_Echo_

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  1. How does the rest of your build look?

    If you fight primarilly in close quarters, chilling embrace would be very handy.

    If you prefer range, Shiver is an excellent cone.

    Neither requires much slotting to be worthwhile.
  2. We're only just starting out at the moment, the more the merrier!

    I forgot to mention earlier that I'm a Union native myself, but as you pointed out it doesn't take long to make a lvl 5 on any server.
  3. Thanks for the replies.

    Against my better judgement, I'm toying with the idea starting an AR Corruptor and was just looking at the secondary options.
  4. Follow up question for those with AR/Anything-other-than-Traps:

    How do you keep the enemies in the Ignite patch, without a hold/immob power with the duration and short recharge as Web Grenade?
  5. Fair enough, it's gone then.

    *edits*
  6. [ QUOTE ]
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    [*]Ground rules: I'd like to try Tactical Start rules (disables insps) for fairness between true lvl 5s and exemped toons, but this is certainly open to discussion.

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    Err, there's no arena setting that disables insps. Insps are an integral, required part of the game and disabling them is absolutely stupid. What tactical start does is make everyone start with 0 endurance.

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    According to the Arena help text in-game, Tactical Start also disables insps. If that has been changed and the help text not updated, I apologise.

    I would certainly agree that PvP above a certain level is balanced around and absolutely requires insipirations.

    However at level 5 no character can possibly have more than one hold and no more than 2-3 mezzes in total, and those that do, do not tend to have the damage capability to destroy a player with one mezz application nor the recharge to stack it.

    Really I see the inconvenience of no breakfrees as minor in comparison to the imbalance of popping a load of purple insps and becoming untouchable when no one has accuracy well slotted, or the imbalance between level 5 (8 insp slots) and level 50 (25).

    If you feel I'm missing the point or just wrong, please say so.

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    What tactical start does is make everyone start with 0 endurance.

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    Giving advantage to certain characters and builds.

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    I don't endorse the 0 endurance thing, personally I really dislike it. I would use Tactical Start only for the reasons I gave above and if they no longer apply then I've no problem in removing them.
  7. Okay, gonna step this one up a bit.

    <ul type="square">[*]The place: Pocket D Arena[*]The match: Battle royals or team battle royals[*]The weight: Level 1-5[*]Ground rules: (EDIT) No ground rules at this point.[*]The date: Tentatively, one evening during the week starting 5th February. I'm free any night that week except the 6th. If weeknights are no good, let me know and we'll try and arrange a time that accomodates the most people.[/list]If you're reading this and interested in joining in a fun little PvP event, reply with your name and prefered server below.

    If we have a server clash, the event will likely move to Test.

    If you're one of those who already expressed interest, can I ask you to post again with mroe info? Thanks!
  8. _Echo_

    Citadel vs sleep

    I never said to use sleep, I just said mezz.

    Only if you can't hold him immediately at the point that shield breaks, should you pre-occupy him using sleep/KB.

    But this is all moot anyway.

    Hmm, how resistant are AVs to Confuse, usually?
  9. _Echo_

    Citadel vs sleep

    Ouch, Entropy Shield protects against Knockback as well...

    In that case, I would recommend a lot of slows (if you have them) and keep hitting him with your best toggle-dropping power (every Dominator secondary has one attack that has about 60% chance of dropping toggles) until Entropy goes, then mezz him as fast as you can. Pets or purple insps will help a lot while you try and tough it out with him until his Entropy Shield falls.

    EDIT: Scratch that, since the toggle drop effect only works in PVP. That's messed up, man
  10. _Echo_

    Drain Psyche

    Nope.

    My Mind/Psi uses it all the time after Mass Hypnosis.

    EDIT: As far as I'm aware, an attack will only interrupt sleep if it causes damage.

    I keep both Stamina and Drain Psyche around simply for the fact I never ever have to worry about low endurance again. It's just a personal choice I know and I bet I could get along fine without. I just choose not to. Also, with Stamina and a DP buff I can keep TK up for a long time before having to pop a blue.
  11. There's no option to turn off Temp Powers, unfortunately. All we can do is ask people not to but those powers in their powerbar for the battles. Or encourage it.
  12. Just putting feelers out, to be honest...

    How many folks would be interested in having a PvP event based around the lowest 'weight' class - lvl 1-5?

    I imagine it could be a good laugh, since at that level the ATs seem to be pretty balanced - Stalkers don't yet have Assassin Strikes, Kheldians don't have Nova forms, Tanks don't have much armour, Controllers and Dominators don't have much control, no Hasten at all, etc.

    If there are folks interested, we could sort out what kind of matches you'd like to see (single or team battle royal get my vote), which server (or use the Test server) and set a date - probably some time in February, to give you peeps time to level those PvP alts up the dizzying heights of 5.
  13. [ QUOTE ]
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    Yeah confuse works wonders with Mind/. Snaptooth however doesn't have triangles, although I'm positive that the only things that the PToD doesn't protect against are Sleep and Immob, I remember reading somewhere that Fear also gets through the triangles, but my money is on that PToD protect against that too.

    [/ QUOTE ]Confuse used to work fine on AV's around when I started (I3), dunno if it does nowdays though.

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    I sometimes spam confuse from a distance to get a better idea of when the triangles are down. Its a lot easier to see the pink head bubbles then some microscoptic triangles.

    [/ QUOTE ]

    I really, really, really wish they'd make the triangles bigger. Like the size of the damage/resistance/defence buff/debuff indicators...
  14. Spore Burst causes no damage, sorry. And if it caused DoT, it probably would just wake its targets up right away.

    In terms of effect, it has the the same range, AoE, duration and recharge as Mind Control's Mass Hypnosis, but costs slightly less endurance.

    I can't comment on the aggro-causing thing or not, but I would guess that if it does cause aggro, that may well not be working as intended.
  15. Very true. The best plan for fights against Mynx or Valk are just as you describe - plan to deny them the chance to use Elude or MoG.
  16. Dang, my other Dom is level 17.
  17. What level are you guys at right now?
  18. Though unless you have Domination up, TK won't be able to do much on its own.

    Carrion Creepers or Ice Slick/Patch (whichever one it is in Ice Control) might also buy you the time you need.
  19. So, if you applied TK to someone and then they were made intangible, all the TANGIBLE foes in the area of effect could still be affected by TK though the target is not?
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    e) When using it there is always the potential for a HORRIFIC SCREW-UP SCENARIO to occour. This is because Darkest Night is an anchor debuff. Should you get into a tight situation and fire off Black Hole, the AoE nature of the Black Hole means that your anchor may well be caught by the power. If this happens, they go intangiable, and cease to be able to affect anything. Unfotuantly this also means that your Darkest Night has also ceased to affect anything, as the game judges it to be an effect eminating from the now-intangiable anchor.

    [/ QUOTE ]The debuff should work just fine even if the target is intangible, the effect's source is the player, not the foe.

    [/ QUOTE ]

    Hmm, so does Telekinesis work on intangible foes?
  21. Haha, just what I was thinking. If I didn't already have 3 Corruptors in progress, I'd roll up an AR/Traps Corr right now!
  22. As Max said, another reason to go with Terrify over Mass Domination is the damage. As a Mind/Energy dom it's the best AoE damage you're going to get and it's not too shabby. Plus the range and width of the Terrify cone is surprisingly big.
  23. One misassumption you've made:

    A single controller can only have a single Phantom Army trio out at a time. So a full team would have 8x3 = 24 Phantoms, plus 8 Phantasms and their decoys.

    But that's still plenty