-
Posts
333 -
Joined
-
Quote:Here is a good link that explains some of the differences in PvPBecause of the arcane and completely different set of rules to actually do PvP your normal PvE build is in most cases useless.
Now as an attractive option you can have a SECOND much more EXPENSIVE build so you can do PvP if you are willing to learn the rules that govern your powers and it's just slightly less complex than US tax laws.
http://wiki.cohtitan.com/wiki/Player_vs_Player -
one thing, which I don't think has been spelled out so far is that in PvP, the mechanics work very deferently than in PvE, just to name one example, is how mez powers operate, durations are much shorter in PvP( slotted the majority are maybe 5 sec if that much), on the other hand ther is no mez protection( which given mez resistance and the short durations is redundant anyway), AND you have a period where your immune to mez after being mezed. And honestly there are many other differences that I won't go into here. But the point is, there are some builds that can be great at both, other AT combinations which you will need to utilize a second build, and some other AT Powerset combinations I wouldn't even bother bringing in PvP. And the sad part for people new to pvp here, there really isn't a good ingame notice letting you know there are differences and what those differences are, you would either have to research here, or on paragon wiki, which is too bad. Many if not all, serious pvpers usually keep up to date with those changes, and have a information advantage over newbies.
with DR, while there are some IO's and IO sets invalauable for PvP, a good PvPer could make a decent if not great pvp toon with the right knowledge just using commons and uncommons, although there are some very good higher end sets for pvp. But DR hits some set bonuses pretty hard, and a good min/maxer will know when to stop working on a set bonus, knowing while the values may be great for pve, but useless in pvp.
Ideally it would be great if both sides played by the same rules, and I'm not saying bringing those same pvp rules to pve( it would result in a disaster even greater than ED) -
i am reminded why I hated taking German in school, coming from a language like English, learning the gender of the nouns and their effects on the sentance structure was the most difficult part
-
strangely enough, it would be some sort of airport zone. The idea here in addition to whatever missions specific to that zone, you would be able to go on mission where your sent all over the world, with specific tile-sets, and get a better glimps of the CoX world beyond the RI and PC. For example you may be sent to CoX Tokyo with the tilesets reflecting that.
Revamping the old hazard zones would also be good, as sort of incursion zones( and not PvP zones), you would have different factions with different story arcs with competing goals -
basically what others have said, Freedom or Virtue are the most populated, also keep in mind other factors as well, i.e. school is back in session, one major MMO just had a major expansion, another one just launched( which generally creates temperary lools), some of the most exciting bits added here lately is the end game part. One thing I am curious about, not just from the Devs here, but Devs of other major MMO's as well, if there is a general feeling that the state of the economy has had any impact on the MMO Industry.
-
I think it depends on what you want and what powersets your looking at. Out of hand I'd vote Dominators since it will offer a very different experience than blue side AT's. IMO opinion, I think Doms are one of the hidden gems of Going Rogue, they had a bad rap before they were fixed, plus this blueside bias many people have( I'm the exact opposite, the number of hunt missions gets on my nerves sometimes)
-
http://www.tvsquad.com/2011/01/12/torchwood/
I'm sure I have been scoped somewhere, you know its too bad Fox didn't pick it up, while I know it would be a longshot, but a Torchwood/X-Files crossover( bringing the former X-files actors/charactors for a guest appearence) would truely be awesome -
I think it would all depend how they impliment it, I've had the most fun in this game and other games when teaming with a 3rd party voice chat, on the flip side, using third party voice chat is a pain in the butt to use for anything other than an already existing group of people.
If they were to impliment it,
I would limit it to team chat(at least at first)
the current text chat features would remain
you would have the option to either enable/disable voice chat( in other words if you don't like it, and prefer to use text chat you can)
and there would be a mute option if you prefer to listion to the team channel, but prefer to communicate via text -
I don't have a problem with them, if anything I hope they increase the bank of tip missions over time
-
currently working on my elect/psi myself
-
its basically what you want,
Crab is an AE Beast that is a bit weak on ST action( at least pre-pets)
Bane is an ST Beast that is a bit weak on AE action
A Huntsman is in imo, a bit more flexiable -
its mainly the old offender builds that have smooth soloing.
one caviet on the mastermind comment above, its that what the poster said above is true, BUT some people are reluctant to have too many MM's on the same team for a number of reasons -
each of those are good choices, its really more what you want out of your dom, more than anything else.
