Lets face it, With all the new weapons, and NT nukes just (well.. recently) released, MQ at the high end game doesnt cut it anymore!
We have green NanoC.Init.. yet only need 500ish to cast MQ at full speed on full agg, and although the Dmg is acceptable in QL190 team missions, although could again do with a boost, it is absolutley LAUGHABLE in pvp.
Recent tests:
171 sol with rrfe:
1st Mind quake: 290 damage
2nd Mind Quake: 310 damage
3rd Mind Quake: 300 Damage
4th Mind Quake: 350 Damage (w00t lucky one heh)
This is PETHETIC! Our best Cold Dmg nuke does similar damage in pvp (lower cold ac) but without the debuff attacked, but still, a 100 nano skill debuff hardly warrents MQ to have such crappy damage. Seriously, in pvp people see my crappy Energy Dmg flood the chat and start to shout "which NT's been debuffed into low lvl nukes.."
One major reason for low damage is the fact that our nukes take 2 skills (MC/PM), both of which cannot be triple implanted, as a NT can with his/her MC, although our mochams make up for this a little, when isnt a NT running around with MC mocham?
Suggestions:
A suggestion would be a new line of Single Skill nukes, maybe doing Chem or Rad damage, for a class, whos suppost to be 50% dependent on nukes for damage (50% pets- and no, weapons dont count ) Isnt it kind of strange that we only have 2 lines of nukes? Energy and Cold..
A second suggestion would be a continuation of our original nuke lines, as stated before, GREEN NANO INIT! we should actually need to pump ip into this skill, cuz as it is, after 500-600 Nano init is reached, only reason to put it higher is to quickly cast the "uber" NSD...
All you people with high nano init.. would it be nice for a nuke that did damage? Something slower in attack, that put our init to good use?
So not to step onto a NT's shoes, i came up with the following unique example...
Bah cant think of a name
QL190
Dmg:1400-3100
Attack: MC/PM (dont know how much should be expected for each..)
Attack speed: 5.89 seconds
Recharge:3.99 seconds
Nano cost:420
Effects:
hit target health Energy ac -1400 .. -3100
modify self max health -270
modify target Melee ac -1200
Its a powerful nuke (in my opinion) but dangerous to use because of the -270hp per cast.. maybe this should be higher *shrug*
But in mas pvp, should some 1 manage to target you, or get close and start smacking you, you dont want to lower your hp more than its already being depleted.
Basically, i designed this to be something powerful, that we could use from long range, while our pets hopefully go in and try to damage the opponent in melee combat (explains the -melee ac)
anyway suggestions? comments etc