Ciera

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  1. [ QUOTE ]
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    LOL, you mean if I refuse to build a 2-hit wonder stalker?

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    These dont exist anymore btw.. or have you pvp'd since i12?

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    Quite a bit actually. Yes they still exist, it's just that not all Stalkers are able to do it now, especially the newbie stalkers who haven't even learned to slot Stealth IOs. But indeed I've been 2-shotted several times. And no, I won't tell you how they are managing to do it.
  2. [ QUOTE ]
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    You know as well as I that it's the Stalker/Scrapper/Brute builds which cause the majority of kills in prime time PvP.

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    This is wrong.

    Please learn what you're talking about before you try making statements like these. Thank you.

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    Oh really?
    What sets do you think cause the most kills?

    Blasters?
  3. [ QUOTE ]
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    The problem as I see it is that getting recipe drops for defeats actual benefits a small percentage of players, namely those who have the ability to kill opponents consistently. With some datamining, I believe the Devs will find that only a small percentage of accounts have more than 1 PvP drop. If the norm is 0 to 1, and someone is found to have lets say 5 or more, then a bit of code needs to be installed which decreases their drop rate to 1:500kills. If you can't get the drop, then you can't cheat.. lol.

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    lol...

    If your not good at pvp then thats not the devs fault. The more you play the better you will get, and the more kills you will get. I mean what do you expect it to be like? Walk in the zone and kill NPCs for PVP IOS?

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    LOL, you mean if I refuse to build a 2-hit wonder stalker? Or Brute?

    It's not about LRN2PVP, it's the fact that the SUCCESSFUL CONSTANT KILL builds which don't need the drops will get them while the CONSTANTLY KILLED builds will hardly ever get them. No sir, it's not LRN2PvP, it's time that equity be coded into PvP.

    You know as well as I that it's the Stalker/Scrapper/Brute builds which cause the majority of kills in prime time PvP. And are they the ones who could really benefit from the PvPIO's? No, it's the less popular builds which really could use those drops. Rather, I'd like to see temp power drops with a time expiration rather than IO set bonuses. The result would be the power still being useful, and if a less successful build gets a drop it will actually be useful to them.

    Lets have drops like the following, (none of these can simultaneously be activated):

    Ultimate Stealth - equating to Stalker hide/stealth/IO. This would allow any player a 1 gameday timed power, clickable and activating Every 10 minutes and lasting 2minutes.

    UltimateSpeed - a non-suppresable run power, akin to I12 ability. Same timing specs as above.

    UltimateHP - a 100%HP Bonus that lasts for 2mins but then drops all endurance to zero. Same recharge/time specs as others.

    UltimateEND - Unlimited Endurance for 5 minutes dropping to zero with same recharge specs and time limitations.

    UltimateDMG - 50%DMG Increase for 2mins, recharges every 30 minutes.

    UltimateElude - Similar to SR set Elude, just everyone can get it. 30 minute recharge, 1day timer.
  4. [ QUOTE ]
    Not only am I playing my first brute, but it is my first melee toon altogether. I am playing in BB and SC mostly. I am finding the my SS/Fire brute does well against other melee toons, but I am getting worked by ranged ATs.

    They usually Webnade or immobilize me and then blast away. Slows are pretty effective against me too. The only ranged attack that I have is my neme staff, and KO blow if I can get close enough. After that, I am pretty help less.

    I know that some enhancements can help, but I am wondering if there is maybe a tactic for this sort of thing. Should I get Fly instead of Super Jump? Is there a way to get Immob protect at the Sirens call lvls?

    Please help my Brute no suck in pvp. If anyone has advice, let me know.

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    With the new Travel Suppression you'll want to look into the IO's that will give you some movement protection, they aren't cheap but do help. Also, consider taking "TP Foe", get those ranged guys before they get you .

    Also, Taunt is a usable power on Ranged targets because it cuts their range and they have to move closer to attack you. Since you are Fire, six slot your Healing Flames maxing recharge and health IOs and look at some of the Healing IO bonus sets which can give you some protection. HF is one of the fastest self-healing powers in the game for Brute/Tankers and should be less affected by diminishing returns due to you haveing greater hitpoints.

    Alot of SS/Fire do very very well in Sirens Call, so I suggest trolling in there a bit for their advice on slotting specific IOs.

    Hope that helps.
  5. [ QUOTE ]
    I've been playing in SC a lot on my heroes, but I'd like to roll a villain on the same server to switch to when it's too unbalanced. My main hero is a stormie and I can play the set well, so I've been thinking of going with Sonic/Storm corr, but I haven't done any villain PvP post-i13 and would love suggestions.

