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.
True, this patch buffs tanks so much it's not even funny, the time window to kill a tank is so small you need to time really well, that's assuming you have a powerful enough attack to one shot the tank in that small window, because you ain't getting a chance when MD is back up, every noob now can take a tank, protector spec, sentinel spec and feel like he's a freakin pvp pro, cause 99% of people won't scratch him and the rest 1% will have a hard time doing so.
Here is a guide to kill them:
For ranged:
1) Have a spiker build with armor penetration and ~17-20k crits, the more the higher your chance of success.
2) Killing strategy:
a) The easiest to kill
Defiant: damage him enough so he uses MD and preferably ascension, then wait till he drops stacks, land your big crit, he's dead in 1 shot, if you can't take him down in 1, go change your build to do a bigger crit.
b) The harder one to kill
LR: First catch him between using evasive, land 1st big crit, (repeat until it's not dodged ofc), then after he uses MD you have a small time window to catch him without evasive and land your big hit again to one shot him. The reason why i classify LR as harder to kill is not only because you need to time as well as with the defiant guy, but you also need luck to get past his dodge 2 times in a row in a short time period.
c) The Easiest or Impossible to kill (depending on how big your crit is)
Invulnerability: You won't need as much timing, damage him so he uses up MD, then land the big crit again.
Since you can't drop his stacks like in the case with Defiant or drop dodge chance (cause of him not using evasive) in case of LR this is either very easy to kill if your crit can one shot him or impossible because if you can't one shot him it's impossible.
For melee:
Long stun time, and high dmg crits
Repeat the same as in ranged version, but you also deal with the getting in range problem (make sure the stuns are long enough because if they are not - you're doomed), and since melee is more dps oriented than spiking you need to hit the enemy several times , so killing a tank with melee is truly a feat you can make a video of
This applies to new patch tanks with hp ~10-12k.
After enraged gets nerfed and ~15k tanks will be a common sight (since everyone will be geared with new stuff), there won't be a way to land 40k and over crits so tanks will be indestructible.
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..
On several of my pet builds this is going to make them stronger along with a bunch of other stuff in this tree as long as it actually works as advertised.
One idea you might not have thought of, Pet/Support builds. Having more energy to support is extremely useful. There are several other builds where this tree will be a godsend as well but I'll stop here for now...
Vanguard is for being a Lifetime Subscriber, Champion is based on number of posts. Other custom titles relate to specific rewards (Lohr, who runs the wonderful wiki, for example was given a forum title as a sign of respect for her efforts).
Arrghhh I am a lifer, why am I not vanguard or something LOL. I am a lowly citizen sobz LOL.
True, this patch buffs tanks so much it's not even funny, the time window to kill a tank is so small you need to time really well, that's assuming you have a powerful enough attack to one shot the tank in that small window, because you ain't getting a chance when MD is back up, every noob now can take a tank, protector spec, sentinel spec and feel like he's a freakin pvp pro, cause 99% of people won't scratch him and the rest 1% will have a hard time doing so.
Here is a guide to kill them:
For ranged:
1) Have a spiker build with armor penetration and ~17-20k crits, the more the higher your chance of success.
2) Killing strategy:
a) The easiest to kill
Defiant: damage him enough so he uses MD and preferably ascension, then wait till he drops stacks, land your big crit, he's dead in 1 shot, if you can't take him down in 1, go change your build to do a bigger crit.
b) The harder one to kill
LR: First catch him between using evasive, land 1st big crit, (repeat until it's not dodged ofc), then after he uses MD you have a small time window to catch him without evasive and land your big hit again to one shot him. The reason why i classify LR as harder to kill is not only because you need to time as well as with the defiant guy, but you also need luck to get past his dodge 2 times in a row in a short time period.
c) The Easiest or Impossible to kill (depending on how big your crit is)
Invulnerability: You won't need as much timing, damage him so he uses up MD, then land the big crit again.
Since you can't drop his stacks like in the case with Defiant or drop dodge chance (cause of him not using evasive) in case of LR this is either very easy to kill if your crit can one shot him or impossible because if you can't one shot him it's impossible.
For melee:
Long stun time, and high dmg crits
Repeat the same as in ranged version, but you also deal with the getting in range problem (make sure the stuns are long enough because if they are not - you're doomed), and since melee is more dps oriented than spiking you need to hit the enemy several times , so killing a tank with melee is truly a feat you can make a video of
This applies to new patch tanks with hp ~10-12k.
After enraged gets nerfed and ~15k tanks will be a common sight (since everyone will be geared with new stuff), there won't be a way to land 40k and over crits so tanks will be indestructible.
NODS NODS NODS, totally like totally approve. Great post here I say. It is true that with a shorter AD CD, it will make tanking easier especially for new players. Tiiming must be better to spike at the right moment. I am not sure about any enraged nerf though, was there one? This thing about melee and range I also absolutely agree. The disaprity of range and melee toon is still great and personally if I play a melee toon, I will play it as a tank. This post seems more aligned to my experience in pvp.
Having say that, making tanks hard to kill is not so bad, as long as they are also hardpressed to kill.
