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Posts
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Archery is Highly underated....80 foot range on you blazing arrow...thats hawt.
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Quote:somebody has been watching me......the debuffs drop as soon as the toggle drops, its not like hurricane. the debuffs apply as soon as the animation finishes.
one tactic ive seen good rads use is toggle the debuff they dont really need 1st to get you to mez them then they toggle the more useful one so that it lasts the whole supression period. -
Quote:DO NOT TAKE POWER BOOST. Take the scorpian. You get the defense shield (great paired with your -tohit), FA, and Web caccoon. The thing with PB is that you get the same exact affect as if you had the defense shield.....and pb only last 10 seconds. I tested this alot...so trust me. That i'm one of the few rads that still arena. I would give you a copy of my build....just PM me.Be nice if it was similar to hurricane. Thanks for the confirmation.
Love to get some advice/tips from a veteran Rad-er. Guessing there's very few to speak of.
Also, what's sacking lingering rads -rech rate? Feels like it has very little effect. Is it DR alone or are a number of i13 rule sets preventing it from being as good as PvE Lingering Rad? -
Quote:Yea i agree with barrier...it's going to be really hard to get organized matches in a ladder format. I don't even know if we have a enough people to get 3 teams. But there is NO variety right now in arena. Stalkers and blasters is all your going to see if we start a ladder up. Not to mention i have NO idea how we would split everybody up (everybody is in unsupressed) to make it where the teams were not stacked.....I would love to see more big matches...but right now pvp was reset and we are in the crawl phase. Maybe in a couple months we "might" be in the run phase, and can start some ladder matches and what not.actually, in all sincerity; i had talked to divine about this before.
running an SG/VG at this moment is a huge waste of time. the devs said we were getting changes with going rogue, and we all know what happened the last time they took a look at pvp.
my prior experience has been that it takes just about as much time to get a vg up and running and competitive, as it takes for the devs to bring out a huge set of changes that make the good competent pvpers quit. i'll cite i13 and i11 as examples.
i11, the devs banned half of the ladder from going into test while beta was happening (VoRI disbanded their arena team), and a lot of the other changes resulted in half of ujl leaving for AoC.
i13, well, we all know the deal.
first and foremost, at this moment, the list of acceptable ATs in a high end match is ridiculously small. 5 stalkers with impale/sharks. why? DR caps on resists. until the devs bring back the old resists system, organized team pvp will consist of the following:
1. recruiting 10 guys.
2. telling them to roll spines/wp stalkers for 3 weeks.
3. impaling/sharking people in matches.
i'm not willing to partake in that at this moment.
the second reason is what i mentioned above; if you think Going Rogue is not gonna make people quit, then you're betting against a track record of badness. -
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Quote:They are idiots for not taking the res. toggle. That is all.850 pt heal + 500 pt heal + a 40% uptime of shadow meld = nothing will kill you solo. ever.
on my regen, i can hit IH and ignore a psi blaster throwing willdoms at me, he hits aim and bu, i take the dmg and hit recon if i feel like it...
also, most good wps don't take the resistance toggle. they never have. -
Quote:Anything -res wrecks regen stalkers. They dont have the HP to make up for it like scrappers can. You get it by ANYTHING with -res....you will already be in the -res percentages. Being you only have like 5% res to start of with. (cause of DR...without you get a whole 10%). Thats why regen is so lolz on stalkers. But hey if you like getting hit with 600 dmg from shout...go ahead. lolzdamn right.
being able to serve as both blaster and stalker in a kb is a huge huge huge advantage.
impale > sharks when it comes to dealing with targets with halfway good reflexes.
also, spines/regen > all unless there's a bubbler. but yeah, definitely better than an em/wp with one piddly heal having to rely on 30 minute shark animations for follow-up; and it's not like you have thunderstrike to make up for it... -
Quote:That acctually makes tons of sense...the only thing is..is that scrappers currently with there range dmg output, tanks as well (as much if not more then fire blasters when crits for scrappers with pyre mastery) they would most def. have to tone tone down the range dmg for this to work...because if not..Fire/Regen/Fire Scrappers would wreck EVEYTHING lol. But yea this formual would def work.Point taken. Now let's throw out a "what if"...
