Dahjee

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  1. Personally I think the PvP community dropped the ball on PvP. The rules of the game changed... as they always do, but no one "got it." Many people still don't get it.... so they simply blame the developers... and/or just go with whatever cookie cutter build they hear or see doing the most damage I guess.

    PvP 2.0 is not a perfect system, but it's not a completely flawed system either.

    Instead of realizing that support toons and buffers needed to be stacked, people just quit playing them cause their single contribution alone helped only a few a little more than none. Of course some went on to burn a few respecs and spend a billion or two on their Damage dealer... just to get the an extra 8-10% defense/resist that a shield support toon could offer.... Or several hundred million on those -teleport and -repel IOs that a "useless" Kin could offer for a whole team. <--- Just a couple examples.

    Instead of looking into and mastering mitigation and control techniques other than mez.... Techniques that still made the control class the best in PvP control and mtitigation, people just figured that control was dead in PvP. It's much easier to do so I guess.

    Instead of realizing that the combination of certain sets would create "anti-Spiking" teams that required almost no healing whatsoever, people just griped about Heal decay etc... and also figured it's simply better to spike than to have to think of ways to prevent it from happening to teammates. [/sarcasm] I mean what other than a H3alOr can help a toon/team survive in PvP?? [/end sarcasm]

    Most assumed that making PvP easier for newbie PvPers was all about numbers (+this, -this, diminish this other)... when it's possible it was more about making sure AT roles were needed and could be played similar to how they are played in PvE. This was realized actually, but unfortuantely it caused many to just start playing classes designed for damage dealing and DPS. Such a thing is not the fault of the folks who made the changes... that's just what the PvP commuinty flocked to.


    From what I can see it boils down to this: PvP is what it is because of the folks that play it. The Devs don't create FoTM builds and they didn't make PvP all about damage. This widely veiwed misconception is the result of PvPers either not being able to or not wanting to be depentdant on others to survive and/or defeat another. Sometimes I have to LOL in zones at the way people play their toons cause I briefly imagine what a PvE mission would look like if everyone just SS/SJ'ed off to kill mobs with no regard for each other... If everyone slotted and built their toons for damage and offense only... regardless of the AT and it's designed role on teams.

    PvP 2.0 sucks for so so many.... because they've continued to play I12 PvP

    If that ain't the truth then please show me all the post I13 Guides written by the hardcore and uber PvPers about PvP 2.0....? Um, yeah... no one even tried. I think the example set by too many of the most prominent PvPers post I13 is what runined the current PvP experience. (Well that, and all the griping that was done before I13... you know, all the complaints people now forget about... the ones that lead to the changes?)

    When we, the PvP community decide to start creating FoTM TEAM make-ups, and stop focusing on FoTM AT combos... PvP will find it's flair again.

    I still enjoy PvP regardless. BTW yeah, I've been playing since PvP was introduced to the game.
  2. I have a Rad/Traps that usesTtime Bomb often enough. It's even 6 slotted. It's seen a lot of different slotting... atm it's got 6/6 Kinetic Crash I think...

    I picked up a stealth IO and I also took stealth, invis, and Phase Shift. Of course the stealth + stealth IO made for laying timebomb at the start of a fight quite easy, but without laying any other traps or debuffing the enemy first, it wasn't worth it damage wise.

    When I picked up Phase shift, Time bomb began to shine a bit brighter. I could aggro mobs with acid, seekers, attacks etc... phase and get a 30 sec timeout to lay Trip mine, Time bomb, trip mine, and usually another PGT or seekers. Nothing would be affected as I stood in PS... mobs would get in closer... Aim + PS toggled off... Boom Boom Boom! Scourge the rest.

    I still occasionally use time bomb as an opener or pulling method, but somehow the timing of phase shift + the nophase effect is right there with my Time bomb so I call a mid combat "time-out" to nuke whatever is still standing every time the powers are available. Sure It may seem a waste to take 3 powers from the stealth pool just for Time Bomb, but I think a /Traps Corr benefits from Phase Shift for many more reasons that just its ability to make Time Bomb easier to use in combat. 8 more reasons to be exact!
  3. Dahjee

    pvp on Virtue

    Quote:
    Originally Posted by Mouserio View Post
    hey everybody! i play on victory atm with my fm/regen and ma/da scrapper and i don't really like any of the main pvpers on there (l33t and ignorant people who cannot take losing), so my question is, what's pvp like on virtue?

