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Posts
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Joined
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So (and I'm trying to sort this all out) I got the +40 innate PvP bonus...and then +4% (out of my +65% spent slots) for the rest????
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You have it slightly wrong though. You're not getting 40% for free plus 4% for your 65%
You're getting 44% for your 105%.
You don't actually get 40% for your free 40%. You only get around 28%
So you're getting about 16% for your 65% -
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The joke is your stealth cap is lower than the stealth bonus SI gives
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Thats not a very good joke -
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I would like Dark Blaster for Blasters, Energy Aura and Ninjitsu for Scrappers.
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Wait, someone wants Energy Aura?
Admit it, you just have the name Disco Ball O' Doom camped and need to use it.
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I want to see /EA for scrappers too. They'ld get the most use out of the stealth. Brutes like aggro, tanks needs aggro, Stalkers don't get the /EA stealth because they have hide instead. Scrappers could make the best use of it. Sure, /SR would be "better" .. but .. uh ..
It would be slightly less pointless on a scrapper, I guess.
Full list:
Blasters: Dark Blast
Controllers: Traps
Defenders: nothing comes to mind
Scrappers: SS, EA, Ninjutsu, Ice/Ice
Tanks: Broadsword, Katana
Brutes: Nothing in particular. Spines, Claws, Ma, Regen would all be nice.
Corruptors: Archery/TA
Dominators: Illusion Control, Dark Assault
Masterminds: Kinetics
Stalkers: SS ^_^ .. and Stone Melee, but the AS MUST use the mallet.
Really, all I want is an SS/Nin Scrapper .. well, and maybe an Illusion/Dark Assault Dominator. -
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Worth noting that an Electric Armor is inferior to an Energy Aura if the enemies are higher level than you - ElA only shines when it can apply it's End Drain.
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Now, if Energy had a damage aura, I'ld be all over it.
As it is I keep thinking about making an ice tanker just so I can get a defense based set with a damage aura. Oh, the horror. -
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The only problem with Flying as a click power is, what if you are flying high over Steel Canyon, and poof, the duration runs out?
Although I can appreciate the humor of standing on the tram watching heroes constantly falling from the sky in the zone around you...
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I see this more as the compelling reason to take the power. -
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... What calculations? As for the rest, I'll think and say what I please. No one is making you read it.
Actually, if Scrappers get less benefit from defenses, I would agree that they should use less endurance from the shields. For example, Temporary Invulnerability is available to both Tankers and Scrappers. If it's going to cost the same endurance for both, they should both get the same benefit. Since that's evidently not how they want it to work, and scrapper invulnerability is less effective, they should pay less endurance.
An interesting post, Neo, and definitely something to consider in the long run...
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It would seem that the logical extension of your argument to Neo's point is that AoE attacks should, like all powers, have a fixed effect/cost ratio. Thus the cost should vary with the number of targets hit. It should be less than the end cost for a single target attack of the same damage/effect, at least for all targets after the first, to account for the inefficiency of spreading damage, in general. -
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I bent my Wookie.
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That's nice, dear.
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Statesman = Ralph Wiggum. Film at eleven.
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Me fail game design? That's un-possible. -
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/popcorn
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/popcorn is a secondary. He's asking about primaries.
Now popcorn/ on the other hand .. -
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I'd probably go WP for general purpose PvP use now. It tends to do the best overall with the way PvP is now.
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What in particular makes it do better than /Nin? -
Hi! I too have come back after at least a year away, and I'm trying to understand the current state of PvP. So I don't really have any answers for you.
I would like to verify a couple of the stranger changes they seem to have made, though ..
Am I to undestand the following currently apply to PvP combat (only):
1. Blasters/Defenders/Controllers/Corrupters/Dominators routinely achieve higher resists than resistance-based scrappers/stalkers/brutes, let alone defense/regeneration ones?
2. The pool-based melee attacks now do vastly more damage for melee archetypes than their set powers?
I get that defense was uber in i13, and now its not again, status effect defense has been changed to duration-reduction, heal decay and such. Those all sort of make sense, but the above two just seem a bit too bizarre .. -
Quick comments:
Smoke Flash: 4 second activation time? No problemo, every set needs some powers that aren't worth taking, to open up room for the pool powers you need. Which is why I don't like SR for stalkers .. you want every power in it, and still need to get a heal from somewhere. When is DM for stalkers comming?
Ballista: haven't fought him. Looking foreward to it. Who gives his mission?
Toggle dropping: inane idea to start with. PvP could use a LOT less of it. -
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Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit.
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Any more detail on this so I can get QA to try and replicate it for me? Are there certain critters that do this, or is it a general case? Do any special circumstances need to be met?
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This is easy to reproduce consistently against Hellions with hammers or baseball bats.
Get aggro while out of stealth and let them shoot you. Then run up and hit placate as soon as you get to melee range. You'll begin the placate animation just as he starts pulling out his hammer or bat. Placate will fire off, but he'll finish taking his first swing. If it hits, you're out of hide.
Presumably anything with a weapon drawing animation will behave the same. -
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Sadly, most often, PvP creates even more rabidly-followed templates. You haven't seen "flavor of the month" builds until you see what PvP can do.
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Indeed.
Single character FOTM is nothing.
You'll be seeing full 8 man FOTM squads being powerlevelled together before long.