Assuming Scrapper crits are currently resisted (I'm not sure, can anyone confirm?), flag them as unresisted, flag Stalker crits as unresisted (not just AS), and flag a small portion of melee attacks from Tankers and Brutes as unresisted. This, when combined with the -range from taunt plus the suggested 2-second suppression from being hit by a melee attack, would help to balance out melee ATs by allowing them to deal more damage in melee. This also somewhat helps balance out the fact that Fury is fail in PvP right now. -
Quote:lol sorry if I sound like an idiot with the build, i'm trying to keep it themed, I'll probably be able to keep energy melee just looking for another power set now from the list on my other post.
EM/WP > everything else. (waiting on smart comment from barrier regarding how he likes to impale things.....) -
Quote:99% of the matches i lose on my rad are against doms...or something that has constant mez....if they make it like hurricane i will become OP as hell.Which one? The no offensive toggle drop? Remember its effects will be suppressed if mezzed. But yeah, maybe a little OP.
This can be balanced in other ways, ultra high end cost and no toggle drop.
No toggle drop and suppressed on damage received for a sec or two.
No toggle drop on mez, but shorter ranged and with line of sight checks.
Toggle drop but with some lasting duration.
Toggle drop but fast recharge and cast time.
Not to change subjects, but patches need to addressed too. -
i love you barrier.
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LOLZ....yea i was only like 43 when i took him to RV....he is currently 47....RL has been keeping me away. But from what ive seen the acc was amazing.....and that was just with SO's ....i can't wait to see what it does when i pimp it out......
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Quote:Freedom...and it really does not matter your pimary is on stalker as long as your ASing and not playing like most idiot stalkers. Don't get my wrong EM is WAY better but Ninja Sword will do. BTW if you happen to see my Archery blaster in zone...run....i eat ninjistu stalkers. lolz. Hitting thru teir 9 is so hawt.Alright so, never have been to big into PvP into this game, I'll be honest. I think it may have been because my server is pretty dead when it comes to red side and most PvP. I have a few questions relating to PvP.
1. I'm looking for a server that has good PvP. I mean, That there is always people in Recluses Victory on both sides.
2. The reason all this came about is because I created an amazing toon and I wish to recreate it for PvP purposes. It's a Ninja sword/Ninjitsu Stalker. Can someone say ninja? lol I need to know what I should look for when it comes to building a great build.
3. Does the server from question one have a high population of villains?
That's all I really have, I don't want to know EVERYTHING about PVP just need some info to get started. I would like to thank all who actually read this post and double thank all who reply -
My rad would be so OP....i probaly would not lose to anything. This will never ...ever...ever...happen. If it did ...rads.... especially corrupter rads...would be very popular.
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UJL Forum PVP Captain
lolUJL
"I like having you back..." -Mod8 (i swear it's real).
even the red names need some comical releive here. -
I would be the happiest player in the game if this were the case...i have alot of corrupters. Anyway, the only unresited dmg left in the game is the critical part of AS for stalkers. Everything else is resisted. It would be nice to see this change ...but with the new dmg formulas...giving blasters, corrupters (scourge) partially unresisted dmg would be WAY OP. Imagine the spikes a bunch of psi blasters with its delayed dmg being paritaly unresisted ....they would wreck everything.
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This is probaly the only defender left that is better then corrupter...all becuase of power BU. It serves kind of like a Aim that dark is missing. Also you get TF to help out with dmg. If you have end problems Conserve Power will help with that as well. Also the -tohit on it is crazy.....
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By the way Force bubble is the devil if you are a stalker...even if you have repel protection...it still supresses stealth...so everybody and there mother can see you.....
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Quote:Just wanted to show you guys a build I have for my Grav/FF. He's purely for annoyance purposes and Team Support. He's not going to get a lot of kills, if any at all, and he's not gonna be really that good in Duels. However, I feel that in a team setting like 3v3-5v5, he'll be an ideal support/annoyance build. What you guys think?
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I think silit has one...you should try to PM him for his build...double cage is hightly effective. -
Quote:If this happen and they allowed a pardon on alot of the old schooler's banned accounts....pvp would be back in full strength. But....we all know that won't happen but ...hey a least maybe a red name will see this....and think...hmmmmmmmI was musing today during class, so I filled a page of my notebook with suggestions and new ideas. As in the past I'll try to say not only why the changes are a good idea, but how they will benefit everyone in the long run.
MECHANICAL CHANGES
* Remove travel suppression (i.e. the arena option, not remove PvP TS and replace it with PVE TS). This does not significantly change balance nor hinder someone with slow reactions, but it does bring some of the fast movement back into the game. With no TS, there is no need to be suppressed when attacked because your opponent will be able to catch right back up to you when their animation is finished (right now, many attacks trigger suppression that is longer than suppression caused by being attacked, which makes no sense if you're using it as a tool to enforce fighting). Keep a 2-second duration unresisted suppression for being hit by a melee attack from a melee AT, except in TS-off arena matches. This ensures melee characters are useful in both being able to stay with a target, and helping keep the target near them (in conjunction with taunt) so their teammates can assist them.
