_SWA_

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  1. Hrm, well, admittedly, I haven't done any PvP recently, so if things have changed, I am mistaken. I have always been very wary of Illusion/Kinetics Controllers in PvP fights, for reasons mentioned before

    As for the resistance to end-drain, I am quite positive Regen doesn't have any, but I would not complain *at all* if they added it somewhere in the course of I5/I6

    Perhaps I posted to fast. The things I described were, to my knowledge how they were, but as I have not done *any* testing, and you seem to have, I might very well just be out-of-date here
  2. [ QUOTE ]
    -Regen in transfusion is negligible even to a non-regenner, as far as I can tell.

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    Actually, two applications should shut down a Regen's regeneration quite well.

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    The effect is so small that I have trouble distinguishing it in PvE, let alone PvP where it is purportedly even weaker.

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    Having teamed many times with Kineticist Defenders and Controllers, I know for a fact that they're able to completely shut down an AV's regeneration rate (at least in case of the Defender completely -- for a Controller it's either the same or really close -- hardly any difference noticable).

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    Additionally, Regen has resistance to end drain. Regen's nemesis is Radiation as it really can substantially reduce regen.

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    Regen has no resistance to end-drain. What they do have however is two +End powers that make them gain it back faster. In my own PvP experiences (and I must admit, I have some, but most certainly not as much as a lot of people out there) both Radiation & Kinetics are really harsh on my Regen (Controllers & Defenders, although Controllers are by far the more dangerous).
  3. [ QUOTE ]
    Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should be completely immune.

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    *Ahem*

    I see a typo in my own post, but can't edit it anymore. So I quoted myself as some sort of fix. It should say:

    "Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should NOT be completely immune."

    Just wanted to see that fixed. It looks so different now
  4. [ QUOTE ]
    Melee shouldn't be 100% immune to mez, but they should have meaningful mez defense relative to non-melee, and mez resistance might be the best way to balance that.

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    This is more to my liking. Don't get me wrong here, Kali, I agree with you when you say that Scrappers/Tanks/Brutes and Stalkers should be completely immune. Obviously, Controllers need to be able to play out their strenghts too -- aside from the fact that Controllers hardly needed this kind of 'boost' that is -- they are strong enough in PvP as is.

    What bothers me about this mostly, is that it is -- once again -- PvE too. I stopped doing PvP some time ago anyway, so I hardly care about the PvP changes (for myself). Perhaps it was a needed change, perhaps not. All I am seeing is that I get 'balanced' once more.
  5. [ QUOTE ]
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    We've reduced base To Hit from 75% to 50% for PvP purposes. This change was made to give Defense sets more effectiveness. With the ED changes, coupled with the prevalence of +To Hit buffs it was necessary.

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    That's a pretty darn big change. I'm not saying I disagree with it, but its hard from a consumer standpoint to understand how something this major misses the patch notes. Patch notes need to be confirmed and released by someone who has the big picture. There's nothing more frustrating than finding a problem and trying to guess if its a bug or an intended change.

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    Same with the reduction in status protection. Isn't this the kind of thing that should go to the Testserver first? There are not many Controllers out there in PvP zones that *can't* stack three holds on a Scrapper. Even in PvE it's noticable. I find this kind of 'change', whether accidently forgotten or not, to be despicable. When will you guys *finally* stop nerfing the hell out of all my toons?
  6. _SWA_

    Potpourri

    What greatly annoys me about Hide is this:

    I've noticed several times, that when pulling enemies away from their group (like a minion or two to cull their numbers), that when we think the group is small enough to be attacked, the remaining enemies see right through my hide, even though they weren't agro'd when we pulled. I run up to the group to AS one, and they see me, and shoot me right out of hide, after which I'm forced to run or Scrap it out.

    This has happened several times now, and it's annyoing. It makes pulling not really cool for a Stalker, even though it's sometimes required. It doesn't happen *all* the time, but every now & then, they just see me, even though I haven't attacked/agro'd anything yet.
  7. I think we should all have our builds 'funchecked' by Statesman, the man with 'the Vision'. At least that way, we'll be having 'fun' according to 'the Vision'.

    I really have no clue what to do with my Scrappers anymore -- my last Regen build is barely a month old, and I didn't even get around to respeccing all my other Scrappers. Seems like I might as well not respec them at all, cause at this rate, it's failry certain that another change will come in another month from now.

    The changes in themselves I can survive, just not the constant change of my toons that have been around for so long.
  8. I like the animations on the set, some of the sounds are eerie and sound cool, others sound just horrible (the Howl for instance).

    I was very disappointed when I found out there was no Sonic secondary set though. I had envisioned a Sonic Manipulation with cool Sonic Melee attacks (if that's even possible with the way Sonic is set up now) -- objects made of Sonic barriers or somesuch nonsense. It's kind of a letdown that Sonic has no real Secondary set to accompany it, as all the other sets do (even Archery -- I think Devices fits it pretty good).
  9. Wow. Well done there, JAnlee!

    Looks good, keep it up!