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Posts
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Joined
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Quote:This will work once, maybe twice. Once it becomes known what you are doing, it will only work against very bad players.Don't be afriad to learn _Lith_
I didn't come to make you angry.
The purpose of the Traps set is to trap people... not to get kills, but to get others to kill themselves. For that reason, standing in the open where some can kite you would be a silly idea when solo. (standing in the open at half heath long enough for someone to see you before hopping back to your "nest" of traps that isn't in the open is less silly believe it or not) It isn't true that you can't force people into your traps. If you take away certain options, you leave your opponent no choice.
Here's an example. You lay a row (not a stack) of 5 trip mines between a building and an elevated curb. Place posion mines at the start of the row. Go out an aggro somebody, just enough to let them know you're easy money. Web them and retreat, and tp them at the start of the row before the posion mines. The regen stops, only way to go is down a row of hopefully well-slotted trip mines (-res proc and dmg procs are beastly with them). By the time the bombs go off the vomitting starts, seekers hit, another set of seekers stacks, acid has kicked in... all while you've been attacking freely since tping them.
If you were to replace that location with another there are 100 others just like that in any given zone. All thats needed is an area with limited access to/from once webbed. The smaller the better, the larger the funnier. Besides that its just about surviving the pull.
I actually have seen a Traps Def in Freedom Sirens Call lately. He's not a bad PvPer and his build is alright I guess, but I haven't died to him once on any of my villians. His damage is pretty LOL and the only thing he has that concerns me at all the the webnades, and only then because I know a Blaster will be breathing down my neck in a few seconds if I don't kill the fool.
I really just can't see anything that Traps could bring to a Defender that TA can't do better. -
Which is rather amazing considering Wolf spiders are known for being highly aggressive. I have been chased by Wolf spiders before, and can attest to how aggressive they can be. That guy must be some kind of spider whisperer to not have been bitten multiple times by that thing. -
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Quote:I remember having fun while gaining said experience. You missed that point.
Sure, it was fun the first three or four times.
The fifth through eighth time was kinda dull.
Now, it's mind numbingly boring for the most part.
I'm here for the PvP. If I could skip straight to 50 and bypass the PvE altogether I'd be happy. -
Quote:Ah more blind men groping the elephant I see!
I doubt that's the reason, the shareholders are either happy with their earnings per share or they're not. If they are, then they won't worry about subscription numbers. If they're not, then no amount of bragging about subscription numbers will change that.
Do you honestly believe they wouldn't be concerned about lagging sub numbers when NCSofts viability is largely reliant on them? Do you honestly believe that those shareholders wouldn't have something to say on the matter when those numbers go down?
In the current economic environment people are looking for investments that can demonstrate growth and show little patience for those that do not. Dropping subscription numbers do not show growth and are more likely to drive away current and possible future investors. And yes, bragging about growing sub numbers can make all the difference between somebody buying more shares or dumping the ones they wish they hadn't bought. It may not be logical, but it's what tends to happen in a recesion. -
Quote:Why? Do you know the reasons why they set that trend? Was it for lower expectations for CoX specifically or was it because in a time where a record number of people are losing their homes, that maybe they also might cancel their MMO subscriptions as well, and NCSoft is waiting for the trailing indicator that entertainment expenditure is to turn around? Or was it because of some other factor we don't know about?
Have you heard this story?
Three blind men are touching an elephant, and each tries to describe it.
The first blind man touches the elephant's trunk and says "An elephant is long like a snake!"
The second blind man touches the elephant's leg and say "No, an elephant is thick and round like a tree!"
The third blind man touches the elephant's tail and says "You're both wrong! An elephant is thin like a rope!"
Like the blind men, when we look at a small snapshot of a company's overall financials and aren't privy to all the information they possess, our attempts to describe the elephant are doomed to failure as we make conclusions that simply aren't supportable if we had the whole picture.
If NCSoft had continued to post subscrition numbers like they used to, there certainly would be more of the picture to see. I'm guessing that would be why they don't do that anymore. Don't want to upset the shareholders. -
Quote:In 10 zone kills yesterday I got ANOTHER PVP IO. Drop rate is not broken.
My Earth/TA troller with not a single damage IO in any power got a kill by accident the first time he entered a zone and got a drop. He has only gotten 4 kills total since I started playing him. By your logic that means the drop rate is as high as 25%.
Your logic is stupid. Stop posting. -
Quote:The drop rate was lowered because people farmed them instead of PvPing for them and the devs felt they were too easy to get.I'm curious at your choice of wording here. Could you elaborate how farming for PvP IO's break the drop rate? I could see how they would skew the data but not actually break the drop rate. I would think that was predetermined by the devs. Although i didn't understand what castle said about teams getting drops so maybe your refering to that.
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Actually, PvP was always intended to be introduced. I don't have time to sift through the thousands of videos on YouTube to find it, but in one of the intial demo videos a dev (Jack I believe) talks about how they want to have PvP. It was intended to be in, but they didn't have time to work it in before release.
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Quote:This game was created with the intention of adding pvp at a later time.
I often wish in the back of my mind, they would just eliminate PvE all together.
Then all the changes they made to the PvP side of the game based off of PvE whiners would never have happened, or could be completely taken back.
/wishes
fixed to be more factual. -
Quote:Redside isn't a ghost town. I don't know what server/play times you are on, but it's always packed for me.
