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# 1341
04-01-2010, 08:16 AM
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Originally Posted by BSharp
Single Blade's damage is actually really good if you focus on bleeds. It's almost on par with Telekinesis (Ego Blade Breech is still king... spammable high damage and a massive ego resistance debuff, yeah this is borderline overpowered).
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While it has potential, even with every bleed stacked in the game, the damage is sub par - and definitely NOWHERE near the massive damage you can do with the Ego set.
I have a single blade alt, and a TK alt, both close to 30. TK makes me feel very heroic, SB in comparison was quite frustrating at times but could manage. My Darkness, Force and Fire alts could blow them both out of the water though - in any situation.
# 1342
04-01-2010, 08:32 AM
I have a SB character and found that, with all the power replacers, I focus on establishing bleeding, then just End-build and self-buff & heal. Soooooo many procs when the End Builder is running.
My only issue when soloing is her defenses.
My only issue when soloing is her defenses.
# 1343
04-01-2010, 08:48 AM
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Originally Posted by malignor
I have a SB character and found that, with all the power replacers, I focus on establishing bleeding, then just End-build and self-buff & heal. Soooooo many procs when the End Builder is running.
My only issue when soloing is her defenses. |
When you get to end game, and everyone else is doing thousands of damage per second, and you get your single blade guy to do a few thousand on a rupture every 6 or more seconds after you get bleeds up and the cooldown is over...you start to notice the difference.
Watching all your bleeds tick for 1, 1, 1, 1,1, 1, 1, on another player that isn't even blocking is downright saddening lol :o
I use bleeds/dot on my Unarmed guy with crippling challenge in PvP. Once in a while it is quite effective. But most of the time I see 1's.
# 1344
04-01-2010, 09:19 AM
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Originally Posted by Shaolinwind
Unfortunately, if you spend a longer amount of time with single blade you will see how bad it really is.
While it has potential, even with every bleed stacked in the game, the damage is sub par - and definitely NOWHERE near the massive damage you can do with the Ego set. I have a single blade alt, and a TK alt, both close to 30. TK makes me feel very heroic, SB in comparison was quite frustrating at times but could manage. My Darkness, Force and Fire alts could blow them both out of the water though - in any situation. |
# 1345
04-01-2010, 09:26 AM
Actually, the big reason for wanting roots to travel cancel is to screw teleport. Right now, while they are rooted when they phase out, you can't hit them (a few powers break this rule) and they can mash the root or repeatedly re-teleport until the root wears off.
I would be okay if roots don't detoggle a flier, as long as they did something to a teleporter. Being able to just re-teleport until the root goes away with complete invincibility is just stupid.
Also, most roots (pretty much all, imo) should be immune to damage, much the way Electrocute and Heat Wave are. I'd feel much better about nerfing Electrocute if roots were unbreakable (not unmashable - damage from you just wouldn't break them) and couldn't be ported out of.
I would be okay if roots don't detoggle a flier, as long as they did something to a teleporter. Being able to just re-teleport until the root goes away with complete invincibility is just stupid.
Also, most roots (pretty much all, imo) should be immune to damage, much the way Electrocute and Heat Wave are. I'd feel much better about nerfing Electrocute if roots were unbreakable (not unmashable - damage from you just wouldn't break them) and couldn't be ported out of.
# 1346
04-01-2010, 11:33 AM
DB and Might can hit rooted teleporters just fine. With the softcaps on invuln and defiance I'd expect people that use those can go ahead and invest in some int now. Get some int a few perception items. You can see teleporters up to 50 feet? Something like that. With SS int you can see em out to 100 feet I'm pretty sure. Really ruins people who's entire build is about escaping with TP.
# 1347
04-01-2010, 11:53 AM
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Originally Posted by Auspicious
Actually, the big reason for wanting roots to travel cancel is to screw teleport. Right now, while they are rooted when they phase out, you can't hit them (a few powers break this rule) and they can mash the root or repeatedly re-teleport until the root wears off.
I would be okay if roots don't detoggle a flier, as long as they did something to a teleporter. Being able to just re-teleport until the root goes away with complete invincibility is just stupid. Also, most roots (pretty much all, imo) should be immune to damage, much the way Electrocute and Heat Wave are. I'd feel much better about nerfing Electrocute if roots were unbreakable (not unmashable - damage from you just wouldn't break them) and couldn't be ported out of. |
# 1348
04-01-2010, 11:56 AM
I'd like to propose once again the addition of more melee based conditions...(Dazed, deep wound, an actual difference between stunned and held... etc) I'd like to see stuns work like the hold that the legendary has in Entering Andrith. Where you can't activate any powers at all, but the stun is short. And holds work as they currently do.
And how about making the damage from Dragon's Bite be centralized into one spike? As it currently stands the damage is divided in half into two separate blows. The problem with this is invuln mitigates the damage from both sources making it much weaker (Damage-wise) than it's dual blades counterpart. And that's not including Dragon's Wrath's adv that makes it far superior to other momentum-starting powers. Additionally, I'm confused as to why Dragon's Wrath, the best dps momentum-starter, is also the cheapest of the momentum-starters by at least 20 energy.
And how about making the damage from Dragon's Bite be centralized into one spike? As it currently stands the damage is divided in half into two separate blows. The problem with this is invuln mitigates the damage from both sources making it much weaker (Damage-wise) than it's dual blades counterpart. And that's not including Dragon's Wrath's adv that makes it far superior to other momentum-starting powers. Additionally, I'm confused as to why Dragon's Wrath, the best dps momentum-starter, is also the cheapest of the momentum-starters by at least 20 energy.
# 1349
04-01-2010, 12:02 PM
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Originally Posted by existentialone
Drives me insane, yet I still play melee in tier 4. I must be insane myself :D
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# 1350
04-01-2010, 03:26 PM
Hey Folks,
The melee review has been completed!
You can find a brief explanation of the results here, and that article has it's own thread in the Super News Network. Let us know what you think!
Thanks,
Stormshade
The melee review has been completed!
You can find a brief explanation of the results here, and that article has it's own thread in the Super News Network. Let us know what you think!
Thanks,
Stormshade
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