* Cut in half, or remove, heal decay. Heal decay in its current implementation makes getting a kill as simple as "attack until the target dies," and the outcome of a fight should not be as predictable as "spam damage." Coordination should be rewarded, not random attacking. HD and TS combine to make the PvP experience sluggish and awkward and reward teams that bring ranged characters with fast-animating and fast-recharging attacks instead of rewarding teams that bring a variety of abilities. In short, if you want to appeal to the current PvPers and make the system more fun for everyone in the process, something needs to be done about either TS or HD, and preferably both.
* Reduce PvP base resistances for squishies from 40% to 20%. This change would allow the base resistances to still be meaningful, but would allow resistance buffs (Sonic/Therm shields, World of Pain, orange inspires) to become more sought-after and commonplace. This change would negatively impact the survivabilities of squishies, but the removal of travel suppression and heal decay would more than make up for it by allowing the player to get out of a bad situation more easily.
* Further reduce the ranged damage output of melee ATs - currently many melee builds are able to put damage similar to a Blaster, but they have twice the HP, self-heals, and looser DR curves to keep them alive when they are targeted. I'm not saying they shouldn't be able to put out ranged damage, but they should not be outdamaging dedicated ranged damage dealers - that's what melee range is for.
* Increase the damage scale on Assassin's Strike. For an interruptible power which requires you to be in melee range to execute to barely take off half of a squishy's HP is just plain silly. It doesn't need to be where it was at before I13, but it does need to have some merit other than its status as a "signature attack." Currently, some Stalkers are skipping AS entirely and instead focusing on spamming sharks at range.
* Loosen the DR restrictions on recharge, damage, and defense, as well as slightly increasing the amount of allowed resistance on squishies - they still have less HP than a melee character, so the same amount of resistance or defense will not get them as far. Boosts to recharge and damage mean builds built around a certain performance level (faster recharge on AM or Domination, for example) will not be unfairly penalized, and ATs focused on damage (Blasters, Stalkers) will benefit more from damage buffs.
* Boost PvP base resistances of VEATs and Khelds from 10% to 20%.
* Give Banes elusivity in Cloaking Device, if it is possible. Banes cannot get defense in meaningful numbers on their own without a lot of investment in IO sets, and even then they have no resistance to back their defense, which is often shredded through like it's not there because of the lack of elusivity. Widows fare a bit better, but they still lack meaningful resistance.
* Bump elusivity granted from 10% to 15 or 20%, which would give us a middle ground between the perception of "too powerful" we had in I13 and the perception of "too weak" we have now.
* Add -maxspeed back into slow powers, though tone it down from the PvE numbers. This ensures that one application of a slow will have a noticeable, but not large, effect, and you don't need to stack multiple slows in order to produce meaningful results.
* Return a portion of Blaster damage (not necessarily 10% like it was before I13, perhaps 5% would be better) to being unresisted. Likewise, return Scrapper and Stalker crits, as well as Corruptor Scourge damage, to being unresisted. If possible, make a portion (10%? 20%?) of Defender debuffs unresisted, so as to players a reason to want Defenders over Corruptors in some situations in PvP again.
* Reduce the -range from taunt powers to 50% or 66% (currently at 75%) or make the -range require a tohit check and not stack from the same caster. Taunt powers should show the caster a hit roll on the taunt itself, instead of just saying the power is autohit and then informing the caster whether or not the taunt was successful.
* Refigure AoE damage, treating AoEs as a single-target attack - factor their damage based on activation, tier, and recharge time. For example, Inferno is supposed to be a very high-damage attack, but most people skip it these days because all it does is tickle your opponent and drain your own endurance.
CHANGES TO THE PvP MEZ SYSTEM
* Standardize cage durations across all ATs, somewhere in the neighborhood of 12 to 20 seconds. Remove the built-in immobilize (or, see next point).