    What's out: Stalkers and Brutes, I've played melee characters in PvP and it isn't for me. Also, anything that can't solo - I need enough defense/resist/debuffs to take some attacks and not fall over instantly, especially since I'd mainly play him when I'd be outnumbered badly. Masterminds lose points simply due to the annoying TP Foe gank potential, but I'd consider a strong MM build.

    One of the few characters who's really messed me up lately was a SoA due to debuffs and webnades. Bonus points for a build that can toss out -jump. Thanks in advance!

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    I have a 43 Ice/Rad Corr and a 50 Bots/Traps MM so here goes my advice:

    Corr wise avoid Rad, the debuffs just don't work well these days. They are fine in team but solo facing multiple heroes the build's easily toast, and with Diminishing Returns and Travel Suppression activating Healing Aura in battle is not viable as you are slowed and lose your healing ability on multiple applications.

    MM-wise, yes the major disadvantage is losing BG protection via TP foe or from sending pets after someone. However, they still are formidable in 1v1 or even 1v2 fights. Bots/Traps is very nice due to the great debuffs that still work in PvP. Don't discount Dark though, it is still viable. The biggest headache will be keeping pet control since they seem to be more sensitive to attacks lately. Thugs is decent enough when you can use Gang War to put the beat down on attacking hordes of heroes.

    You'll want to slot in some Psi defense via bonus sets and some Fire defense, outside of that, most opponents will be hitting you with smash/lethal damage which you can handle.
  6. Ciera

    Tech support?

    The simple answer is that real responses come for in-game issues like being stuck, etc. Anything outside of that and your pettition gets a nice form email telling you to post on the forums so the rest of the community can commiserate or evascerate you (that being their choice).

    Unless your issue is a severe glitch "OMG everything is selling for 300mil influence on Wentworths" don't depend on any immediate action at all, it will go into a bin like a bingo cage and one day may be grabbed out for consideration.
  7. The problem as I see it is that getting recipe drops for defeats actual benefits a small percentage of players, namely those who have the ability to kill opponents consistently. With some datamining, I believe the Devs will find that only a small percentage of accounts have more than 1 PvP drop. If the norm is 0 to 1, and someone is found to have lets say 5 or more, then a bit of code needs to be installed which decreases their drop rate to 1:500kills. If you can't get the drop, then you can't cheat.. lol.
  8. [ QUOTE ]
    I've got a situation i've been making a bunch of blasters for I13 pvp and EVERY time they get owned (they are built for SC) so I wind up junking them and making another and now i'm out of ideas so i'm turning to the forums for help so anyone got any ideas??

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    Ice is pretty decent due to the -rech effects, Fire remains very nice especially with Aim/BU capable routines.

    For survivability you're going to have to settle for Devices as a secondary for the benefits of the cloaking device. If you load up on the power pools which will give you extra defense and moderate resistance you can fair better.

    Currently the big oppents are still total invisible Stalkers stealth/hide/IO-stealth and Brutes with massive strikes.

    With Firocity, my Fire/Dev Blaster using Hover/Cloack/CJ/Maneuvers I have a longer survivability rate. I've included Air Superiority which in conjunction with Webnade from Dev allows me to take out any flying villian if both hit even if they have taken a flight pack addition.

    Ice would be a nice Primary over Fire since it does have the -Rech/Slow components as well as Dmg. Fire does DoT which can tick off a final component, but it's better to go for the upfront damage along with the side effects IMHO. The biggest drawback in Ice is the more powerful attacks are a good bit slower making interruption more possible.

    I have an Ice/Fire Blaster who is fun to play even at 50 having the debuffs plus the DoT of Fire, but like all Blasters even he is susceptible to the high damage attacks of Stalkers and Brutes.

    If you are a Balls to the Wall player, then you need to not go with Devices because you lose the Aim/BU combo which can devastate certain opponents. Devices is more for the ranged hunter since it spreads the To Hit as a constant rather than peaking the attack in one instant.
  9. Though I've sent this in as a petition, this needs to be stated here as well (lol, at least according to NCSoft responses).

    Several times since I14 introduction I have been perma or near-perma held by Tsoo bosses, specifically those with Gravity type powers in Sirens Call. This is inconsistent with actual player ability in the zone, and has resulted in my character's demise more than 75% of the time at the hands of NPCs. I don't count death by PvP hand, since that's to be expected of the opportunits that bound around in the zone.

    Since no contr/dom/def/corr have the ability to perma or near-perma hold opponents, this is a techinical issue that needs to be dealt with!
  10. Ciera

    Replication

    I was there and indeed it was interesting!

