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Quote:Firstly most people go dark with this combo just because cold is a nasty set but lacks a heal.Im trying to decide which I should lvl for pvp. The fire would have rapid damage and being constant with flares but with sonic i get the -res any ideas builds or reasons for your choice
thx in advance
If you are set on either fire or sonic I would go fire due to the quick attack chain and once you slot reactive it's a wrap. Sonic is a good second choice. I played both on a defender and figure it is similar but still even without scourge I prefer fire.
DO NOT go psy on a corr if you plan on soloing a lot. I learned from experience it does not sit well with scourge. The calculations are all over the place. -
Alright thanks guys. Great info. Now for the daunting task of following up with some interested people.
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How does the dom team fare? Damage spike wise i mean, how effective is an all dom spike?
Also, say I had the required number of members to play each match, could I create my own team for the next league.
Lastly, when I played there was a d6 and d8. Is that still the case? -
>.< Yeah this. Sorry it's early lol
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What is the Maximum number of slots I can have?
30 total? -
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I've been PVPing for quite a bit of time mostly solo and 1v1 but now I am in the business of recruiting a few more casual PVPers into a PVP SG with the hopes of becoming more organized. Just read up on the official League 2011 page.
So now that I have a bit more time on my hands at night I have a few questions regarding team PVP and league as follows:
How does one go about starting a team?
When does a new round usually begin, as I know this one has started.
What are some of the team makeups being used currently? (When i did league there were psy blasters, a rad or TA, sometimes tanks, and always two emps. I'm guessing it will be 2x Ill/emps + 6 something else)
Why is TK banned? Is it bugged still on all ATs? -
least there arent any regen blasters with barrier...while i do still agree blasters aren't so "glass" cannon like at all having more hp than and other squishy and killing the hell out of almost anything from range
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What are the current bugs in PVP that have yet to be fixed?
Wish CS was a bug but that falls under the category of "wtf" -
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SUCCESS! Thanks Devs for listening. That's all us opinionated egomaniacs wants *goes to buy some points*
"That and Second Measure told me to take them out." *hugs Second Measure* -
If this 15 EMP merits goes live i'm taking a break...I usually am so anti-protesting but it's bad enough i'm a PVPer and get shafted there, so the bit of PVE I do and enjoy somewhat should at least cater to the players.
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This thread is in response to:
http://boards.cityofheroes.com/showp...63&postcount=1
And a follow up to my previous thread
http://boards.cityofheroes.com/showt...58#post3953558
We as player base have spoken. We do NOT want to see an Emp merit change to BAF or LAM.
So what can the dev team do to make the current and future incarnate trials more desirable.
One idea that I had is that the devs use a similar situation to the weekly strike targets.
For instance, I think it would be perfect if once a week you a player can receive an automatic VR for completed a particular trial.
This fits the current standard for rewards as some players receive multiple VRs a day and 1 automatic a week is not too much, if anything too little.
What ideas do you guys have? The question is officially out there so FIRE! -
This is so annoying.
I heard a rumor that for the upcoming destiny, alpha, judgement, and interface, you have to spend 15 EMP merits to unlock them.
I hate when no matter how much you play you still have to wait for things such as with the entire alignment system which I have completely ignored due to a near 4 day wait.
We got lore without having to do anything more than the usual incarnates.
And to add insult to injury BAF and LAM no longer award EMP merits after unlocking the current slots...
It seems there is always a negative approach. Instead of doing something to make the other trials MORE desirable they do something to make BAF and LAM less desirable. Aye aye aye---make me a headache!
Is there a way to transfer EMP merits across the account? -
Quote:Did you try it, or it is only "on paper general point of view".
I know there are Incarnates (lol), and the Ageless is not very popular on regen toons, from what I saw. Maybe, most are builded wrong and you know that Ageless is the win. Or maybe you state that the dueler could switch his destiny to adapt to the opponent. Why not, you win.
Anyway, somebody came and ask what could beat a regen, i came with my experience, and try to minimize it by giving some excuses of why it works. All you keep is "ah they were baddo". Some weren't and they loose and were kind of surprised.
But if the argument is no melee toon, there i agree.
I know from experience even before incarnates a regen cannot be killed by anything melee unless the regen "Agrees" to die. Meaning stands there and fiteklubs you the entire time. -
Quote:Traps is def not my go to toon but ive been looking for something a bit different. gonna mess around with it in mids. also think it's about time i rolled a cold/dark.Basically this. You want the scrapper to not be able to hit you very often, and you want their heals to not work very often (or not heal for as much) Benumb will really rip apart a /regen due to the -heal, and the slows you can stack with a cold, even with DR should be enough to make the regen think twice about spamming recon everytime its up.
Dark blast has build in -tohit, which with DR isn't much, but can add up, and it gives you a self heal that can be used at range, so if you can keep the regen outta melee range, your golden.
Another thing that may work, but it'll be kinda hard to pull off would be a fire/traps, or traps/fire. I know what you thinking, 'loltraps' but all you'll really need to do is use poison gas trap, and web grenade. Yes, the immobilize won't do much, but the massive -recharge will hut a little, and the very massive -regen from poison gas will completely shut down a regen, even in IH. If you can get them to trigger that poison gas, they will drop very very fast. Especially with fire blast throwing massive damage in their face while they are wondering why they have no regeneration. -
So basically go for stalemate? I've done that a bit. Not hard on a rad with capped HP
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What will consistenly own KM/regen scrappers 1v1 if ANYTHING. I have a few rads that can slaughter some and get slaughtered by others. Some of them just have wayyyy too much acc and a consistent 95% chance to hit me.
There are many builds I "think" would but i'm looking for some experiences. My psy/poison couldn't even scratch them...
Also my last question is...i have a rad/fire... will reactive REALLY make that big of a difference? -
Uhh...i stopped doing ambush farms when they stopped Rezing. There are ALREADY better farms the problem is the farmers just aren't that good these days. Some farms actually take skill.
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Name your price. Message me @AresSupreme. Ty
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Okay so there is this mission I have. The only one I have @AresSupreme and well it is set with a ton of enemies all fire, all extreme for maximum XP payout, on a very large map. It's called Fire City U.S.A.
Everyone I have every invited to it HATES IT! (unless they are a lowbie of course).
Here's the deal. They say the enemies hit WAY too hard and the map is WAY to big and it's not an ambush.
THIS is why I use it. Now that enemies no longer rez reset the resetting missions is getting tedious especially at high levels where XP relative to level drops off significantly. This missions allows a level 40ish toon get at least 2 levels. Just herd your little heart out and leave the stragglers also skip the second island and reset.
So here it is. I want some real "Agricultural Specialists" to give it a run or two (You may need insp) and give me some feedback.
NOTE that it is made ONLY for farming lowbies and not tickets. Also not that the extreme setting is used to maximize XP gain. I have tried other combinations and the XP drops off even though it says 100% -
Honestly I remember people instantly tping away and it was friggin annoying. TP def needed to be adjusted, but NOTHING else travel wise. The animation times speak for themselves...
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I still find rads to be pretty effective specially with reactive and judgement and tk. By the time you break TK a rad has set bboth toggles on you, LR, sniped you and hit judgment. I love that combo