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Posts
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Joined
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"/em stop" does that animation without the text.
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/bind "m" "cc 0$$em dance"
This would set the "m" button to switch your costume to the first slot, and have you do a Dance emote. Obviously, you can switch the key to whatever you want, the emote to whatever you want, and use values 0 (for costume slot 1), 1, 2, or 3 (for the last costume slot). -
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At the height of my Kat/Regens power (read: able to tank Hami) giant monsters were not soloable for me. Nerfs to Regen after issue 4's release were in direct response to PvP issues. not PvE.
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Did you forget Divine Avalache or something? That single power provides as much relative -acc as five DM/ attacks.
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Phase shift just didnt hold aggro long enough for herding. In PvP, phased Illusion controllers were using phase along with Phantom Army to win matches at no risk to themselves.
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Before the fixes to AI between i5 and i6, ANY enemy that could see you, inside a mission, would follow you until you zoned, died, or went from floor to floor. My Storm/Elec used Phase Shift a couple times to get through missions, and when he got to the end, it was quite common to have a few million enemies surrounding him.
Could a tanker use this to tank a herded group? Of course not, it drops his aggro metric to nearly 0, so as soon as the enemies saw anyone that wasn't phased, they'd go annihilate them. That said, you could use Phase Shift to herd multiple groups in pure safety - say, if you didn't want to use Granite Armor or Unyielding Stance, or needed 20 enemies around you at all times for Invincibility - toggle on those powers, and then turn off phase shift.
That wasn't the primary reason - there were an infinite number of level 40-50 missions that could be Phased through, which kinda made leveling those last ten even more of a joke than it was with all the powerleveling going on - but it was one of them. -
No, Tribal doesn't count. I didn't really try to do much there except try to get some numbers on Hurricane's debuff, anyway, so it wouldn't have been a good example.
There was a decently long thread in the PVP forum, right before Christmas, describing a Brute who was really irritated that he got pinned for 15 minutes straight. Til someone asked what the Stormer was doing, and the response was 'no real damage'. -
In PvP zones, this can easily be countered by an amazing trick called Logging Off and then back on. Ultimate slap in the face to a
Defender. In Arenas... aren't you supposed to have other players involved? -
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I did. Reread the posts about the requirements I'm asked to do. Take this power, that power, fill up on insps, and get a team. All for one power because one melee can barely touch it by itself. A little too many "requirements" for overcome one power.
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I'd actually be able to empathize with this arguement if a Storm Defender could kill a Regener, even one locked into a corner.
I've had my claws/regen locked into a corner by a stormer who focused on her attacks, and still couldn't kill me within fifteen minutes, just because of integration and reconstruction. I'd hate to think what slotted IH could do.
If not having the right powers meant an instant loss, sure, then we'd have a problem. But as it is, Stormers aren't going to be 'always win' characters. They tend toward stalemates in solo. -
Hm... actually, I can deal with repel suppression in PvP. If the morons want to make themselves easy targets for ThunderClap, that's their perogative. It'd just have to be coded better than the other effects suppression, and I'm not sure if the developers even can do it well.
I wouldn't mind something like, say, after 30 seconds of a Repel effect, you're immune to it for the next 10. That'd prevent the classic Ill/Storm build from locking bad builds into place, but still leave hurricane as mostly useful. Numbers might have to be looked at a bit closer, though. -
Would you consider it a horrible nerf, if, say, the debuff died whenever the patch did, one patch would override the other, and the recharge was cut in half, Mieux?
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Give a solution more eloquent than "remove repel from hurricane" or "turn hurricane into a click", and us Defenders might actually give a damn. However, until you either do so or explain how your Scrapper can't use the Phase Shift creep + Brawl, I think you can shove it.
Oh, and to clarify what I meant earlier about knockback, I don't want PvE knockback protection reduced or even touched. If you're willing to use a fifth of your base recovery just to run Acro, I don't care how close you can stand to a Cabal Storm Mistress.
But whether PvP knockback doesn't stack, or otherwise is completely unable to break even the weakest knockback protection, that I think needs some looking into. -
You have phase shift. While phased, you can not be repeled, can not have your accuracy debuffed. If you que up a brawl before dephasing, you can easily hit a Stormer. If you actually got one of the better powers in your primary, you could que up a MEZ and instantly detoggle a Stormer.
If you had Teleport, you could port in with an attack qued and have the same thing happen. It's how my Warshade Sunless Mires off Storm Shaman.
There, you can run up and punch a stormer. Happy? -
I hate to point it out, since you enjoy acting like MoG's permastate is some martyr sacrificed on the bloody altar of Defender godlyhood, but when Moment of Glory got deperma'd, there were no Defender combos that could actually mez through intergration anyway.