    I've seen it done on smaller scale pairs, but seeing so many it was confusing in team targetting. I've done the same name thing for my MM pets to keep from being immediately detected by hero throngs.
  11. Hehe, we should get random "drops" of these in-game. Imagine taking out Recluse and watching him go "Oooof!"
  12. ROFL,

    I nearly fell over laughing!
    If anyone remembers "Lost Dutchman's Goldmine" they will know why!

    What a timewarp!

    Thanks NCSoft for bringing up fond memories of some of my early gaming on the home computer!!
  13. [ QUOTE ]
    Doesn't quickness still also provide slow resistance?

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    Yeeeap.
  14. [ QUOTE ]
    Yeeeeeeeah, except BS has no ranged attacks. At all. Zero. So it doesn't matter how much Big Orange Number you can crank out, because you'll still have to chase your target down. The damage nerf to melee ranged attacks isn't as severe as some people are making it out to be - on live Impale does around 160 damage, on test it does around 130.

    Quickness doesn't do jack [censored] in PvP anymore other than a small recharge bonus (subject to DR, of course) because there's no such thing as unsuppressed movement.

    Procs are still useful for slotting into any attack for any set, provided you can find the slots. The more procs you've got, the more chance they'll go off and the enemy will find themselves suddenly taking more damage than they should have.

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    Since I have both a Nemesis Staff and Blackwand, I have ranged attacks. And really if you're depending on the ranged attacks on a melee toon for your bread and butter I suggest you go build something else.

    I'm actually suprised that the Devs haven't totally removed the ranged attacks totally from the melee ATs. Or better, why they have allowed them to have as much damage as we see. Their purpose, rather than resulting in critical hits was originally intended as taunt-loaded powers to pull or draw aggro.

    A melee toon's biggest weapons should always be up close, that means if you want to reach the ranged attackers you have to close the distance, but you already have the benefit of better defenses/resistances than ranged based builds, therefore you can close the distance in time to land attacks.

    Broadsword gives you the nice high damage you can use when you do close the distance on a target, just as it should be for Melee ATs. It's time for those spines and hurling boulders to have the proper place in combat instead of the over-used role they've had up to now.

    That's one of the reasons I suggest MA and BS, for those who want to be true scrappers in PvP, not needing a crutch to feel Uber. A nice MA/SR in RV with Elude up is indeed a beautiful thing, able to close distances and land very nice kicks on anything in the zone. No crutches necessary!
  15. [ QUOTE ]
    I just started playing again, and I want to make a Scrapper for mainly pvp.

    my question is which of these choices would work good together in pvp?

    kat/ma/sr/regen/wp

    [/ QUOTE ]

    I have a 50 MA/SR, the MA and SR both got some buffing in I13 so my 50 is loads of fun to PvP with Elude up. When it's down well RUN!

    With the announced I14 changes I think you'll find Spines is going to be a bit less effective with the change to the ranged powers of melee toons. This means that the "Spike of Death" will be a bit less powerful.

    In all honesty you didn't list one of the most brutal scrapper primaries in your choices. BS, Broad Sword coupled with SR does mighty damage, I've seen plenty of villians fall by the wayside of a good BS build. And with the Quickness in SR you can often joust villians much better than any of the other secondaries.

    I would suggest that you slot one of the alternate damage type IOs in any non-spine build attack you can. The effect will be to do more overall damage similar to how a spine does both toxic and lethal. If you can do dual damage this increase your chance of wearing down the villians.
  16. [ QUOTE ]
    About the stormy part, i can't really answer because I've never played one. However...

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    Uhm.... also as a general PvP etiquette question, is it taboo to utilize the NPCs in the zone to your advantage? I started a fight near a group of Longbow and the person seemed very upset about it.

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    I can answer this part though.

    It depends on which way you look at it. One view is the "Anything goes" mentality, if you utilize the NPCs to help neutralize your opponent that is an option and you can do so.

    Another way of looking at it, is that you're considered a "noob" because you had to rely on NPCs to do some of your dirty work and you're not a "true" pvper or don't have real "skill".

    Personally, give how overpowered the longbow NPCs and the heavies are in PvP, I'd considered a little bit of a dick move but on the flip side, if I see someone purposely trying to bait me into fighting them by the NPCs I'm gonna keep my distance. Just because of how blatantly overpowered they are. If they don't wanna come away from the NPCs to fight me, then whatever, their loss. Some people however will raise all kind of hell because they just can't seem to stay away from the NPCs.

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    I can see both sides as well, though if the build I'm playing is susceptible to the "2-hits I'm dead" scenario I'm all for using NPCs.

    I've watched plenty of villians still attack despite NPCs because it is a challenge to see if they can still eliminate their target despite the odds.