Would it be possible for the specialist skills to make their way to the character sheet e.g. stuff like (offensive stance) defence to offence, I'm not much of a number cruncher and it would help character building a lot.
Can I raise a petition for LR, regeneration and PFF to be buffed? LR is indeed powerful in PVP given that it needs accurate timing to kill but it is actually quite weak when I tested it in 5 man elite lair especially in TT compared to defiance and invulnerability. Regeneration and PFF is a joke simply because the rate of HP or shield recovery is so slow that they are severely outshined by the other PDs with conviction thrown in. Given that defiance and invul consistently reduces incoming damage through damage resistance, perhaps in addition, regen and pff should be regenerating shield or hp everytime the toon takes a hit, a bit like BCR with RR before nerf but with a higher healing factor.
Oh and please do something about the shuriken storm animation. Using the leaping dancing moves of (is it bullet beatdown? I do not use dual guns so not sure) or the sword cyclone spin with shurikens flying out from the toon. Any of it beats the current animation where the toon turns round and round but looks like a crab.
Moving forward, with level caps being raised, I am hoping to see bigger guns, bigger shields, bigger health let's get epic!!!
I dunno where you got this impression, but... There's no level cap increase coming as far as I'm aware... Like... Why? There's no new content or zones, so.. What would you do to get to 45? There's no "epic powers", so... What's the point of level increasing?
I dunno where you got this impression, but... There's no level cap increase coming as far as I'm aware... Like... Why? There's no new content or zones, so.. What would you do to get to 45? There's no "epic powers", so... What's the point of level increasing?
The Future
These are features that we are working towards. Items listed in this section need the most discussion and are subject to the largest change. This list does not represent all the things we want or are planning to do but they are some of the larger things we are planning and working towards.
I normally play tanks and I even thInk these buffs are overboard. If reducing cool downs this easily is intended (through specs and items), I'd recommend limiting it so that you can only select one active offense and defense. I may even go a limb and say you can only purchase one active offense OR defense.
If the protector mastery didn't reset the 30 second shared cooldown it would be fine. Even as it currently stands it's not nearly as bad as people are making it out to be. Tanks aren't nearly as durable with the changes that are on PTS compared to Live (assuming the bugged specs get fixed.)
I normally play tanks and I even thInk these buffs are overboard. If reducing cool downs this easily is intended (through specs and items), I'd recommend limiting it so that you can only select one active offense and defense. I may even go a limb and say you can only purchase one active offense OR defense.
I am fine with such a limit as it applies across board to everyone. However it is also mentioned that tanks are not as durable as they are made out to be. True, with defiance or invul, a good block and a good heal and top that with IDF, you can tank most anything, 2 groups of mobs in TT elite, teleiosaurus etc, (but still not everything; try MD terminator in Resistance or Valarian in giant mode) they are not very survivable in PVP actually. This has mainly to do with the crippling challenge advantage. What good is a tank that can't block afterall. Now LR is a different issue. It will probably be rather formidable in pvp as the dodge mechanics does not depend on blocking and atm can be raised to near 100% with the right buffs but it is not as ideal for PVE. In fact I have tried tanking teleiosaurus with a dodge tank and the moment he breathes, it is bite the dust. I have also tried using dodge against just 1 mob group in TT elite and yes I managed to survive but that was with much fingers mangling, keybinds and using 2 AD (MD and Resurgence).
I believe there is quite a bit of the inherent mechanics that needs some thinking through in order to balance the passives and between offense and defense. I am more inclined towards having powers that prevent them from dying as opposed to giving them powers that can kill anything.
In fact I have tried tanking teleiosaurus with a dodge tank and the moment he breathes, it is bite the dust. I have also tried using dodge against just 1 mob group in TT elite and yes I managed to survive but that was with much fingers mangling, keybinds and using 2 AD (MD and Resurgence).
With 100% dodge tanking Telio is not a problem. I tanked him alone for 10 minutes, then got bored.
Can I raise a petition for LR, regeneration and PFF to be buffed?
I say no to a buff for Regen.
When you're healing 1k+ health per tick, basically all you need to do is learn how to block. Once you learn how to block, there you go. You're almost invincible, as long as you aren't up against either A) Huge waves of enemies, or fail to block an alpha strike of a boss enemy.
If anything, regen needs a nerf, because it makes the bulk of PvE extremely boring. You can take on 2-3 people's worth of enemies and just squish it all using AoEs while your health bar is steadily spiking up over time. The only real weakness of regen is it's a healing type ability, so brickbusters are going to ruin your world. But they ruin any tank's world, so once again, it's working for what it's designed to do.
And if you really want to bring PvP into it, why are you taking regen into PvP in the first place? PvP is about flavor powers and using them to their fullest. Regen is not a flavor power because most PvPers will twist you into a pretzil shape before it gets a chance to kick in.
I tanked Bludhound just fine on the PTS earlier using regen. It's just fine.
I do agree that PFF needs a huge buff though, and LR I'm not so sure about as I haven't tested the new version. It's probably a case of it being as OP as you make it to be. If you have 20% chance, it's probably very weak, while if you have 80%+ it can approach being OP.