-
Quote:<signed>The game engine was not designed for PvP. PvP was really kind of an after thought brought out by a lot of player wishes. The classes are fairly well balanced against environment now, though some still have holes. Balancing them against each other is almost impossible because the successful approaches for each class are so extremely different.
You'd have to start from the bottom up and redesign a whole MMO with the possibility of PvP in place.
the inherent mechanics and assumptions that the original team made work against PvP, over the years there has been a lot of work and resources spent on PvP trying to get work arounds. if there ever is a CoX 2.0 I could see them starting fresh from the ground up doing it better. -
Quote:Castle you will be missed, I hope the departure from Paragon was on good terms, any hints what future projects you may be working on( yes I know by now your redname has been revoked).Tony -- company policy is that once someone is no longer with the company, their "red name" status is revoked. Come Friday afternoon, I won't even have access to this account any longer.
I do still have my personal account, and will continue to play. I'll still be in a Supergroup (and who knows, maybe I'll actually get to play when the rest of them are online now! Silly mid-westerners!) Most of all, I'll still be reading the forums, but, when I post, very few people will know it's me. Sadly, there's little that could be done to change that.
What's interesting here is what Castle has worked on,
Credited Titles
Systems Designer
City of Heroes: Going Rogue (2010)
City of Heroes Free Updates 3 through 18
City of Villains (2005)
Master of Orion 3 (2003)
Lead Designer
Invictus: In the Shadow of Olympus (2000)
Star Trek: Starfleet Academy (1997)
Line Producer
Stonekeep (1995)
QA and Misc
Baldur's Gate: Dark Alliance (2002)
Star Trek: Judgment Rites (Limited CD-ROM Collector's Edition) (1995)
The Lost Vikings (1993)
Rags to Riches: The Financial Market Simulation (1993)
RoboCop Versus the Terminator (1993)
SimCity Enhanced CD-ROM (1993)
Star Trek: Judgment Rites (1993) -
smoke is a nice placeholder power that you really need only 1 recharge in( in pve its autohit), its good if you want to pull, or avoid agro from nearby mobs. More importantly its a good way to help build up domination.
Bonfire has its fans and its detractors. remember what I said about ring of fire controlling knockback( and bonfire does knockback not knockup unfortunately), when used with RoF is used with Bonfire, it equals a ghetto Burn, which can be useful for hard targets( i.e. Elites and AV's) Its also decent for ambushes when used right, and other strategic uses. This is a power I'd recommend trying out in one of your secondary builds, before incorperating it in your primary build to see if you like it or not. -
the important thing here, dom's don't get containment, and have much better sources of damage in our assault sets, so really the immobilizes are much more situational for doms, and in the case of the ae immobilize, spaming it at foes can be suicidal. the Only uses for immobilizes for a dom.
-when used after casting an ae confuse or disorient( like flashfire), to produce a ghetto hold
-Using the ST immobilize to control knockback on other powers.
-to immobilize a baddy with the dreaded Purple Triangles of Doom, and then procede with Purple Inspirations defeating the baddy as a blaster would do.
-to ground annoying flying foes
-to gain set bonuses, immobilize sets in general are fairly cheap
In other words, immobilize powers are low priority in both taking, and slotting for doms in general. The only doms that I could see it being needed on is MAYBE gravity doms, given they don't get any decent soft control options until 26, and then they would take a low priority once wormhole is slotted. And under no circumstances would I bother to use any immobilize power as a damage power on a dom. -
I've played this game longer than I have any other MMO, and there are a lot of things I like about this game, but PvP isn't one of them.
Truthfully, I think a lot of the problems PvP has here, goes back to some design decisions States made back in the day, that the current staff has to live with, and try to work around. And its really too late to do much about it now anyway. Looks over at CO, and PvP really isn't any better over there( suprise, suprise), it remains to be seen if DCUO will manage it. I've said it before, and I'll say it again, If they just demolished the PvP part of the game all together, and build up again from the ground up, using GuildWars as a guide, they might get PvP to a decent level. -
Quote:for a Dom, the only possible uses for an immobilizeBecause the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.
For Controllers, of course, the ST immob is a bread-and-butter attack.
-As mentioned above, against critters with Purple Triangles, use immobilize to keep the critter at range, and approach the problem the same way a blaster would
-Ground flying foes
-to control knockback on some attacks( looks at energy assault and TK Burst in Psi)
-Use an AE immobilize with either a AE Confuse or Disorient to produce a getto hold( this is the only reason for a dom to use an AE immobilize, otherwise using them can be hazardess for your health)
-A nice place to fit a purple set
What not to use immobilizes for
Damage -
as someone mentioned, having a controller mindset doesn't work with dom's.
melee attacks have higher damage modifiers than ranged, and tend to be your strongest attacks.
