the moment, Commander looks like one of the weaker trees. Obviously it is broken so it's really hard to say that for sure, but in my mind it should be one of the stronger ones so it can balance out the "gear gap".
It's true that I am sort of looking at worst case scenario here... but after seeing some of the other numbers from spec trees I don't picture things like savage getting a 45% damage bonus or Evasive Actions granting 50% AOE resistance.
I would LOVE to be wrong.
Bug: If you fill in one row of a block and Commit the points, then start filling in the second row in that block, you cannot right-click to remove any points in the un-committed second row. You have to close the window and reopen for this to work properly again.
Edit: Ergh. I just cleared the whole block to test this again, and this time it worked properly.
All that aside, how in the world does the math work for the Dodge spec block?
If I start with Dodge Chance of 56.5 and Avoidance of 258.2%, and and dump full points into Quick Reflexes (adds +22 Dodge Chance from my Dex) and Evasion (adds +13 Avoidance), I end up with Dodge Change of 57.6 and Avoidance of 269.2% instead of the expected 78.5 Dodge Chance and 271.2 Avoidance.
Sigils generally count as pets, which does indeed give some curious uses for this tree. Also the radiant sigils now have a healing component, so the healing buff should affect them too, along the drones and angel.
What comes to aggro, far as I recall when a pet dies you get portion of it's aggro transferred for yourself, so indirectly keeping your pets alive should reduce the aggro you gain yourself. Of course you can just take evasive with sleight to wipe the aggro periodically so I don't think aggro is really a big deal.
I would be interested in the math behind ratings, if anyone's figured it out, though. For that matter, INT versus Cooldown Reduction and Cost Discount math, too.
Except if said runes are Arcane Runes.. or if a boss wipes out your sigils with one AoE nuke - or any number of other factors. There's other things too - like the damage increase that might be nice for arcane and primal sigils. Health and/or AoE resist might make sigils more resistant to being nuked out. And I wonder if sigils still can't inflict crits even if you buff the pet crit chance with specializations. Probably they can't though.
In any case what I'm saying is, those specs might make sigils more attractive for pet builds - or just take arcane and primal sigils for a nice punch, and a couple of disposable pets like summon shadows (does the pet heal buff boost the healing from their advantage too, perhaps?) and zombies or scimitars.
Given this, I really do not mind seeing tanking given a significant boost.
Really ?
A well built and run Tank has a life expectancy of ten seconds or less vs well built and run offensive build on live ?
That doesnt match up with my experience, or what I have seen and heard from others.
As to the ability to take crit based specializations here, how much above what we have on live have you been able to get ?
'Repurpose' seems to grant the healing bonus to Radiant Sigils. While this isn't inherently wrong, it creates an inconsistency: other pets (Support Drones, Radiant Summoning) do not list similar improvement in their healing abilities.
The question is then, are sigils counted as pets or not? If they are, then they should be treated in similar way. If they are not, then to avoid confusion they shouldn't get the 'Your Pet' tag with their name. Since sigils don't get the 'I'm Pet' buff either, I would assume the problem would really be that sigils aren't counted as pets, but with the introduction of specialization trees the distinction becomes more important, so it should be addressed.
You are HORRIBLY mistaken.
Sentry Perseverance is stil randomly heals for ovre 9000 hp.
Imbue add crits severity based on your CON to the basic 50% crits severity.... I was trollo-oneshoted by 20 000 dmg from Unleashed Rage. Fun stuf.
Relentles assault - now adds 150 Offence.... and hits the sofcap right from the start XD. 76 offence - 16% more dmg, 226 - 32% more dmg.
What the point of geting offence on offence toon with maintin attacks then? You will get around 30% with just relentles assault alone, and then there is a softcap.
In what ways am I HORRIBLY mistaken? In my experience, other than in ZA with BCR+RR and LR, I have yet to really see tanks, defiance, invul or dodge really doing well in PVP or duel especially against well-built range offense toons. Of course the offense toons do not survive well in PVE (they never did).
I give an example, range offense toon with say TK lance or ebon ruin or defile. Offensive passive and a form or enrage. Opens with a 100ft spike, smoke grenade. Spike you again while in stealth and then evasive manuever (hopefully getting stealth using the advantage). Third spike, and then hold (BOA). Fourth spike. Up to this point a tank melee toon may not even have gotten in a single hit and is probably left with less than 1/3 of the HP.
Assuming you get a hit in, a simple resurgence will probably get the toon back to full health.
What if you face a dodge toon? Well replace the spike attack with PBR or TK assault.
Of course this is just my experience in live and I admit it is not comprehensive and as I say, I am just playing the devil's advocate. I admit it seems too OP for AD to CD so easily. However I just feel that tanks are meant to be hard to kill.
There are tanks that can solo everything in the entire game, including things like Teleiosaurus, and that is BEFORE this update which will make them exponentially stronger.