And I still think that the Protector talent should be adjusted, both for people who don't use a defense active and for people who keep 2 or more at a time.
Regen would be fine if it could resist healing debuffs, that's its only serious weakness, it's the only defensive passive that can be basically turned off by someone else using a power. LR is fine. PFF is sad and needs a buff.
When you're healing 1k+ health per tick, basically all you need to do is learn how to block. Once you learn how to block, there you go. You're almost invincible, as long as you aren't up against either A) Huge waves of enemies, or fail to block an alpha strike of a boss enemy.
If anything, regen needs a nerf, because it makes the bulk of PvE extremely boring. You can take on 2-3 people's worth of enemies and just squish it all using AoEs while your health bar is steadily spiking up over time. The only real weakness of regen is it's a healing type ability, so brickbusters are going to ruin your world. But they ruin any tank's world, so once again, it's working for what it's designed to do.
And if you really want to bring PvP into it, why are you taking regen into PvP in the first place? PvP is about flavor powers and using them to their fullest. Regen is not a flavor power because most PvPers will twist you into a pretzil shape before it gets a chance to kick in.
I tanked Bludhound just fine on the PTS earlier using regen. It's just fine.
I do agree that PFF needs a huge buff though, and LR I'm not so sure about as I haven't tested the new version. It's probably a case of it being as OP as you make it to be. If you have 20% chance, it's probably very weak, while if you have 80%+ it can approach being OP.
And I still think that the Protector talent should be adjusted, both for people who don't use a defense active and for people who keep 2 or more at a time.
From my experience regen folds quickly if you are taking on a huge group and it can not be the only source of damage mitigation. Fall damage and ebon ruin will completely negate any healing you get. However as the person above me wrote, it is the only passive that can be turned off by someone else's power directly in one hit. And blocking not only negates that 1k heal it can also be taken off in PvP.
What would be nice is a secondary passive at level 50.
Regen would be fine if it could resist healing debuffs, that's its only serious weakness, it's the only defensive passive that can be basically turned off by someone else using a power. LR is fine. PFF is sad and needs a buff.
If regen gains some resistance to healing debuffs, that'd be wonderful. But, I can't say that I've ever actually encountered PvE enemies using healing debuffs except for Brickbusters, which are a threat to most tanks to begin with.
Could you name an instance where Regen is horribly crippled in PvE by an enemy's power besides a brickbuster?
If regen gains some resistance to healing debuffs, that'd be wonderful. But, I can't say that I've ever actually encountered PvE enemies using healing debuffs except for Brickbusters, which are a threat to most tanks to begin with.
Could you name an instance where Regen is horribly crippled in PvE by an enemy's power besides a brickbuster?
It's not. In PvE Regen is crippled by enemies that are now progressively doing higher damage more consistently. Where as before it was the realm of just spike damage, it's becoming more common place that we are seeing enemies that do regular 500+ damage ticks and faster than regen tick intervals. Now while in the standard all henchmen fight this is a rarity, int he more progressive and supposedly challenging fights, this is starting to evolve into a problem.
Does Regen need some inherent protection to heal debuffing? Yea, because a defensive crippled by just one effect is just bad, and no other defensive is so severely crippled. But it still needs help and protection for these ever increasing amounts of standard damage that use to be just the realm of spike attacks.
It's not. In PvE Regen is crippled by enemies that are now progressively doing higher damage more consistently. Where as before it was the realm of just spike damage, it's becoming more common place that we are seeing enemies that do regular 500+ damage ticks and faster than regen tick intervals. Now while in the standard all henchmen fight this is a rarity, int he more progressive and supposedly challenging fights, this is starting to evolve into a problem.
Does Regen need some inherent protection to heal debuffing? Yea, because a defensive crippled by just one effect is just bad, and no other defensive is so severely crippled. But it still needs help and protection for these ever increasing amounts of standard damage that use to be just the realm of spike attacks.
This is true. I do notice that enemies seem to hit a bit harder now, and I haven't tested regen enough to know for sure how this influences survivability. My character who uses regen doesn't feel any less durable than she does on live. She's able to solo elite content just fine, if a bit more slowly thanks to the higher health of enemies.
But time will tell with the tweaking of enemy strengths.
This is true. I do notice that enemies seem to hit a bit harder now, and I haven't tested regen enough to know for sure how this influences survivability. My character who uses regen doesn't feel any less durable than she does on live. She's able to solo elite content just fine, if a bit more slowly thanks to the higher health of enemies.
But time will tell with the tweaking of enemy strengths.
This is why I suggest that Regeneration have a flat inherent dodge and avoidance bonus. It won't be much and if it is kept low key enough it will be a noticeable boon, but not something someone can pump to a ludicrous levels without some serious devotion. Not to mention it would be more in theme with regeneration comic characters that tend to be more nimble and such anyways.
Very pleased with the commander tree.Nice work Cryptic! Multiple ways to increase damage and defense for my pets. They are still weak to what they have always been weak to, but they can definitely put up more of a fight now.
Very pleased with the commander tree.Nice work Cryptic! Multiple ways to increase damage and defense for my pets. They are still weak to what they have always been weak to, but they can definitely put up more of a fight now.