And if you feel like Hurricane is equal to Moment of Glory, tell me how it fills my endurance bar and provides immortality to all but psi/toxic damage? I must have missed the mez protection. -
Okay, so you didn't take a mez from your primary. Somehow Stun Grenades 'won't work' for you, I assume blowing up in your hand or something. You aren't willing to get Teleport, you aren't willing to get Phase Shift, and you aren't willing to devote a lot of time to killing something. You're unwilling to team with a Dominator or a melee character who has tried any of the above solutions. Oh, and you somehow are unable to penetrate a hurricane, something my Claws/Regen can do without a travel power, Focus, or Moment of Glory. Did you know Moment of Glory has Repel resistance, btw?
And, because of all of these, you want Hurricane made useless. Does that sum it up? -
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Most likely the reason it does not matter at all is because every one with status effects have more than one they can and will chain to keep you permadisabled.
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Disorient, Hold, and Sleep are all on the same suppression timer. If suppression gives you immunity to one, you get immunity to all three.
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Yet sloting knockback only seems to push things further, not manage to knock back anythign that is strong against knockback in PvE.
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Torrent with three knockback SOs lets my scrapper knockdown Malta Zeus Titans a good percentage of the time. Without those enhancements, Torrent does nothing against them. -
To meet average blaster damage (post SOs, assuming Aim + BU, which gives average blaster damage as 238% compared to Defender base at 65%), a Defender much chomp down 7 Reds every minute. That's between 70 and 105 reds for your 'analysis'.
Where'd you get those extra inspiration trays. -
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As for repulsion, if there is a supression it is so short lived that i hever been able to get to a hurricane or other repulsion field user to hit them with my scrappers. So i dont mean that there is actually no supression, but if it is there it is so short i sometimes doubt it even exsists.
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Repulsion doesn't suppress. Knockback suppresses for 10 seconds. Hold/Sleep/Disorient suppress for 15 seconds. Okay?
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There have never been ways to enhance status effects.
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_Castle_ has stated that knockback magnitude is the same as knockback distance. Geko has stated that Intangibility Enhancements enhance magnitude - and that they do so because Intangibility powers can never stack... -
Have you tried Stun Grenading the Stormer, or using the EMP glove? I hate to actually interject logic to your nerffest, but last I checked, no solo stormer can get mez protection, and the only self-heal they can get is Life Drain or Aid Self.
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Oh, I don't mind knockback protection. It just should only protect you from, you know Hurricane OR Freezing Rain OR Gale OR Tornado OR Lightning Storm OR even a combination of a couple of the above. But all of them at the same time?
Losing toggledroppers just to get some mild protection from Spines scrappers (possibly for an entire 10 seconds after they immoblize me from 30 yards) isn't exactly my idea of a fair trade. -
Run up to someone with Repel or Whirlwind active, and you'll have proof suppression works for Knockback. Hold, sleep, and disorient suppression does reset when you use a BreakFree, though.
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There is no imunity in PvP, only the extreme unlikelyness of you having enough knockbacks land at the same time on some one there.
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I've seen five Force Fielders Force Bolt someone within a second. Whatever it is, it's a kludgy, cheap, band-aid mechanic for a single power to negate something completely through any enhancement. -
I can knockdown an AV with the above combination, although not all the time. I've seen scrappers get knocked back through Integration if they're hit by enough knockback powers at the same time.
The complete immunity in PvP is a damned band-aid, and that's ignoring 'suppression'. -
Fine with me, as soon as melee characters lose that cheap band-aid complete immunity to knockback despite a lightning bolt, a gale, a hurricane, and a tornado.
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All of which begs the question.....why? I have enough skill not to need AoE KB to get the job done. While KB can be very useful in some situations there are many situations where having it attached to the power is a detriment.
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Mieux, I can defend a full team using just Sonic Blasts and Gale. That doesn't mean I want to or will. I have enough 'skill' to not use heals, debuffs, or buffs', so... why?
Because I'd rather defend WELL, and to defend well you need to use every power available. Ignoring a full category of damage mitigation because you don't 'need' it, and you've heard that it's bad, m'kay... just doesn't speak well of your willingness to deal with the set.
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It is not always possible to hover high enough to eliminate the knockBACK...it is not always possible to push the mobs into a wall.
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Actually, it always is possible to do one or the other. If there's a roof, there's a wall nearby. If there's no wall, chances are good you can get some altitude. -
Or they have this lovely bit of knowledge called positioning, and use cone knockbacks to blow enemies toward walls or corners or Tankers. Or a power called hover, with which they can turn knockback into knockdown.
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I believe either Rooted or Granite Armor allows you to ignore repel. Not really sure which.
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How would say a */Regen, */DA, or a */SR scrapper be able to overcome it?
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Moment of Glory resists repel, so that's too easy. The other two can jump in, I've done so. -
Yes, his PM in reply said that it was with unslotted Rad Infection. Very very surprising results, but it looks like slotted RI can beat a +0 Archvillain.