Tanks have always been over-powered, and this will only serve to make that more true. They are nigh unstoppable in PVE. From a PVP standpoint, they make duels last forever. You don't know how many duels end in stalemates because these tanks simply cannot die. In a lot of PVP matches yes you can kill them, if you gang up on them. 1 on 1 it's just a waste of time usually.
Think about it. Tanks can use an active defense to grant them essentially 30 seconds of invincibility. Once that runs out they'll start taking damage and get to 1/3 health. Okay now the cooldown on the active defense is reset and he can do it again, and combine this with something like BCR and he'll regenerate to full health. He also has 30 more second of invincibility and the cool down on that protector mastery is 15 seconds. Once the active defense wears off you have 15 seconds to take down the tank before his mastery is able to be used again, but oh wait he uses resurgence and is back up to full health. Now he can use his mastery again and both his active defense and his healing are recharged.
It's a never ending cycle. Heck, they don't even need the mastery because I've seen people who can get their active defense recharge times down to 40 seconds. You fight a guy and the first 30 seconds of the battle you can't do any damage to him. Then you have a 10 second window to kill him before he does it again and heals. That's if he isn't stacking bubbles and other healing/defenses. It's ridiculous.
All active defences that have prolonged effect (Unbreakable, Mastreful Dodge, Field Surge) only lasts for 15 seconds.
And only MD and Unbreakable provides "sort of invincibility". And unbreakable can be broken with a spike dmg.
While MD now doesnt grants you "Godmode" with BCR, since internal cooldow is in place now.
While I agree that tanks are strong - you are just messing the facts and numbers. Tanks are strong, but they are not THAT strong.
Also what keeps you from taking active defence on offence toon if its that powerfull?
They are very, very, very annoying. They are very good at what they do, which is soaking/avoiding damage.
Anywho, back on topic, the Protector mastery becomes increasingly more awesome based on the number of defense actives you have. The more defenses you have to throw up, the more you'll have available to you when your health gets too low. This will serve to make tanks -even more annoying- in PvP, as well working in the favor of any character who has a defense active. But, if you don't have a defense active, there's no point to take this mastery.
I say they should reinvent this mastery to trigger as its own defense active if your health drops below 30%. Maybe make it so you gain 5 seconds of invulnerability, or are healed for 40% of your max health over 5 seconds, or maybe even both, with a 45-115 second refresh time.
No offense sir, but apparently you have never fought a good tank.
There is a reason why they have been a dominating force in tier 4 PvP for years now.
TINKERING -- (NYI), with no Utility gear.
OVERSEER
ADMINISTER -- Always 0% and doesn't work.
TRAPPED -- Always 0% and doesn't work.
CONSERVATION -- Always 0% and doesn't work.
GUARDIAN
FORTIFIED GEAR -- Always 0% with no gear.
LOCUS -- The description is disordered.
MAKE IT COUNT -- Always 0%.
FIND THE MARK -- Always shows the same information (Ranking won't update relevant information.)
SENTRY
NYI -- There is a NYI skill.
FORTIFIED GEAR -- Always 0% with no gear.
SENTRY MARTERY -- NYI
BTW, I saw many Critical Severity skills. However, there are rare +Critical chance skills. Which means PCs are limited and must choose DEX as their SS (no matter primary or secondary).
Garantee a basic critical chance may be better. EX: 5%
Thank you for replying, you have read my mind to the dot.
I admit I do not PVP in stronghold or bash very much. However I do farm ZA to no end with my LR toon. And because of the BCR+RR advantage, I admit I am near invulnerable once they zombies crowd builds up as long as I am careful and there are too many players around who do not know how to counter (ie many pets with slow attacks healing instead of hurting me, or those who use long charged attacks). However, even then we are talking about near invulnerable. Against players who knows how to counter, a nullifying punch followed by a good knock and another player who uses a fast dps like PBR will tear through LR in no time. With the nerf to BCR+RR I can see this strategy not likely to work anymore.
Have I seen tanks, plenty I think. Defiance, invul, invul+dodge and I see them die in ZA once ganged. They are tanks, and I expect people to gang them to kill them. If a tank can't even tank 1v1, they are not much of a tank are they?
Oh and this issue abt duel that ends in stalemate, I have absolutely no issues with that. Shouldn't a balanced power fight with good players at both ends of the control end with a tie or near-tie? That is the balance we talk about. Sure you can't kill them for nuts, but they are not gonna be putting you down either.
However I am sure Ashen_X is far more experienced than me being a much more senior player in CO. I am certain you have your point but perhaps a more detailed breakdown could help us see your stand. I must also stressed that I raised these issues for discussion and I am really glad so far the responses are polite unlike some threads which after a while get abusive LOL.
Is it really that overpowering?
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They are not dominating anything, they just cause annoyance in bash or are a liability in sh since the only guys that count are dps and healers, only the invuln/dodge/dw ones are viable and that's in sh, but still quarry dw is better in there too. But that's the story in live, with this patch the unkillable spiker tanks will reign over any scenario, sh, bash, utc, pve is no question, it was always a tanks playground, the bad thing the gap will increase even further.