Eh its a nice start, still think the health skill needs +threat boost, the damage definately needs resist penetration, and the healing could use a minor nudge, perhaps 11% a rank. Also needs to effect psuedo pets too
I'd also loooove to see pets get a portion of your offense / defense as well. Between those few changes pets would be perfect. Well soon as they add the 'ignore pets' option to controls
Eh its a nice start, still think the health skill needs +threat boost, the damage definately needs resist penetration, and the healing could use a minor nudge, perhaps 11% a rank. Also needs to effect psuedo pets too
I'd also loooove to see pets get a portion of your offense / defense as well. Between those few changes pets would be perfect. Well soon as they add the 'ignore pets' option to controls
If the "pets inherit part of your crit chance/severity" affects pseudo pets, it's going to be Imbued Sigils all over again.
Eh its a nice start, still think the health skill needs +threat boost, the damage definately needs resist penetration, and the healing could use a minor nudge, perhaps 11% a rank. Also needs to effect psuedo pets too
I'd also loooove to see pets get a portion of your offense / defense as well. Between those few changes pets would be perfect. Well soon as they add the 'ignore pets' option to controls
Yes, but it's definitely far beyond the worst case scenario that I originally imagined. I know there are plenty of others builds that have been buffed way more than pets, but there are some changes I can really get behind. The Crit chance and severity is pretty cool, for instance. Now instead of SS pre it's probably better to go Dex or maybe Con. A lot of options to think about.
I'm personally hoping for unbound ritual to become a 1 point advantage. Easy change but will make a large difference for the better.
(snip)
I'm personally hoping for unbound ritual to become a 1 point advantage. Easy change but will make a large difference for the better.
I don't really agree with this. If unbound becomes 1 point advantage, it no longer presents a choice. It'll just be part of the mandatory cost of the power. Even as a 2-point advantage it's right now just part of the cost of the power to me at least - and just means that ritual circles can never be ranked to R3.
The only case where I could see a summoning ritual being taken without the unbound advantage is, if someone takes another kind of circle (E.g. ebon, primal, radiant) as constant part of their build, which already suggests they'll be fighting in static position. But the CO combat system is inherently so mobile - not to mention the knock galore - that I don't see that as very feasible in most cases. It would just capitalize on some of the most annoying parts of CO combat.
I'd much rather see the summoning circles reworked so that the unbound advantage will be complitely removed, and the circles could perhaps gain a different mechanism. For example: you can only have one circle active at any given time. A summoning circle will disappear - like any other circle - if you step away from it for more than a few seconds, or when you cast a new circle.
When summoning circle disappears, it doesn't remove the pet, it simply makes it a bit weaker. So, you can summon several circle pets, but summoning a new one will always remove the previous circle (and make that pet weaker). The latest circle will remain as long as you stand in it, and while it remains, your pet will be stronger - perhaps have increased defense, and/or health regeneration or something like that.
Circles could have 1 point advantage that allows them similar functionality the radiant glory has now - after summoning the pet, you could tap the circle to move it to your current location.. and perhaps doing so would also heal your pet. That kind of advantage, I could see as an actual choice to make. (Or you could simply add it as a standard function of the circle, which wouldn't be a bad idea either)
Essentially: remove the static/mobile choice from the power selection, and instead make it a tactical choice during the combat.
Seriously, I'd rather them provide basic critical to players, but not pets. Look at the spec tree, there are many +Crit Severity skills. Each of them imply one thing -- you need at least pick up DEX as your secondary SS. Let Player's SS determine Pets' abilities will be more reasonable.
I don't really agree with this. If unbound becomes 1 point advantage, it no longer presents a choice. It'll just be part of the mandatory cost of the power. Even as a 2-point advantage it's right now just part of the cost of the power to me at least - and just means that ritual circles can never be ranked to R3.
But think about if you have 3 unbound ritual pets right now. Instead of paying 6 for those unbound rituals you will now be paying 3, so you would have an extra 3 advantage points for ranking them up to R3 now. You would still need another 3, but you could get them from somewhere else. It's not mandatory to take them to R3 anyway.
The only case where I could see a summoning ritual being taken without the unbound advantage is, if someone takes another kind of circle (E.g. ebon, primal, radiant) as constant part of their build, which already suggests they'll be fighting in static position. But the CO combat system is inherently so mobile - not to mention the knock galore - that I don't see that as very feasible in most cases. It would just capitalize on some of the most annoying parts of CO combat.
Exactly, no one uses the circles anyway. BUT there are a select few people who do like the idea behind them and actually use them. Taking away circles completely would not be very fair to them. I'm just looking for the easiest and most fair solution.
I'd much rather see the summoning circles reworked so that the unbound advantage will be complitely removed, and the circles could perhaps gain a different mechanism. For example: you can only have one circle active at any given time. A summoning circle will disappear - like any other circle - if you step away from it for more than a few seconds, or when you cast a new circle.
When summoning circle disappears, it doesn't remove the pet, it simply makes it a bit weaker. So, you can summon several circle pets, but summoning a new one will always remove the previous circle (and make that pet weaker). The latest circle will remain as long as you stand in it, and while it remains, your pet will be stronger - perhaps have increased defense, and/or health regeneration or something like that.