    i'm considering transferring to virtue as i was told that theres usually a crowd of 3-10 people always in RV (don't like the other pvp zones) and that most of them are friendly and not immature teenagers or dumb idiots lol. anyway, if the 3-10 number is true, then great! i don't like overcrowded zones and usually do fightclub duels anyway!

    also, are most of the pvpers on Virtue just new players experimenting or is there some decent main pvpers? as if i was to move to Virtue, i would enjoy having duels with other experienced and tough pvpers. like, is there anyone i could contact? preferably powerful scrappers/stalkers/brute/tankers (enjoy fiteklub duels),but any AT will do. i'm just looking for a challenge and some fun!

    so, anyway, if anyone can awnser these questions, i'd definately appreciate it!
    It's not bad... I've enjoyed PvP there since it was introduced. It's true that many of the seasoned players have either left or transferred to Freedum, but there's still several people left that know what they're doing... I gave in about 2 weeks ago, and put a couple of my PvP toons there... It's a lot busier but I still think I'd prefer Virtue.

    As you were told there's usually a half a dozen or so in RV ( sometimes lots more, sometimes a little less) and if the zone PvP gets slow, many are happy to 1 v 1 to kill time. The maturity level of the players is quite noticable compared to Freedum. From time to time you may get idiots and trolls on broadcast after their ego has been bruised, but those guys usually just hate to die and eventually go back to their precious controlled arena where they can be a Good PvPers again, lol.
  4. Dahjee

    Pvp recipes

    Quote:
    Originally Posted by Sardan View Post
    They either should increase the drop rate or make recipes purchasable by using PvP Rep points. Then there'd be a literal payoff for getting high rep. Yes, I'm aware that rep can be farmed, but since it can't be farmed in Arena, hopefully it wouldn't be a big problem. And whatever problem was there would be offset by the substantial benefit of adding a real inducement for PvPers.

    I say both!

    Hey maybe not from Rep points alone, but they could introduce some sort of PvP merit system... One that could reward PvP merit based on the gaining or sustaining of certain Rep levels or milestones. For example: 2 merits per x hrs for staying above 100, and a one time merit reward of 50 for attaining a 100 rep which changes to... 4 merits per x hrs for 200, and a one time merit reward of 100 for attaining a 200 rep. Or they could reverse it so that lower rep players gain a larger "one time" merit reward to get stronger, and higher rep players gain less because of less need?

    They could even allow for such merits to be rewarded for PvP that isn't solely dependant on Defeating other player.... maybe even from some of the Zone event stuff?

    Very cool to think about. I agree that Rep in PvP should yield some reward but perhaps nothing that only promotes rep farming.... besides the badge. I think many could live with the drop rate there was some other way to attain the IOs. It would give the players that spend most of their time PvPing a slight edge because they're there earning merits to also buy the rare IOs... but it would also give newbie PvPers incentive to stick around and get better. Tack on a badge for merit gain and PvP gets a bright new shiny incentive.
  5. Dahjee

    AR/?

    I took AR/Rad to 50 and it was an absolute blast. Rad Debuffs + Choking Cloud + Ignite = Mobs that melt like warm butter.
  6. Quote:
    Originally Posted by MinMin View Post
    Simply put, a situational power that is too narrow is indeed bad. Look at the old Temperature Protection in Fiery Aura for instance.
    I respectfully disagree. I'm not making the arguement of Dimension shift being"better than this other level 12 power," or even more "useful." (As if such a thing can be measured?) I simply wish to point out valid arguements as to why the power's effects and purpose require no changes... or perhaps why no changes have been made "cottage" wise in over 5 years? I don't think powers should be changed just because people don't want to deal with the effects. It was pointed out that every other set offers what Grav/ is said to lack, so why change it to be like the other sets? Leave it to the folks that made it work as is. If a power's best usage and quite obvious purpose is found only in rare circimstances... why in the world would you not want to have it for those times? Skippable, perhaps. I wouldn't call it a bad power.

    If this rare situation occurs only on the brink of a team wipe, and D-shift is effectively used to prevent debt... then what does one say about powers that are only effective after someone has fallen. Self Rezzes, ally rezzes, vengence, buffs and debuffs that benefit from a fallen allly? Are these bad powers? Are powers that we use to recover from debt/death more useful than powers used to prevent debt/death?

