ConFlict

Legend
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  1. Quote:
    Originally Posted by OneAboveAll View Post
    here goes the nerf herding...but seriously you dont need any other power in earth if all you need to finish off the guy is double stacked proc'd PR and proc'd tf.

    should all be the same time...but it hasnt been the same time for A LONG time.


    I am a well known nerf herder.
  2. glad to hear dr doesn't effect you. seriously though we should load these all up and test them because they should all be the same time. Then we can add it to the bug list and never have it touched.


    Even the 2 seconds extra listed in cod isn't going to be that huge once pb, dom and slotting come in. And the rest of earth really is horrible.



    more edit: and wormhole has better range.
  3. If you are just looking for fun then you probably aren't posting here. And the reason we always see the same builds(and we don't FYI) is because people gravitate to the best sets so they can do the best.
  4. Quote:
    Originally Posted by Musey View Post
    Break Frees actually help. Either way you would rather go with fire/grav nrg. Fire is probably the best for duels and grav is probably the best for zones. Fire wins hands down in teams.


    Agree with this 100%
  5. That five targets is referring to the taunt effect it applies not the damage.
  6. ConFlict

    PvP Tutorial?

    Quote:
    Originally Posted by Supermax View Post
    That's a pretty skinny whale.

    A symptom of drinking to much.
  7. ConFlict

    Pvp questions!

    Quote:
    Originally Posted by Empathika View Post
    WP can be beast, just work in Aid self and max yer HP


    And it would still be worse than elec ss. By a lot.
  8. Quote:
    Tough and Resilience are a must,


    .....
  9. Quote:
    Originally Posted by PBaRmy View Post
    ok maybe i wasnt clear...I Dont want to make it for zone, its only for duels....i dont use phase shift or web grenade. i said it was a bad toon for zones. its built to drain end and and drop toggles on Duels only. if anyone knows anything about this type of pvp toon, id like suggestions on the build not how to make it for zone pvp

    Make it into a psi blaster or therm corr?


    Seriously though, brute damage can be pretty bad. Factor in you have no real -rec to stop them from recovering end. And I am sure you are a pro and all, but duelers use phase all the time. Even on melee toons. The only people you will beat are other melees who have the dreaded fight clubitits. If thats your cup of tea you don't really need help with the build. You can beat 99% of them just by having enough brain cells functioning to count to three.


    I will say the ones I have seen that do what you seem to be looking for have gw for a patron. I am going to guess its for dn to stop aid self but I am not sure.


    Good luck to you whatever the case may be.
  10. switch his ice for rad and you have the top three.
  11. Quote:
    Originally Posted by OneAboveAll View Post
    s.
    5. the only thing that would suck is picking fire and grav over earth.


    k.
  12. You don't lose rep for getting defeated. And tbh if you are freedom you should be able to get the badge fairly easily by just teaming in rv a few days.
  13. You can get the same stun from fire and grav and have sets that don't suck.
  14. Compare the numbers to scrapper not tanks. Because thats who they have the same numbers as. The caps are the same as tanks. But you will need external buffs to reach those levels in some cases.
  15. Lift on doms hits like a truck. You can take the immobile if you want but its not really needed.
  16. Quote:
    Originally Posted by Arctic Soul View Post
    That's a fairly nice build.
    My Grav/Rad is by far my favorite toon.
    I still only play my Grav/Rad even though I have a few others, I also pvp my Grav/ Rad and do pretty good. I team up with some scrappers that just refuse to believe they would ever get a kill in RV. While my life bar is rather small like 1083 I use a fire shield and tough and weave to help with my squishiness. Packed with insp and experience I’m ready. I obtained my disruptor badge a few weeks ago which means I reached a pvp rep of 400. That doesn’t mean I made 400 kills. Probably a lot more actually. It works on a time table and it’s something like kills per a time table that’s ticking even when you’re not playing. So my rep is lessoning when I don’t play and kill, but I keep the badge right.

    In RV the last hit gets credit for the kill so I’m sure this has added to me being able to earn most of my rep. You also get divided rep points when you are teamed up and someone kills. Oddly enough I can take on the brutes, some masterminds and corrupters but the ones that I just cant seem to even begin to touch are the dominators, unless I have help. I have my three favorite Rad powers, Radiation Infection / Enervating Field / Lingering Radiation / I’m not sure what they do but man, they work. Just kidding. They run, most of the peeps in pvp run when I toggle them with all three. And they should. I tested these powers to find what seems to be lowering there defenses to well over 60% making it much easier for me and other heroes to take them out. Of course I did the costume settings up so you can see these three different smoke colors spewing out of the target, basically advertising to other players to attack this guy quick. Slow is in there too so that helps catch them. These toggles will stay on them for what seems to be the limit of target distance, another words when you can no longer see them in the target frame; you lose your toggle lock. It’s a good way to bring those villains that have a 3 to 4 times larger life bar then mine down to size so I can fight him fairly. The radiation toggles can cost you a lot of endurance so I recommend either a set with good end or two end IO’s or three HO’s that have End in addition to another applicable category.