Not a bad idea, but how weak would they be? If it takes away their strength they gained getting to R3 then no thanks.
The reason I suggested this is because it is the easiest solution. All they have to do is going into the 4 circles powers and chance the advantage number from 2 to 1. Simplest solution ever. It would also be better than removing it completely because a few people do like the idea of the circle (even if they are crazy ).
It'd be a nice and easy little change that I think everyone can get behind.
Seriously, I'd rather them provide basic critical to players, but not pets. Look at the spec tree, there are many +Crit Severity skills. Each of them imply one thing -- you need at least pick up DEX as your secondary SS. Let Player's SS determine Pets' abilities will be more reasonable.
There are now +crit chance items (+criti strike rating) and specs converting +offense to +crit chance (and converting defense to offense which should then...)...meaning we should be able to score criticals without much if any Dex with proper specs and gear. I need to test this further to see how far I can take it.
There are now +crit chance items (+criti strike rating) and specs converting +offense to +crit chance (and converting defense to offense which should then...)...meaning we should be able to score criticals without much if any Dex with proper specs and gear. I need to test this further to see how far I can take it.
I'd like to hear of your results...
I'm torn between Con/Dex/Ego or Con/Int/Ego for my main...
If I can crit nicely without Dex... ^_^
Seriously, I'd rather them provide basic critical to players, but not pets. Look at the spec tree, there are many +Crit Severity skills. Each of them imply one thing -- you need at least pick up DEX as your secondary SS. Let Player's SS determine Pets' abilities will be more reasonable.
Why should a pet master's attack powers (his pets) have their critical hit chance and severity based on SS when everyone else has to build specifically to boost those attributes for their attacks ?
Seriously, I'd rather them provide basic critical to players, but not pets. Look at the spec tree, there are many +Crit Severity skills. Each of them imply one thing -- you need at least pick up DEX as your secondary SS. Let Player's SS determine Pets' abilities will be more reasonable.
Odd. I built a high citical chance build without puting much if any Dex in my build.
Why should a pet master's attack powers (his pets) have their critical hit chance and severity based on SS when everyone else has to build specifically to boost those attributes for their attacks ?
The same question ..... why can hero's crit boosts pet's crit? Why would SS boost your damages? Assume SS means "a hero's rapid growing stats which can significantly increase all his abilities .... "
Pets are also powers .... why shouldn't they be influenced?
The same question ..... why can hero's crit boosts pet's crit? Why would SS boost your damages? Assume SS means "a hero's rapid growing stats which can significantly increase all his abilities .... "
Pets are also powers .... why shouldn't they be influenced?
They are influenced... They get more Health and Damage. Giving them more crit as well would be unfair, since other characters have to build for crits, while pet-heavy builds would get them for free.
The same question ..... why can hero's crit boosts pet's crit? Why would SS boost your damages? Assume SS means "a hero's rapid growing stats which can significantly increase all his abilities .... "
Pets are also powers .... why shouldn't they be influenced?
What I believe Ashen is saying is
1) For our characters our crit severity rating doesn't scale with SS so our pets crit severity rating shouldn't scale on SS either.
2) Also our SS don't affect our crit strike rating, so it shouldn't affect our pets crit strike rating. Super pre/int/ego/con/end/rec or ego doesn't give us crit strike but if it directly affected pet abilities the way you seem to be suggesting it would affect theirs. That's not consistent with how our other powers are affected by superstats.
3) If we have enough DEX (as a SS or not) it affects our crit strike rating and therefore the crit strike rating of all our powers as well...now including our pets. That's more consistent than it's ever been before.
Edit: and in the time it took me to type this Ashen has responded...
There are now +crit chance items (+criti strike rating) and specs converting +offense to +crit chance (and converting defense to offense which should then...)...meaning we should be able to score criticals without much if any Dex with proper specs and gear. I need to test this further to see how far I can take it.
I think the "offense to crit" is on DEX tree ... :cool:
Yes, you're correct; but my view is that DEX is strong enough and it is the easist way to gain crit chance. Is there particular reason that DEX should be able to indirectly influence pets' damage?
I think the "offense to crit" is on DEX tree ... :cool:
I know it is but there are several other similar specs to use, I just typed the first one that came to mind. But anyway, you can get a fairly sustainable crit rating in the 20's to 30's without investing in dex at all. Possibly higher, but I need to test more.
They are influenced... They get more Health and Damage. Giving them more crit as well would be unfair, since other characters have to build for crits, while pet-heavy builds would get them for free.
O_O
if so, then I think I need to appologise the incorrect arguments due to some out-of-date information
Being able to see the whole tree would help making your choice clearer, I've cycled through that list only to forget my options more than I can remember, and I've only been playing with it for an hour.
I know it is but there are several other similar specs to use, I just typed the first one that came to mind. But anyway, you can get a fairly sustainable crit rating in the 20's to 30's without investing in dex at all. Possibly higher, but I need to test more.
Because, as you alluded to, the effects of our stats should affect all of our powers, pets included.
Well, then ....