    BTW I'm not familiar with Fiery Aura, nor any changes that it may have suffered/benefited from.

    I have attempted to make no arguement that says D-Shift is some terrific power that is better than all or any. It is indeed best used as an "oh crap" button on large teams in PvE... I personally feel it is the best "oh crap" power out there in terms of crowd control, but that's just my opinion. I wouldn't be upset if it got a buff, but I haven't been convinced it needs one. Perhaps it is because in-game, my experiences have included times that I have faceplanted next to Grav/doms who complained about gravity's lack of early AoE control while also choosing to skip dimension shift, and here on the forums, those who often speak on changing the power rarely share comments that speak of using D-Shift to prevent a team or teammate from dying, or saving a mission because agrro was preventing the glowie from being clicked and the timer was at <10 seconds. (true story)

    I don't beleive usefulness has been reduced to a simple definition of "Will it kill them faster?" When **** happens, it usually finds it way to the fan. When those times happen, the definition of usefulness changes.

    PS. This was not a direct reply to you MinMin, but a general reply and perhaps an exit out this thread. I'd be happy to share my thoughts on D-shift's usefulness and best uses in PvP, solo, and small teams DC... but I' think I'll save them for genuine questions and threads concerning the matter.
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    ... To convince me otherwise, you'd have to show me something useful that Grav can do at that level and the other sets can't - or at least point to something that Grav gets later that makes this early deficit worthwhile.

    I can try to convince you by pointing out that at level 12, a Grav/ dom with D-shift slotted with just one intangible enhancement can take multiple bosses comlpletly out of a fight for 30 seconds... It's a fixed duration sure, but it's a longer base than any other AoE mez. (I'm almost certain someone will try to convince me that 8 man teams of level 12-16 players never have "oh crap" moments)

    Gravity gets a pet that holds, immobilizes, repels, and lifts to make up for it's lack of AoE soft control. Singularity makes it worthwhile.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    ... What is the utility of Dimension Shift that balances the utility of these other powers?

    I think the balance you are looking to find is quite plain: Mag-enhanceable, set duration, and No resist/protection from the effect. Simply put, it's consistent and reliable in a way other powers offered at that level are not. It's use is not required as much, but when the power is needed... it rarely if ever fails to do what you needed it to do... regardless of your opponent type, and regardless of your teammates actions after using it. This IMO begs for better education and practice in using it. A situational power is not a bad power. It's a power that requires more thought than non-situational powers simply because one must know what situations to use it for and one must be able to recognize when those situations occur.

    If someone remains whiffing at a shifted foe(s)... it probably wasn't used right.

    If a teammate is waiting for the effect to wear off more than about 5 secs ... it probably wasn't used right.

    If a team bind wasn't attached and spammed at the beginning and/or end of it's duration... it probably wasn't used right

    If the situation it's casts in doesn't require AT LEAST 30 seconds... it probably wasn't used right.

    If teammates remain enegaged and have to try to distinguish which foes are shifted from those that are not... it probably wasn't used right.

    The truth is, that the type of teams and teammates that would never run into situations that truly do require the use of D-Shift... are the same teams and teammates that could also make due without soft control. The teams and teammates that would run to situations that require the use of D-shift are the teams and teammates that will probably require it's use more than a couple times.
  8. Quote:
    Originally Posted by DarkCurrent View Post
    I'm not going to debate your points because to a degree you're right, but I do think you should consider these counters:

    PvP
    All controls are auto-effect now, are they not, so any of them will do the job of dim shift as far as buying you a brief respite. However, even if a phase is a 'better' option its duration isn't any better than your other controls (they're all 4 sec now aren't they?) and in fact the duration of phase cannot be increased by any buff to my knowledge. Last, all attacking causes movement suppression, so even if you hit with DS you're still going to be suppressed for as long as your foe is phased. What does that really gain you that any other control wouldn't? Meanwhile, none of your teammates or faction can hit your target (like that hungry stalker who pounces on what looks like an easy meal).