    Seriously though, anyone who decries one particular tactic over another is just making noise and ranting, it's all fair in zone PvP. I may rant about being AS'd by 3 Stalkers at the same time, or about base campers, but it's all part of the game. We each blow off steam in different ways, and if I can cause a few villians difficulties by standing amongst NPCs, well that's just a way of paying them back for the advantage they have over me.

    Just enjoy the action and if you get too frustrated go back to PvE for a while. PvP should be fun for you, if it's not, try to make it fun by finding ways to make the villians work harder for the inevitable kill. Standing among the NPCs is one way to do that!
  17. There is an issue with using the buton in the Forum header to switch between skins. While on the CoH forums and I click the button I'm booted back to the City of Heroes website.
  18. First, I'll start off with the basic disclaimer that this is my personal experience. And second, any build can be defeated at any given time if faced by a more experienced and/or build which knows how to defeat the first build.

    All that said, MMs are PvP neutral, they aren't PvP Gods because they have very specific flaws that make them defeatable. But they aren't PvP losers either because if well played they can take down multiple opponents without much sweat.

    I have a 50 Bots/Traps which is tough as nails solo attacked and even when surrounded by 2-3 heroes who don't know how to handle a MM. He's a defensive build relying on bodyguard mode to stay alive and the debuffs of traps to debilitate the opposition. I've zone and arena'd him and done well, so they definitely work for PvP.

    As a MM I know my weaknesses and do all I can to protect myself from them. If you plan on PvPing a MM here is the list of things to know.

    1. BG mode is only as good as your distance to your pet minions, so if you get tp'd a distance from them you better be ready to either run, stun, or fight until your pets can reach you. And know when you can slip out of BG to finish off the last opponent before reinforcements can return.

    2. Damage is damage, even in BG mode you'll take damage so avoid the AoE effects on you and your minions.

    3. Know when and how to retreat, like other builds, sometimes the best move is to move. Know how to protect yourself in moving and use terrain.

    4. Don't expect to survive all the time, it's PvP, just enjoy watching your opponents having to deal with your minions.

    5. One final thing, respawn your minions, alot of MMs forget to replace their pets to keep up their strength, just be prepared to deal with the endurance drain respawning puts on you.

    MMs are fun in all modes of PvP, just know how to play them.
  19. The patch was to fix all the heroside problems with PvP, however some stalkers got into the system and hacked it to pieces.
  20. We need to have Brutes/Tanks without holds in PvP... The job of a Brute/Tank is not holding opponents, that's the job of Def/Cont/Corr/Doms... Brutes/Tanks have no business having holds from single hit attack powers.
  21. MA will never do more damage in that fight because of the resistance issues in PvP.

    I'm responding from first hand experience.

    My 50 MA/SR slotted all to heck can crit NPCs on a regular basis in zones, but when facing vils or heroes, due to the way sets are built to resist smashing damage, MA hits only the squishiest of builds. And even when I do hit, the chance of the hit being critical is far less than comparable scrappers with lethal damage. And who hasn't see the overpowered damage of any power with lethal damage.

    In all seriousness I think at least a change in smashing resistance is necessar as this is a change that the devs have not considered at all. Because all MA powers do ONLY smashing damage this is the fault of the devs in creating the set and failing to carry it's effectiveness into PvP zones.
  22. Biggest change:

    Revisit and change resistances to Lethal & Smashing damage to bring them into balance.

    Too many builds are highly resistant to Smashing damage compared to Lethal damage, and I would say that Lethal damage is overpowered(resulting in it getting a higher critical hit percentage than Smashing dmage builds.)

    For example, in a matchup of 2 scrappers, an MA/SR versus a Claws/SR both with SR powers exactly the same, the MA will normally lose because he will land fewer critical hits (as well as landing fewer hits overall due to smashing resistance), and take higher damage when hit. The Claws/SR will take less damage yet land far more hits with more critical hits landing.

    I see this effect alot in Sirens, probably the most active PvP zone across the servers.

    Either an increase in Lethal resistance or a reduction in Lethal damage potential would also have the effect of reducing the overall stalker over-poweredness.
  23. [ QUOTE ]
    So...may I ask what people have thought of the Patron Pools?

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    I'm opting for Scirocco's Mu Mastery for the energy drain effects and attacks. Will try to remember to report back.

    This guide is chock full of good information which I intend to use, and may look seriously into the Air Sup. and Med pool as I do PvP some. EM/EA is not the most uber PvP build since a hit & run approach is most effective, but I think using Air Sup. will allow some mitigation of the running that some of my opponents tend to use in their own hit & run strategies.

