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  1. #10
    Community Member Tom116's Avatar
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    Quote Originally Posted by Ziindarax View Post
    What would also be ideal is the ability to choose the damage type of the turret. This way, the turret remains viable even against mobs with fire resistance / immunity.

    Since we're talking about previews - I have seen no mention of the Player Council this year. Has SSG decided to disband the Player council altogether If not, when may the community start applying?

    Edit 1: As for the subject at hand, here are my thoughts:

    a) Renegade Master Maker needs more of a defensive boost. What it has is nice, but it can get better defenses by splashing paladin or Fighter. Perhaps a mechanist-themed defensive stance?

    b) I'd like to a constructible pet that works similarly to the undead skeleton. Pets should also have more abilities than what they do. Rather than making them assume a hireling system, why not let them have abilities that are unlocked while they are out (and are "equipped" to your character's pet bar - this way, they'd work like certain abilities that require certain weapon types)?

    c) Concerning over-all changes - when will battle masters get a bonus to threat and range of equipped weapons? At a minimum, Battle Engineers should have gotten this change (as just about every other class that fights with weapons of some kind now have them - including Clerics!).

    d) I like that Artificers can get negative energy immunity at level 12 rather than waiting until epics.

    e) So let me get this straight, Warlocks get their Shining Through ability nerfed many times over, and it was a single target ability that affected only warlocks. Not only that, but it also required Warlocks to have a high amount of Constitution in order to get the most out of it. Yet, here, Artificers get an AOE version of this ability that has a cool-down equal to 2 minutes (not long when you consider how much time goes by in a duel, and you're trying to live), AND refreshes those hitpoints every 2 seconds for 20 seconds. In a rough fire fight, or in a group of artificers carefully timing their abilities, this would make groups insanely difficult to kill - except in Legendary Elite where despite having over 75% damage mitigation (or HIGHER!) you would get still get one or two-shotted despite having over 1k temporary hitpoints. This would be okay in Reaper or Legendary content, but for regular play... I am calling it now - this is gonna get nerfed into the ground.

    Why is this temp Hp ability going to get nerfed so badly? Because all the trolls will complain that it's OP - especially with the Juggernaut builds in play. (yes, I really think this tree has the potential to bring back the Juggernaut builds - to some extent).

    a) It gives a bunch of Con, PRR, MRR, +20%hp, Repair SLA's including Reconstruct...what more did you want?

    b) Agree that would be cool

    c) Battle Engineers *do* have that change active. T5 gives the range, and the 6th core (sucks it's L20 req, but meh) gives the multiplier.

    d) Yes

    e) Seems more like a burst version of Shining Through tbh. Aura of temp hp, Shining Through gives less but every 2 seconds always while Mastermaker does it for a small amount of time with a longer cooldown. Still agree it'll get nerfed, but comparing apples to apples
    Last edited by Tom116; 02-06-2018 at 05:45 AM.
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