    Small Teams
    I'm not really sure how Dim Shift benefits small teams more than large teams that are steamrolling. If you're suggesting it'd be superior than other controls that you would replace it with (fear, sleep, confuse, stun, hold), I really don't see how. How is having your foes suddenly be untouchable better to them falling asleep, becoming afraid, getting confused, being stunned or held? Sure they can't hit you, but how long does it take your team of 3-4 to realize they're wasting endurance? Or are you expecting them to read your clever popup message that says "$target and friends have been phase shifted. Do not attack for 30 seconds". Again, how is that better/easier on a small team than just sleeping, confusing, holding, stunning, fearing the targets?


    Soloing
    How is a phase better than a sleep (or any other control) for soloing? If I sleep an entire spawn, I can MORE easily survive, kill them, skip them, or whatever than if they were phased. I don't have to wait 30 seconds to do anything to them if I don't want to. I can shoot em, apply another control, run past them, run away from them, or whatever I want. Meanwhile, phased targets still attack, and you can still attack them... just nobody hits anyone. It's a pita to figure out what the heck's going on.

    Again, I'm not saying you're wrong and that DS can't be used in the scenarios you provided. But I am saying that if I replaced the phase even with something as weak as a mass sleep, I could get the same or better effect.

    I don't see it as a better effect. I see it as a different effect. You don't come across many AoE control powers that allow you to increase the Mag. There's only one. AFAIK there is no such thing as phase/intangible resist either.

    In PvP the fixed duration and absence of intang resists means that D-shift will offer reliable control for a solid 4 seconds against other players, bosses, EBs, and AVs in one application. You cannot replace "D-shift" in that sentence with any other power in the game. IMO it is best used on people you want out of the fight, so that your team can defeat their target. (The Emp/, the Spine/ scrapper that's locked onto your support, the Blaster that just popped Aim/BU above you, etc...)

    As far as small teaming and soloing goes, you are right to a certain extent. Again however I think you are using the term "better" when I've never tried to make a case of D-shift being better than but different than, and very effective in doing what it is designed to do. Part of the beauty and fun of this game is that there are many, many ways to go about acheiveing the same goal. The simple fact that you cannot defeat a foe that has been affected by D-shift tells us that it's purpose is to stop the fght, not speed it up. Sleeps are similar in that their effect is void if you continue to attack. So, there you have it... same basic purpose built into the design both powers... sleeps can be broken, D-shift cannot. This doesn't make a sleep effect better imo. I prefer to use my "oh snap lemme save everyone from dying" power responsibly and know that it will work, rather than to use my "oh snap lemme save everyone from dying" power and then have to depend on my teammates to make it work. (by not attacking)
  9. Quote:
    Originally Posted by SpittingTrashcan View Post
    Because by that level, every other Dom set does have soft AoE control available at least every other fight.

    Earth: Salt Crystals, Stalagmites
    Fire: Flashfire
    Ice: Ice Slick
    Mind: Mass Hypnosis
    Plant: Spore Burst, Seeds of Confusion

    So yes, Grav has a deficit in AoE soft control which isn't resolved until 26 with Wormhole - and depending on your opinion of the power, not even then.
    So you're stating that out of 6 control sets, only one offers something different than the the norm... you're saying that because it's not like the other sets... we should try to play it like other sets play and expect the same results?

    I do no think this was an "Ooops!" moment in which the devs just forgot to add AoE soft control to Gravity/. I think it's a mistake to approach the use of D-Shift in the same way you would any of the soft control AoEs you mentioned. When I want those types of controls... I roll the sets that have them in it.
  10. From what I've read so far...

    It appears as though for soloing, small teams, and PvP, D-shift as is... is fine. However, large teams that do nothing but steamroll mob after mob with little to no downtime... the power somehow becomes a sucky power? I would argue that many, many powers become useless on such teams without being considered a sucky power.

    It seems to me that the power, even on large teams still offers some of the best insurance against team wipes... Many of the complaints I see point to misuse of D-shift on large teams and/or lack of communication by the caster. Most of the suggestions I see to "fix" the power would only encourage this misuse.

    It isn't designed to be soft control offered every fight.... why do we try to force it to be?
  11. [ QUOTE ]
    [ QUOTE ]
    Pointless? Why? An entire support class is destroyed because so many only appreciate 1 to 2 aspects of that class?

    Because the percentages aren't what they were before I13 right? Because squishies should benefit from the maximum (PvE) percentages on top of the 40% resist they already get? Do you really beleive that there is a support toon that is "solely" based on only one type of buff? I think many of us haven't stepped far enough away from I12 to look at I13 PvP from a differnt angle.