    On the movement side of things, I've opted for SS & SJ for the sheer speed and agility for traveling in any zone. Though Teleport is faster by the number, SJ gives you the nimbleness through the zones and SS the speed on the flat stretches. In PvP, the SS/SJ combination makes me harder to attack consistently as well as giving me the nimbleness to run from one sided fights where 2-4 heroes try to pursue.

    If you do PvP, Power Shield and Energy Protection are excellent for battling Peacebringers and Warshades and those with Dark powers, leaving them scratching their heads as to why they can barely scratch you! Remember though, that anyone with Aim/BU type powers is going to lay a serious hurting on you so be ready with Aid Self/Greens.
  24. Ciera

    "Moral Combat"

    They took license with reference to using the flight sims, as the media has reported on their training at the flight camps.

    As far as CoX is concerned, the basis for inclusion in my opinion is based on what is popular in the day. Probably someone who was involved in the production plays or knows someone who does and so it was included. As far as it's overall 'effect' I would say it goes along the lines of being included in the many games who's central 'gain structure' is around perpertrating injury/death, albeit CoX is no where near the FPSes.

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    I agree with some of what they are saying, but cox does not at all fit into their decriptions. I understand the little mike tv's playing gta and being rewarded to kill cops, but with the flight simulators, apparently they didn't remember that terrorists were and probably still are going to american flight schools.

    [/ QUOTE ]
  25. Ciera

    "Moral Combat"

    Watching the trailer and then just skimming the responses in the thread I'm going to narrow my comments.

    I think the inclusion of a head shot of Statesman was nonsensical in the trailer. I would have to see a full program broadcast to make any further commentary on that inclusion.

    As far as the whole 'Moral Kombat' issue, we humans are emotional beings, led to action or in-action by both inside self-morality and outside environmental pressure. By 'environmental pressure' I mean anything that directly or indirectly affects us, whether real or imagined.

    If an individual's self morality is weak, then outside pressures more influence their behavior and thought processes. They accept those outward pressures as more accurate than inward ones. This can lead to both positive and negative behavior depending on where that outward influence comes from.

    Can video games inspire people (not just children)? YES!
    Are video games evil? No, but some can inspire acceptance of behavior which is against the popular morality of the day.

    The measure of that effect is based on that inside moral strength of the individual. Some children are more impressionable than others, as are some adults.

    In my opinion, peers with strong inward moral compasses are what help to keep the less strong individuals from unacceptable behavior. And if people do not have those kind of peers, then we see behaviors deviate to the extremes.

    And this is a symptom of the modern era in which we live, where interpersonal communication with peers often comes with the caveat 'You can't tell me what's right or wrong'. In this age, morality is being less defined by religion and more by legal laws and statues which are broad based to allow for wide acceptance of differing backgrounds.

    And as well, the accepted morals of the day are shaped by the media a person is exposed to in their life. Any media, read, heard, seen, etc. All goes into the equation of what influences us. We can become outraged or desensitized, moved to action or in-action. The problem we modern age citizens face is in the many forms of media we are bombared with from myriad sources, both based on reality and fantasy.

    The US was founded on ideals that were broadcast by word of mouth, sung in songs, and written in pamphlets. Great orators have always held a power to influence people for good or evil. Now we face media in the form of games which come the minds of a few individuals.

    Sure video games are 'just' games. Yet their influence upon those who play them exists at some level.

    I personally don't like FPSes because their sole intent and purpose is about directly 'killing' other individuals and many popular FPSes relish being animatedly realistic in the brutality of the method of killing with the commesurate gore. Is that necessary? Nope, and you can turn off the blood in most of these games. Maybe this is one reason that CoX is more acceptable to me, it doesn't go after the blood and gore, but rather the defeat. I play characters who weild powers and weapons capable of great damage, yet I can avoid the brutality while savoring the defeat. And if my character is defeated he is still bodily intact and can instantly revive, so death in this universe is treated as a non-existent thing.

    As a player of CoX I have to suspend any moral outrage at death and killing, and I willingly do this. Yet at some level it saddens me to think I derive some pleasure and distraction from real life through hurting others, albeit ficticious animated beings. Perhaps it is because our daily lives are filled with more mundane tasks that we seek outlets like this, or maybe because it is just one avenue of activity we can choose out of thousands.

    Whatever the reason video games are popular, we must realize we have a duty to our peers and ourselves to recognize the level of effect they may have on us, and to put them in the proper perspective of being only 'games' and not allowing them to have a delitorious effect of any kind. And as kind friends, lets not be afraid of giving the word of caution to those who allow games to become their lives instead of just a facet of momentary distraction.