If your having problems thinking in terms of playing a blapper with controls, another good example are debuff defenders/ corrupter
When playing a debuff type, you lay down your debuff/ controls and then start attacking, likewise if I were to hop on my plant/thorn dom, I would throw out seeds of confusion first, let off with my cone, hold the first target I plan to attack, and then attack. Note on melee vs. range, ranged attacks can be used in melee, but melee attacks can't be used at range, its only the Cone attacks that you do really get the most out of by being range, so you will be using a damage chain mixed with ranged and melee attacks. And you will be much more safer in melee than your average blapper when solo. Furthermore some sets actually have specific powers that encourage you to be in melee depending on what sets you take.
There are some foes obviously you might want to keep at range, but those tend to be the exception rather than the rule.
Illusion as you mentioned isn't available to doms, although many long term doms, really do hope they give it to doms one day
gravity for doms is interesting, in its current form, its much better at lower levels to controllers than dominators, that is until you reach higher levels. Dom's really don't need either lift or propel for damage, since they tend to have better attacks available in the assault sets, and w/o a secondary that provides some damage mitigation like controllers do, that wait to get wormhole and sing and to get them properly slotted does hurt. -
not to discourage the OP, I wouldn't recommend Gravity for a first time Dom. With Gravity, you don't get your primary soft control until 26 while other sets get theirs usually by 12, and its the Pet( Singularity) that reallly helps out the set.
Now if I were to make a Gravity Dom, I'd actually go with earth assault, both b/c of the control offered in that set, and the fact between Seismic Smash, your ST hold, and Sing, you should be able to stack hold mag pretty easy. -
Quote:Currently working on one myself, currently at 31Just coming back to the game after.. according to my characters, a 960 day absence. popped back in I13 for a couple days, but.. all the architect farming groups just madem e facepalm and quit again immediately.. now, thanks to steam and it's rediculously cheap GR sale, i'm back again, and loving it -- new teaming system is shiny.
Anyhow, my 'project' before I departed was a Mind/Psi dom, sits at 44. I'm wierd in that I have a hard time picking up the mindset of a character after even a few months gone -- let alone the years it's been, so I rerolled an elec/psi, and -loving- it so far.. just uh.. a little lost
First of all.. Slotting (as in.. where to drop my slots). Mind/psi was easy.. but I'm used to leveling scrappers, so.. i'm beyond lost on how to slot.. a build, or some advice would be wonderful
Second of all... how useful is Jolting chain? I mean, i'm getting a lot of use out of it at low levels (11 atm), but it seems like something that would fall out of use later -- I have a few respecs, so don't mind dropping it at 22 or something
Third.. Gremlins. Looking around some people hate them, some people love them -- as someone who primarily groups.. worth it? not worth it?
Lastly.. Tips? I mean everything looks worth taking at this point (Only things out of both sets i'm skipping is looking to be telekinetic thrust, mindblast, and electric fence, heh), but i'm sure somethings are just.. deceptively bad.
Thanks in advance.
Jolting Chain - ultimately I may slot with a end mod set, currently one slotted. Honestly now that accuracy issues are not a big thing for me now( i have a either a 25 or 30 Acc IO in it right now), it has proven useful, either to buy me a few sec for one of my soft controls to recharge, or to use against foes who resist static field( Council Robots and BP Zombies), does seem to do a decent end drain
All of the psi attacks are decent now, although I do recommend the new animations( same numbers, but much less annoying to look at now), I would skip the snipe, in that I've always found snipes for Doms marginlly useful. I would pick one of the immobilizes, if only for the fact the immobilize purple set is reasonably priced. The ST version is handy for controling KB on TK thrust, grounding flying foes, and being used on AV/EB's. The AE version is nice for keeping confused foes together, but I would make it one or the other.
I don't have gremlins on this toon yet, but back in beta, I had a elect/* dom, generally I found if you want to use Gremlins to full effect, you will have to use the confuse power as your primary soft control over static field, to get full miliage out of them.
Static Field I can honestly say is the only AE sleep power I like, I have generally ignored AE sleep powers on other toons except for maybe set bonuses or as a backup soft control. In some ways it actually behaves the same way as a fear power rather than a sleep power in terms of its control aspects -
at this point, all of the assault sets are decent, just with different strengths and drawbacks, now if only they would consider revising Gravity Control a bit