    I get it. Really I do. We want support toons to be able to turn us into PvP gods and godesses again... and we shouldn't have to stay near that support toon to get the maximum benefit. We feel one buffer's contribution to a team should completely turn the tide and allow us to act foolish, wreckless and be 100% offensive with no worries about getting hit and/or hurt. Buffers and support shouldn't have to *think* about who to buff... who *needs* the shileds more, whether it's the right time to heal, or who isn't at the cap. No... it should just be spammable support powers than offer the ability to put them on auto and win. No, sorry that ship has sailed guys. It's not the end... it's the beginning.

    DR does not affect everyone the same. It causes a reduced ammount of buff for the toons that already have enough of that particular buff. Another way of saying this is DR will allow support toons to provide the most def and res to those who lack them the most. For those builds that require def and res the least, well those toons may have to look at, appreciate, and take advantage of other contributions offered by these support toons. This isn't that hard to adjust to.

    [/ QUOTE ]
    I cannot read this and honestly believe that you have PvP'd.

    What. The. [censored].

    People complained because "Waaaaah the other team's Sonics and Therms are giving +res and we can't do enough damage!" So everyone said "Hey! Let's give all the squishies free resists, so that Sonic and Therm shields are worthless! That'll teach 'em!"

    [/ QUOTE ]

    lol. No, seriously I DO PvP. At this point I pretty much spend 85% of my time in PvP zones, and the rest in PvE. I rotate between well over a dozen or so heroes and villians (some built better than others) and probably two-thirds are either defenders, trollers, doms, MMs, or corrs.

    I guess the problem is that I do not sit down, grab a pen and paper, pull out Mids and pop up my combat attribute window, make a chart to comapare what my PvE numbers are compared to PvP numbers, and decide whether or not I had fun and found success without ever actually fighting anyone or actually supportting my team...

    Although it doesn't happen often, some of the most dynamic and fun fights I've had since I13 have been those that consisited of 4-5 defenders and trollers versus teams that had several corr and MMs on them.

    From my observations, support toons have the hardest time because the FoTM toons that are built for "Damage, damage, and more Damage" could care less about thier supportive teammates. Many happily accept buffs that will +ACC +DaM +Rech. They fly/SS/SJ off to get kills... That is often what their AT is designed for. That great damage however is often never enough surprisingly to stop that defender from being spiked and killed repeatedly.There is a lack of support for support toons. I13 din't do that... we did. I13 simply changed the rules. Some think in a way that says "My heals are rendered useless after 2 or more!?" I think of it as " Oops, I rendered my heals useless by spamming it 3 or more times within 8 secs" or whatever... Are spammed heals and high resists the ONLY thing that can stop a teammate from being spiked? No indeed.... if you think yes, then you're not trying hard enough imo.

    The percentages we now get from buffs follow the same trend we've seen since ED and IO sets and bonuses were introduced... No. I do not see a huge difference in getting 2% resist from another teammate versus 2% froma higher level IO, or a unique or whatever... It's the same damn number... meaning more than I had before. Any arguement that attempts to say adding 1-13% of anything is pointless is one that can and should be applied to IO'ed builds that stack small percentages up and up and up... but that's crazy talk, right?

    So someone will say that there's a huge difference because it's make my support toon's contribution pointless. How? Which set? By saying things like this are we implying that A) another class (damage, control, disruption) is supportting better? B) that such contribution offers nothing outside of DR affected buffs? or C) that it's just better to simply hop around and kill stuff as fast as possble, so there's no point in wasting time thinking about how best to support?

    I disagree that the support class is destroyed. I agree that they are in a terrible shape in zone PvP atm. I do not think the design of I13 PvP is the main reason they are in bad shape.

    Damage is overrated in PvP. The threat is causes is often only eliminated when you find yourself teamed with just a few good support toons determined to keep their team from dying. Otherwise, you just need to bring more damage to the table. People stop supporting in zones and we get to where we are now. Damage appears to be what PvP is all about because there isn't enough support out there to do anything about it, and those that are out there aren't being used or played to their fullest potential.
  12. Pointless? Why? An entire support class is destroyed because so many only appreciate 1 to 2 aspects of that class?

