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Thread: Meta Physicist Perks

  1. #1

    Meta Physicist Perks

    Discussing the changes to MP perks as found in FwM for 10/16

    TL;DR version:

    - AAO gets nerfed a bit, weapon attacks and specials only (Mongo Rage can burn in hell, it seems!)
    - AAD checks removed from perks checking NR. Starfall perking, here we come!

    MP stuffs:

    - Channel Rage perk action lasts 2 hrs. May auto-target the pet, not sure yet.
    - Soothing Spirits perk actions altered, nano and heal perks are available from perk 1 and have a new recharge of 20s, down from 40s.
    - Ancient Knowledge now adds 60 nanoskills, 100 NR through the perks.
    - Ken Fi has some damage added, may affect all pets now through auto-targetting, not sure yet.
    - Ken Si is now a scaling dot and nano-dot, uses AR vs 50/50 Evade/Dodge, nice damage scaling
    - Ka Mon is now a team heal/nanoheal action that scales with BM, recharge 25/12s 3k healed at 3k BM skill, no need for that REgain Nano action with enough skill, it seems.

    Why Ken Si checks Dodge/Evade is beyond me, as well as using AR for an attack. IT should probably attack with MC/Ts and check NR.

    Aside from that, it's surprising and not in a bad way.

    Discuss

  2. #2
    Ancient Knowledge could use some more nano damage boost, 3% is really weak. 6% sounds okish.

    Ken Si is a bit strange with its AR attack and dodge/evade check. It could definitely use MC/TS check Vs NR. We aren't really a weapon profession anyways.

    But, if FC thinks that bow should stick around, Ranger perkline should definitely get some boost as well. I'm talking about removing 6 points restriction and giving us full 10 points perkline.

    Perk actions should be reworked into snare and stun (except Clearsight), because we lack decent CC tools (mezz pet is still a laugh). So, Popshot for short snare (not longer then 6-8 sec -1k snare) and Clearshot for stun (3-4 sec max). This would probably make it interesting to MAs as well, if bow swap won't get drastically nerfed.

    First two should get its def check lowered, because our AR with bow is really, really crappy - 60% wouldn't be too low, if we consider how crappy our AR with bow is. Only last one (Clearsight) should be left as a damage perk, with full 100% def check.

  3. #3
    I think that using AR for the attack check on Ken Si has some curious implications. First, Shield of Zset MPs will likely have a better chance at landing them than Pistol or Bow MPs. This seems slightly odd. Second, either way it seems unlikely that this will land against most endgame equipped players. So is this intended to be essentially a PvM perk?

  4. #4
    Quote Originally Posted by JustinSane4 View Post
    So is this intended to be essentially a PvM perk?
    I hope not. What possible effect would such nano drain have at PvM?

    Other then that, everything else seems pretty well.

  5. #5
    Quote Originally Posted by Dancingrage View Post
    AAO gets nerfed a bit, weapon attacks and specials only (Mongo Rage can burn in hell, it seems!)
    this is wrong.. AAO will affect perks aswell that are based on a weponskill or special attack.
    also it will inderectly work for AMS based perk actions aswel.. just not get counted twice as it did before.
    it will no longer affect perks that are based of nano skills and tradeskills.
    Moonbolt - 220/26/something. Trox Enf RK1 General of Hells Heroes.
    Renswind - 220/21/67 solitus trader.
    Moonkiss - 219/21/something opifex shade.
    Mooncloud - 150/18/somethin solitus MA.

  6. #6
    While I have no idea what mob HP/NP is like at endgame, at 160ish mobs are packing about 26k HP, and it's safe to estimate a roughly equal amount of nanopool. Ken Si at maximum power wouldn't dent the nanopool of a mob, but could put some hurt on a player.

    This is probably one of those 'residual' errors I think, much like how Ka Mon has a fail timer. Future tweaks probably will fix it as long as we don't let FC forget about it.

    As for weapons, while we keep stuffing weapons into our hands, they're falling in effectiveness pretty quick. We struggle for 2k AR with most weapons while other profs brag about 3k+. I'd like to see some sort of rethinking about how MPs are supposed to handle weapons from here on out, especially given our crap AR template and poor weapon support.

    EDIT: Also wanted to stuff in here that Xtremtech put in a note elsewhere asking for some access to Bone Crusher, the 2hb perkline. I think that's a fine idea, since we're supposed to have access for stuff like that, but the problem is that the 2hb build usually sticks primarily to creations, which by definition are ineligible for use with 2hb perk actions.

    A creation based perkline with perk actions usable by creation weapon users would probably be a better bet, but this is only preliminary.

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