INT seems to be able to provide recharge reduction to pets, and recharge reduction gears do so as well
EGO/ STR seem to be able provide extra range/melee damage bouns to pet too
Maybe provide half of our dodge/avoidance to them at the same time ....
A simple question -- why not?
If above influence cannot be applied, then why Crit is so special?
Being able to see the whole tree would help making your choice clearer, I've cycled through that list only to forget my options more than I can remember, and I've only been playing with it for an hour.
Agreed. I am very much a fan of being able to see ALL of the options on one screen - perhaps there could be an added [Show All] button on the spec tree window.
Another thing along the same lines that would make me very happy is being able to see a proper character sheet - one screen that lists all a character's stats, powers, advantages, and spec choices in an easy-to-read format.
As it is, it's just too much digging through different windows to see all the important information about your character.
Comments
True, this patch buffs tanks so much it's not even funny, the time window to kill a tank is so small you need to time really well, that's assuming you have a powerful enough attack to one shot the tank in that small window, because you ain't getting a chance when MD is back up, every noob now can take a tank, protector spec, sentinel spec and feel like he's a freakin pvp pro, cause 99% of people won't scratch him and the rest 1% will have a hard time doing so.
Here is a guide to kill them:
For ranged:
1) Have a spiker build with armor penetration and ~17-20k crits, the more the higher your chance of success.
2) Killing strategy:
a) The easiest to kill
Defiant: damage him enough so he uses MD and preferably ascension, then wait till he drops stacks, land your big crit, he's dead in 1 shot, if you can't take him down in 1, go change your build to do a bigger crit.
b) The harder one to kill
LR: First catch him between using evasive, land 1st big crit, (repeat until it's not dodged ofc), then after he uses MD you have a small time window to catch him without evasive and land your big hit again to one shot him. The reason why i classify LR as harder to kill is not only because you need to time as well as with the defiant guy, but you also need luck to get past his dodge 2 times in a row in a short time period.
c) The Easiest or Impossible to kill (depending on how big your crit is)
Invulnerability: You won't need as much timing, damage him so he uses up MD, then land the big crit again.
Since you can't drop his stacks like in the case with Defiant or drop dodge chance (cause of him not using evasive) in case of LR this is either very easy to kill if your crit can one shot him or impossible because if you can't one shot him it's impossible.
For melee:
Long stun time, and high dmg crits
Repeat the same as in ranged version, but you also deal with the getting in range problem (make sure the stuns are long enough because if they are not - you're doomed), and since melee is more dps oriented than spiking you need to hit the enemy several times , so killing a tank with melee is truly a feat you can make a video of
This applies to new patch tanks with hp ~10-12k.
After enraged gets nerfed and ~15k tanks will be a common sight (since everyone will be geared with new stuff), there won't be a way to land 40k and over crits so tanks will be indestructible.
On several of my pet builds this is going to make them stronger along with a bunch of other stuff in this tree as long as it actually works as advertised.
One idea you might not have thought of, Pet/Support builds. Having more energy to support is extremely useful. There are several other builds where this tree will be a godsend as well but I'll stop here for now...
Arrghhh I am a lifer, why am I not vanguard or something LOL. I am a lowly citizen sobz LOL.
NODS NODS NODS, totally like totally approve. Great post here I say. It is true that with a shorter AD CD, it will make tanking easier especially for new players. Tiiming must be better to spike at the right moment. I am not sure about any enraged nerf though, was there one? This thing about melee and range I also absolutely agree. The disaprity of range and melee toon is still great and personally if I play a melee toon, I will play it as a tank. This post seems more aligned to my experience in pvp.
Having say that, making tanks hard to kill is not so bad, as long as they are also hardpressed to kill.
Go to your account settings, go to groups and memberships and change your display setting. That's where all the fancy titles and such are.
I can confirm. As I am the one they tested it on.:)
It will be missed.
Ahh yes got it, noob me LOL. Thanks a dozen
Oh and please do something about the shuriken storm animation. Using the leaping dancing moves of (is it bullet beatdown? I do not use dual guns so not sure) or the sword cyclone spin with shurikens flying out from the toon. Any of it beats the current animation where the toon turns round and round but looks like a crab.
Moving forward, with level caps being raised, I am hoping to see bigger guns, bigger shields, bigger health let's get epic!!!
I dunno where you got this impression, but... There's no level cap increase coming as far as I'm aware... Like... Why? There's no new content or zones, so.. What would you do to get to 45? There's no "epic powers", so... What's the point of level increasing?
Here you go.
I am fine with such a limit as it applies across board to everyone. However it is also mentioned that tanks are not as durable as they are made out to be. True, with defiance or invul, a good block and a good heal and top that with IDF, you can tank most anything, 2 groups of mobs in TT elite, teleiosaurus etc, (but still not everything; try MD terminator in Resistance or Valarian in giant mode) they are not very survivable in PVP actually. This has mainly to do with the crippling challenge advantage. What good is a tank that can't block afterall. Now LR is a different issue. It will probably be rather formidable in pvp as the dodge mechanics does not depend on blocking and atm can be raised to near 100% with the right buffs but it is not as ideal for PVE. In fact I have tried tanking teleiosaurus with a dodge tank and the moment he breathes, it is bite the dust. I have also tried using dodge against just 1 mob group in TT elite and yes I managed to survive but that was with much fingers mangling, keybinds and using 2 AD (MD and Resurgence).