I think the OP was making a comparison to heroes. Redside on Freedom, the most populated server, rarely gets above 350 players total during peak times. Compare that to heroes which can easily get above 1000 players total during peak hours, and it's easy to see why some players would consider the Rogue Isles a ghost town. Add to that the fact that a good number of those are squating in Cap for the AE and market and not doing much in the way of missions, and it looks pretty bad. If Freedom is that low on villians, I shudder to think what the other servers are like. -
It won't change because the market is an influence sink. The higher the prices, the more influence gets taken out of circulation through auction fees, which is what the devs want to happen.
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Yes, God forbid you should try things like "strategy" or "tactics" or "teamwork". I hear those things can actually make PvP fun. I hear there's this thing they used to do on the test server where two "teams" would fight each other and they would actually communicate so they could more effectively kill people. -
Quote:
The most frustrating part of it for me is how many people play as though they've never been on a team before. I'm talking very casual level team play, not "we're arena geeks who wear matching jackets and practice together 5 times a week."
This is because most people, at least the ones I encounter on Freedom, are more interested in what IO drops they can get than they are in any actual PvP. Stalkers seem to be the most guilty of this attitude. It's just easier to run out and grab the easy kills than it is to try and coordinate an actual spike and besides teaming is hard yo. -
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Quote:How come Fire is survivable for a Tank? In PvE it's one of the weaker sets, also, does that go for Brutes or does another Secondary stand out for Brutes?
In PvE Fire is weaker because the resitances are lower than other sets, which can be an issue in the typical herding environment. In PvP the resistances get equalized across all types, so Fires resistance is roughly the same as all the other sets. What makes Fire stand out is a very effective, very fast recharging heal and a +damage power in Fiery Embrace. -
Quote:Try not to be surprised when in the long run reside population actually declines and its market becomes beyond laughable. And PvP becomes even more homogeneous than it already is.
And yes, I will say "told you so".
This.
People are not going to be flocking to red side with their heroes. They will do it once or twice to play the new content and see how the mechanics works and then they will go back to their heroes. The thing is, the majority just prefer the hero environment. For various reasons, most people just don't like playing villains. Turning their favorite hero bad isn't going to change that perspective. The Rogue Isles will be even more of a ghost town 6 months after GR. The only way to plrevent that is to stop pretending that the two games are separate and just have everything happen in one "world" with all zones interconnected, and the markets merged.
As far as PvP goes, it will probably won't be much different then it is now with the exception of there being even more Stalkers and Blasters in zones. -
My Bane is lol inducing I can't help but play it. I will pick one person in a zone and just web them all night just to watch the BC nerdrage.
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Sooo....
the build is that awesome, eh?
Damnit, where's Barrier to tell me how downsie it is? -
I've taken down Eochai and WL solo with my Elec/Therm, and would have gotten Ghost of Scrapyard as well but two others joined in on the last 25% of his health. GM killing is so much easier when they have no end to kill you with.
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I've got a Fire/Pain Corr that I use for support, but I'd like to use the second build for a solo zone/arena duel option.
How does this look for a first pass? What suggestions?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Apoc-Dam%(5), Apoc-Acc/Dmg/Rchg(7)
Level 1: Nullify Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), H'zdH-Heal/EndRdx(43)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Dmg/EndRdx(13), Entrpc-Acc/Dmg(15), Entrpc-Dmg/EndRdx/Rchg(15)
Level 4: Soothe -- Numna-Regen/Rcvry+(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17), Krma-ResKB(17), Zephyr-ResKB(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25)
Level 14: Super Jump -- HO:Micro(A), Zephyr-ResKB(25)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(27), Mrcl-Rcvry+(27)
Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Dmg/EndRdx(31), Entrpc-Acc/Dmg(31), Entrpc-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33), EndMod-I(46)
Level 22: Soothing Aura -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(34), Numna-Heal/EndRdx(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36)
Level 24: Super Speed -- HO:Micro(A), Zephyr-ResKB(36)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: World of Pain -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), S'fstPrt-ResKB(37), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Tactics -- Rec'dRet-Pcptn(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39)
Level 35: Maneuvers -- Krma-ResKB(A)
Level 38: Anguishing Cry -- LdyGrey-DefDeb/Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(40), AnWeak-Acc/Rchg/EndRdx(40), AnWeak-Acc/DefDeb(40), AnWeak-Acc/Rchg(42), AnWeak-DefDeb/EndRdx/Rchg(42)
Level 41: Shark Skin -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(43), EndRdx-I(43)
Level 44: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Entrpc-Acc/Dmg(45), Entrpc-Dmg/EndRdx/Rchg(46), UbrkCons-Dam%(46)
Level 47: Summon Coralax -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Quote:I have a sneaking suspicion the damage rule for melee attributes were mistakenly applied to melee ATs ranged patron/epics. Either mistakenly or done out of ignorance.
I don't think anything at this point is "working as intended."
I'm not entirely convinced it was unintentional. I think the devs may have allowed it as a way to make melee relevent. It makes no sense to strengthen melee by improving their ranged attacks, which is exactly why I think the devs did it. Given their past record of nonsensical "improvements", I could see them dismissing all the logical solutions in favor of that. -
What were you thinking posting that in black type? My eyes hurt from trying to read that.
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