    One of the things that I noticed in the first couple of weeks of playing COH is the slotting option. My girlfriend at the time was just getting into MIDS and even at that I noticed something she totally overlooked. Of course we all know we don't get 6 slots in every power, so that immediately caused a problem in my mind. Speaking strictly level 50, I have my Grav/Rad troller slotted with about 30 HO's.
    I can't believe how many people overlook this important little option. This is all a numbers game, getting the max out of your limited slots. With sets there always seems to be a compromise. There might be a better set type that works better with the rest of the way you have slotted but the fact is if you can slot 3 HO's in that power, you certainly would be a fool not to. The other thing is that the standard two rule with IO's changes to three with HO's. Unlike IO’s where 42.4% times 2 yeilds like 83% and that’s as far as you want to go because another one would be a waste and a severely decreased amount due to the 100% cap.

    Ho's usually cover you 33.3% in two sections like Dmg and Acc so you would get 66% total out of one slot. Find an IO that does that. More importantly using three pays off unlike an IO. Any more then 2 generic IO's turns out to be a waste where as three HO's works fine.

    Heres a sample of the difference.
    IO's percantages with each slot using heal IO's versus heal / end HO's in radiant aura. The base appears to be 117.8% unslotted.

    Slotting 42.4% IO's
    42.4% / 83.32% / 90.08% / 105.44% / Heal only
    Slotting 33.3% Heal & 33.3% End reduction HO’s
    33.3% / 66.6% / 94.93% / 99.98% / Heal
    33.3% / 66.6% / 94.93% / 99.98% / End reduction

    The way I see it is using 4 is a waste because you only get 5% times two in that one slot. It makes more sense to use that other slot for 42.4% somewhere else.
    Since 100% is max, you yeild 95% improvement with 3 HO's. More then 3 HO’s would place you over 100% which is a waste. It drops off so much that it’s not worth it. You have to also consider that your getting Endurance included with these three slots as well.
    Three HO's would add up to 33.3 x 3 or 99.9% above base heal and 99.9% from End base, but it only yields 95% in both.

    The big loss after two IO’s is also where I learned that an endurance modification set of 6 did nothing for me like 2 IO’s and using the other four slots for End reduction in the most frequently used and highest End sucking powers.

    In my opinion its much better to save three slots to only lose a total of 10% and bonuses. I'm not fond of the skimpy 1,2,3,5,or even 7% bonuses that are offered from sets. If a set of three could ever yield more then 190% grand total then you need to look at it. If you feel there is something that your toon is lacking and just has to have from offered bonuses, you might also want to consider the fact that you now how three more slots open to do it with.

    Hamidon HO's come in many packages available at level 50 and up.
    At the time I'm writing this, they are costly at Wentworths, but the prices can vary from time to time. I have found them costing from 110 thousand to 200 mill each, of course depending on what they are. On the average around 20 to 30 mill. Some HO's cover several things at different percentages. Like you might have one that offers 33.3% in ACC and 33.3% in defense and 20% in tohit debuff. Some can cover many areas like mez that covers about 7 or more areas and offering 33.3% across all of those categories. Understanding what to use is the key to benefiting the most from their use.

    If a HO covers say 33% in Dmg and 33% in Acc, any power that utilizes Acc will allow you to slot it, but you wouldn't get Dmg out of a power that doesn't have Dmg. So you wasted the HO and only get the 33% Acc benefit. Make sure you benefit from at least 2 or more of the things that the HO covers otherwise its a waste.

    While 3 Ho’s may not cover everything that a set would, I have also found that slotting the other 1,2 or 3 slots with either needed IO’s or sets still yields a better power. I will admit though that there is always something that just ends up with no improvement like (range or recharge, only because that’s what I chose) reduction that might have had a slight improvement with a set. But math wise the large difference from using the HO’s still outweighs that small cost. In addition to the free slots. Planning this out, I would consider what all the weak areas are, and which powers simply can’t use HO’s. Then the cost of the HO’s Some might argue the trade off but as an example I used HO’s which saved me a lot of slots and in turn allowed me to add another slot in Hasten which significantly speeded up my recharge time for all powers. It seems that with my toon I’m getting about a 30% increase in the majority of my powers by using them wherever I can.


    /em bows
  17. Totally off topic, but they really need acco booster packs. They could have so much more of my money.
  18. That the badgers find out there is unusable pvp content before we do. And not only that they get told specifically that it will be brought up internally.


    http://boards.cityofheroes.com/showthread.php?t=220004
  19. On a dom lift, gd, wormhole and sing are the must haves. D shift is almost a must to but really comes down to if you can leverage it or not. It is most definitely not a power for everyone. And its also not effective as it once was. Also mezzes don't stack in new pvp.
  20. Quote:
    Originally Posted by Commando View Post
    But still playing to win or playing not-to-die and draw?



    Against an elec blast toon with no other sapping to it you easily get 2 zerg rush attempts on them. Also playing to win is one thing, playing like an idiot and letting someone get an easy victory. Even against true sappers you get a minimum of one attempt at a kill.
  21. you need a ton more kb protection. Don't use a micro in hurdle. get superspeed. Howling twilight is a must imo as well.
  22. It would be easier for them to give free transfer tokens every few months than to put the money into making this happen.
  23. Because of the ios work in fluffy I recommend slotting s/hos. 2 lysos and 2 membranes are nice, a golgi if you have an extra slot.



    Basically ios only enhance that ascpect of it. The acc from gw acc/rech only effects the hold it throws as an example.
  24. ConFlict

    New to Pvp

    Very, just know you will draw all kinds of hate.