I believe there is quite a bit of the inherent mechanics that needs some thinking through in order to balance the passives and between offense and defense. I am more inclined towards having powers that prevent them from dying as opposed to giving them powers that can kill anything.
With 100% dodge tanking Telio is not a problem. I tanked him alone for 10 minutes, then got bored.
Tooltip failure
Edited out.
I say no to a buff for Regen.
When you're healing 1k+ health per tick, basically all you need to do is learn how to block. Once you learn how to block, there you go. You're almost invincible, as long as you aren't up against either A) Huge waves of enemies, or fail to block an alpha strike of a boss enemy.
If anything, regen needs a nerf, because it makes the bulk of PvE extremely boring. You can take on 2-3 people's worth of enemies and just squish it all using AoEs while your health bar is steadily spiking up over time. The only real weakness of regen is it's a healing type ability, so brickbusters are going to ruin your world. But they ruin any tank's world, so once again, it's working for what it's designed to do.
And if you really want to bring PvP into it, why are you taking regen into PvP in the first place? PvP is about flavor powers and using them to their fullest. Regen is not a flavor power because most PvPers will twist you into a pretzil shape before it gets a chance to kick in.
I tanked Bludhound just fine on the PTS earlier using regen. It's just fine.
I do agree that PFF needs a huge buff though, and LR I'm not so sure about as I haven't tested the new version. It's probably a case of it being as OP as you make it to be. If you have 20% chance, it's probably very weak, while if you have 80%+ it can approach being OP.
And I still think that the Protector talent should be adjusted, both for people who don't use a defense active and for people who keep 2 or more at a time.
From my experience regen folds quickly if you are taking on a huge group and it can not be the only source of damage mitigation. Fall damage and ebon ruin will completely negate any healing you get. However as the person above me wrote, it is the only passive that can be turned off by someone else's power directly in one hit. And blocking not only negates that 1k heal it can also be taken off in PvP.
What would be nice is a secondary passive at level 50.
If regen gains some resistance to healing debuffs, that'd be wonderful. But, I can't say that I've ever actually encountered PvE enemies using healing debuffs except for Brickbusters, which are a threat to most tanks to begin with.
Could you name an instance where Regen is horribly crippled in PvE by an enemy's power besides a brickbuster?
It's not. In PvE Regen is crippled by enemies that are now progressively doing higher damage more consistently. Where as before it was the realm of just spike damage, it's becoming more common place that we are seeing enemies that do regular 500+ damage ticks and faster than regen tick intervals. Now while in the standard all henchmen fight this is a rarity, int he more progressive and supposedly challenging fights, this is starting to evolve into a problem.
Does Regen need some inherent protection to heal debuffing? Yea, because a defensive crippled by just one effect is just bad, and no other defensive is so severely crippled. But it still needs help and protection for these ever increasing amounts of standard damage that use to be just the realm of spike attacks.
This is true. I do notice that enemies seem to hit a bit harder now, and I haven't tested regen enough to know for sure how this influences survivability. My character who uses regen doesn't feel any less durable than she does on live. She's able to solo elite content just fine, if a bit more slowly thanks to the higher health of enemies.
But time will tell with the tweaking of enemy strengths.
This is why I suggest that Regeneration have a flat inherent dodge and avoidance bonus. It won't be much and if it is kept low key enough it will be a noticeable boon, but not something someone can pump to a ludicrous levels without some serious devotion. Not to mention it would be more in theme with regeneration comic characters that tend to be more nimble and such anyways.
But I was hoping the Regeneration increasers would have affected the Shield Regen.
Wither (Sentinel) has no icon.
Eh its a nice start, still think the health skill needs +threat boost, the damage definately needs resist penetration, and the healing could use a minor nudge, perhaps 11% a rank. Also needs to effect psuedo pets too
I'd also loooove to see pets get a portion of your offense / defense as well. Between those few changes pets would be perfect. Well soon as they add the 'ignore pets' option to controls
If the "pets inherit part of your crit chance/severity" affects pseudo pets, it's going to be Imbued Sigils all over again.
With the Commander buffs on top of that.
Yes, but it's definitely far beyond the worst case scenario that I originally imagined. I know there are plenty of others builds that have been buffed way more than pets, but there are some changes I can really get behind. The Crit chance and severity is pretty cool, for instance. Now instead of SS pre it's probably better to go Dex or maybe Con. A lot of options to think about.
I'm personally hoping for unbound ritual to become a 1 point advantage. Easy change but will make a large difference for the better.
I don't really agree with this. If unbound becomes 1 point advantage, it no longer presents a choice. It'll just be part of the mandatory cost of the power. Even as a 2-point advantage it's right now just part of the cost of the power to me at least - and just means that ritual circles can never be ranked to R3.