* Return mez protection, but grant squishies a base mez protection of, say, mag 6. This would allow them to stay functional if at least one mez (and in many cases, even two) hits them long enough for them to respond, instead of being insta-mezzed and spiked as is the current case. As part of this change, the PvP duration of mezzes would be capped at a relatively short duration, something like 10 to 20 seconds. This eliminates insta-mez that could happen under the old and new systems, would allow mez stacking to overcome protection, but would not cause a mezzed state to last a very long time (plus the mezzed player could use a Break Free if it was necessary). This change has the added benefit of allowing powersets based on offensive toggles (Rad and Storm, namely) to not be as frustrating to play. If a player's mez protection gets overcome, the same situation as current applies (offensive toggles drop, but defensive toggles do not, and toggles do not suppress).
* In addition to the above change, damage on mez powers would again be re-figured: higher than current PvE values, but lower than current PvP values. This allows mezzing ATs to both contribute damage-wise and contribute to mez stacking for a short time.
* Telekinesis becomes repel/hold like it is in PvE, but the magnitude of the repel is lowered (or the amount of repel protection a Break Free grants would be increased), so you wouldn't need two Break Frees to overcome it. Additionally, add repel protection to Sturdies ("you are sturdier and more able to resist damage as well as enemy teleportation and repel effects").
* Add KB protection to the list of effects powers like Clear Mind and Clarity protect from (perhaps 9 or 10 mag KB protection, same as Increase Density). ID would still be useful because of the +res and TP protection, while the other powers listed are useful for the +perception and such.
QoL SUGGESTIONS
* Give Defenders an Ice epic pool (for example, Flash Freeze/Block of Ice/Frozen Armor/Hoarfrost/Hibernate) for PvP and PvE equality with other low-HP ATs - yet another reason Corruptors are preferred over Defenders for PvP today is because Defenders must take Phase due to their lack of Hibernate.
* Boost Defender base damage (perhaps this could apply to PvE as well, which would be seen as a buff). Rework Vigilance to provide a meaningful benefit in PvE as well as PvP (for example, replace the end discount with a +special).
* Give Hover more protection to -fly effects, so one Web Grenade cannot drop a flier out of the sky.
* Introduce PvP minigames (capture the flag, king of the hill, etc.) with meaningful rewards such as merits, temp powers, or PvP IOs.
* Give PvP kills boss or elite boss XP, subject to the same timer as PvP IO drops. Provides an incentive for non-50 characters to participate in PvP, but is substantially slower than leveling via PvE, so will not be abused.
* New arena maps (Grandville, Thorn Isle, St. Martial, Praetorian zones).
* An in-interface arena store that lets participants purchase inspirations and temp powers from the /arenalist command (once the participants have joined, of course, so as to prevent someone from listing an empty match for the sole purpose of buying inspirations and then quitting out).
* "No base resistances" option for arena matches.
* An arena or PvP instance queue system, a la CO. Such a queue would allow a player to create or join and then continue doing whatever, and would randomly pick teams based on AT (in an attempt to balance teams as much as possible) and start a match once the queue is full. The queue would have search/matchmaking restrictions based on critera such as desired team size or desired arena rules.
* Cross-server zones and arena, please. -
Quote:wow..i did not know archery did more dmg then sonic ....but sonic will win out with defiance and -res. But TBH....on a good spike in arena....the -res and defiance won't even matter. Also....Blazing arrow has a 80 FT range.....and has some DOT. =-)Some one was asking for a comparison with sonic and archery, hear, joo kan haz.
Snap Shot: 232.4 Dmg
Shriek: 201 dmg
Aimed Shot: 343.6 Dmg
Scream: 304 dmg
Blazing Arrow: 512.1 Dmg
Shout: 446
Ranged Shot: 592.9 Dmg
Sonic Super Snipe: OVER 9000 SON
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With Aim and BU:
Snap Shot: 379.9
Shriek: 353
Aimed Shot: 569.7
Scream: 530
Blazing Arrow:836.6
Shout: 784
Ranged Shot: 1025.0
Sonic Super Snipe: >(Insert number thats better then divine's here)<
Sonics damage looks subpar, but the delay on it and the -res makes it easily outshine archery in cases of taking down targets that can survive an initial attack chains. -
Here are some numbers for you archery haters out there:
This is slotted not base numbers without aim and BU
Snap Shot: 232.4 Dmg
Aimed Shot: 343.6 Dmg
Blazing Arrow: 512.1 Dmg
Ranged Shot: 592.9 Dmg
With Aim and BU:
Snap Shot: 379.9
Aimed Shot: 569.7
Blazing Arrow:836.6
Ranged Shot: 1025.0
It also has a inherent bonus to ACC..that pretty much cancels out elustivity, meaning it never misses. Also the only set besides AR that has a snipe and a stun. To me archery is better then rad.