    Because the percentages aren't what they were before I13 right? Because squishies should benefit from the maximum (PvE) percentages on top of the 40% resist they already get? Do you really beleive that there is a support toon that is "solely" based on only one type of buff? I think many of us haven't stepped far enough away from I12 to look at I13 PvP from a differnt angle.

    I get it. Really I do. We want support toons to be able to turn us into PvP gods and godesses again... and we shouldn't have to stay near that support toon to get the maximum benefit. We feel one buffer's contribution to a team should completely turn the tide and allow us to act foolish, wreckless and be 100% offensive with no worries about getting hit and/or hurt. Buffers and support shouldn't have to *think* about who to buff... who *needs* the shileds more, whether it's the right time to heal, or who isn't at the cap. No... it should just be spammable support powers than offer the ability to put them on auto and win. No, sorry that ship has sailed guys. It's not the end... it's the beginning.

    DR does not affect everyone the same. It causes a reduced ammount of buff for the toons that already have enough of that particular buff. Another way of saying this is DR will allow support toons to provide the most def and res to those who lack them the most. For those builds that require def and res the least, well those toons may have to look at, appreciate, and take advantage of other contributions offered by these support toons. This isn't that hard to adjust to.
  13. I see. A percent here and there only matters when your getting it from spending fortunes on IOs, right? It seems one can argue that IOs and set bonuses are required for a good PvP build, and at the same time argue that percentages here and there that offer much of the same bonus mean nothing. Go figure.

    You can argue the meaningless-ness of different types of buffs easily if you leave out other effects found in each buff. I admit I just listed those combos out of my head. I didn't put in on paper to analyze what percent of resist and defense each would offer or add. This is where your focus seems to be, while mine was on the protection from end drain and slows, fear, confuse, the stacked debuffs and repel, the recharge boost and tp protection, stacked stealth, and so on.

    I find it quite odd that you speak of a zone PvP strategy so fixed:

    [ QUOTE ]
    ...buffer synergy used to be important in PvP - it's more effective to stack the same type of buff until you reach a cap, and then add other buffs, instead of trying to go for a mixture (in the case of pre-I13 PvP that usually meant stacking +res until you got to the cap, and then adding on a bit of +def, in terms of survivability).

    [/ QUOTE ]

    You think it's more effective to avoid a mixture of buffs in zone PvP... where the makeup of your opponents can and often do change dramatically in a very short time? Do you think that the fact it is no longer required of buffers to get you to capped def or res is a sign that they offer more than just def and res under the new post I13 system?

    You make it seem like every player that enters a PvP zone is fully IO'ed out with each +HP accolade and enough set bonuses to cover any gaps in their build regardless of who may be in the zone. You also make it seem that finding security and surviving in a tight group is somewhat counter productive in zone PvP... as if working as a team to defend is less fun than working as a team of soloists to attack. Actuallly, you make it seem quite clear that you make almost no distinction between arena and zone PvP in terms of your style of play. Support isn't always about making the kills... it's about making the kills easy for those who specialize in such a thing, and keeping the retalliation to a minimum.

    I base my opinion on my personal experience having PvPed in this game since they introduced it. I've been playing support toons since then as well. Your view, like mine is based on the same I'm sure. I have no desire to argue about the usefulness of an entire class (support) There are no facts to support usefulness in such a broad way. You may turn to numbers to prove a controlled theory of effectiveness, but I do not see how it applies outside of strictly controlled tests or perhaps even arena PvP.
  14. Not all support is the same for one.

    Each layer is rendered more ineffective when it's the same type of support no?

    Fire Shields + cold shields + sonic shields + FF bubbles would not = the same exact buffs nor would the combination of these buff go unnoticed.

    Frostwork +Sonic shields + Speed boost + IR and ID?

    Artic Fog + Steamy mist + Shadowfall... while standing in the AoE patches these sets offer?

    Examples could go on and on... not everything is about healing repeatedly. If we as a PvP community consider a set to be the "best" at supportting in PvP and just try to multiply that set several times, (see FoTM) we gimp ourselves in Zone PvP... we fail to look into potent combinations of support that will equal that which we thought was lost.
  15. Dahjee

    Grav/psi

    Perhaps I suppose... I admit I've never used Hibernate on my toons... I based my thoughts on my experience against those that use it. I guess it could be as effective as PS... unless of course theres a Grav/ hovering above with wormhole queued.
  16. Much of what you said make sense, and I can agree with some of the points you make. I can agree that zone pvp for the most part has reached an inevitable state of FoTM-ness, but I disagree that such a state is mainly the casue of I13 changes... I think it was a popular choice made by many PvPers cause it was the closest thing to what was being done before. Things could have gone another way I believe.