The only case where I could see a summoning ritual being taken without the unbound advantage is, if someone takes another kind of circle (E.g. ebon, primal, radiant) as constant part of their build, which already suggests they'll be fighting in static position. But the CO combat system is inherently so mobile - not to mention the knock galore - that I don't see that as very feasible in most cases. It would just capitalize on some of the most annoying parts of CO combat.
I'd much rather see the summoning circles reworked so that the unbound advantage will be complitely removed, and the circles could perhaps gain a different mechanism. For example: you can only have one circle active at any given time. A summoning circle will disappear - like any other circle - if you step away from it for more than a few seconds, or when you cast a new circle.
When summoning circle disappears, it doesn't remove the pet, it simply makes it a bit weaker. So, you can summon several circle pets, but summoning a new one will always remove the previous circle (and make that pet weaker). The latest circle will remain as long as you stand in it, and while it remains, your pet will be stronger - perhaps have increased defense, and/or health regeneration or something like that.
Circles could have 1 point advantage that allows them similar functionality the radiant glory has now - after summoning the pet, you could tap the circle to move it to your current location.. and perhaps doing so would also heal your pet. That kind of advantage, I could see as an actual choice to make. (Or you could simply add it as a standard function of the circle, which wouldn't be a bad idea either)
Essentially: remove the static/mobile choice from the power selection, and instead make it a tactical choice during the combat.
But think about if you have 3 unbound ritual pets right now. Instead of paying 6 for those unbound rituals you will now be paying 3, so you would have an extra 3 advantage points for ranking them up to R3 now. You would still need another 3, but you could get them from somewhere else. It's not mandatory to take them to R3 anyway.
Exactly, no one uses the circles anyway. BUT there are a select few people who do like the idea behind them and actually use them. Taking away circles completely would not be very fair to them. I'm just looking for the easiest and most fair solution.
Not a bad idea, but how weak would they be? If it takes away their strength they gained getting to R3 then no thanks.
The reason I suggested this is because it is the easiest solution. All they have to do is going into the 4 circles powers and chance the advantage number from 2 to 1. Simplest solution ever. It would also be better than removing it completely because a few people do like the idea of the circle (even if they are crazy ).
It'd be a nice and easy little change that I think everyone can get behind.
There are now +crit chance items (+criti strike rating) and specs converting +offense to +crit chance (and converting defense to offense which should then...)...meaning we should be able to score criticals without much if any Dex with proper specs and gear. I need to test this further to see how far I can take it.
I'd like to hear of your results...
I'm torn between Con/Dex/Ego or Con/Int/Ego for my main...
If I can crit nicely without Dex... ^_^
Why should a pet master's attack powers (his pets) have their critical hit chance and severity based on SS when everyone else has to build specifically to boost those attributes for their attacks ?
Odd. I built a high citical chance build without puting much if any Dex in my build.
Maybe you should try again?
The same question ..... why can hero's crit boosts pet's crit? Why would SS boost your damages? Assume SS means "a hero's rapid growing stats which can significantly increase all his abilities .... "
Pets are also powers .... why shouldn't they be influenced?
Pets are affected by your superstats (my apologies if I missed a recent update that changed that) just like every other attack power.
You are requesting that pets inherently get something that no other form of attack does...crits based on SS.
What I believe Ashen is saying is
1) For our characters our crit severity rating doesn't scale with SS so our pets crit severity rating shouldn't scale on SS either.
2) Also our SS don't affect our crit strike rating, so it shouldn't affect our pets crit strike rating. Super pre/int/ego/con/end/rec or ego doesn't give us crit strike but if it directly affected pet abilities the way you seem to be suggesting it would affect theirs. That's not consistent with how our other powers are affected by superstats.
3) If we have enough DEX (as a SS or not) it affects our crit strike rating and therefore the crit strike rating of all our powers as well...now including our pets. That's more consistent than it's ever been before.
Edit: and in the time it took me to type this Ashen has responded...
Slow, I am. Step my game up, I must.
I think the "offense to crit" is on DEX tree ... :cool:
Yes, you're correct; but my view is that DEX is strong enough and it is the easist way to gain crit chance. Is there particular reason that DEX should be able to indirectly influence pets' damage?
I know it is but there are several other similar specs to use, I just typed the first one that came to mind. But anyway, you can get a fairly sustainable crit rating in the 20's to 30's without investing in dex at all. Possibly higher, but I need to test more.
Because, as you alluded to, the effects of our stats should affect all of our powers, pets included.
O_O
if so, then I think I need to appologise the incorrect arguments due to some out-of-date information
Orz
Well, then ....
INT seems to be able to provide recharge reduction to pets, and recharge reduction gears do so as well
EGO/ STR seem to be able provide extra range/melee damage bouns to pet too
Maybe provide half of our dodge/avoidance to them at the same time ....
A simple question -- why not?
If above influence cannot be applied, then why Crit is so special?
Agreed. I am very much a fan of being able to see ALL of the options on one screen - perhaps there could be an added [Show All] button on the spec tree window.
Another thing along the same lines that would make me very happy is being able to see a proper character sheet - one screen that lists all a character's stats, powers, advantages, and spec choices in an easy-to-read format.
As it is, it's just too much digging through different windows to see all the important information about your character.