    If you ask me, even though support toons were reduced in effectiveness... their role requirement and need in zone PvP was increased... This I think is the part many missed. Not wanting to be dependant on support, many chose to roll toons that required support the least, and in doing so created a toon that is least likely to aid other teammates... which leaves that support toon out there to get farmed repatedly.... and course makes them want to switch/reroll to a toon that can hold its own without support as well.

    I believe the way the rules are set up in PvP atm encourage a mentality not far from the one we have in PvE. The AT descriptions seem to apply in PvP zones almost exactly as they do in PvE, and I don't think that's unfair. I find it unfortunate that so many refuse to acknowledge those descriptions. ( true story: I teamed with a Earth/Stormy, a Sonic/EM, and a TA/Archer not long ago. I was on an Ill/FFielder. The blaster would SS/SJ off to kill again and again... and would die each time. Myself and the other two supportting toons stood near one another and defeating everything that got near... after telling the blaster to gather a couple times he mocked us for offering no buffs and quit team after dying for the umpteeth time... )

    They reduced the effectiveness of many support builds... but that just means you need more of them, not less. Before I13, "more" was OP'ed fr the most part. Changes made I beleive had much less to do with the effects of 1-2 support toons in a zone and more to do with dealing with 10-12 support toons in a zone.
  17. Dahjee

    Grav/psi

    Yeah that was a mouthful.

    I wouldn't count on it... not for those times when you'd really need to get away. There are too many AoEs and patches and stuff to supress your getaway. However a well slotted D-Shift when coming out of Hibernate could consistently buy you time to TP away. Personally, the temp phase found at the BM is cheap enough to keep enough on hand and has worked fine for me.
  18. I think both sides were right.

    In PvE changes are made and adjustments can be made by an entire community almost overnight. The changes made to Hamidon a few issues back comes to mind.

    PvP was changed dramatically, but many zone PvPers are still hell bent on this arena/Solo fotm mentality.... Instead of a "team fotm" mentality.

    before ED, just about any and every guide out there listed the standards of 1-2 Acc/5-6 Damage... 6 slotting rech and recovery in hasten and stamina etc... It's almost like the devs had to force us to slot better and get more out our powers by introducing IOs and capping stadard enhancement bonuses.

    They've done the same to PVP in a way.... Many pvpers could not see what adjustments were needed in Zone pvp to make it fun again... many didn't even try to see. So naturally things just graviatate towards the builds that can solo the best or stand up to more than 2 opponents at a time. This isn't the devs fault imo... it's ours. We've gimped our ownselves by believing and stating certain sets are useless and gimped in pvp... because these beliefs and statements are based on solo builds instead of team builds.
  19. Dahjee

    Grav/psi

    Before.

    I've played around with differnet ways of doing this. The most effective against non-blasters is simply follow with fly, cast it once in range, fly away, and start my attack chain.

    Other times I hover bait with PFF... deactivate it once a foe is in range, cast DP, and then drop them to the ground... or wormhole them above me and snipe heh. Falling damage plus DoT and a snipe = gg for many.

    Lastly, there is the precision and surprise that teleport offers. I will admit that this was hurt a LOT when they added surpression to TP, but still there are many times when I catch a blaster in an attack animation on the ground as I tp in and DP them. Often this is while teaming or when I am not aggroing the blaster myself.

    It is hardest to DP a blaster, but quite easy for trollers and Ice tankers. Either way the duration of DP lasts as long as hibernate. Usually this means that DP will end sooner than Hibernate will, but even still its fun and funny to see a foe hibernating with no HP gain... even if they start to recover some near the end.
  20. QR

    Yeah it's weird now.

    I can find a lot more support on redside via corrs and MMs that still attempt to support and keep a team buffed.

    On blueside it seems I always end up solo or teamed with soloists. (blasters, scrappers) On some rare occasions when I do see an emp/ or /thermal... they're usually someone's personal buff bot...

    I think the changes made hurt the effectiveness of a single buffer... so that having multiple buffers wouldnt be too OP'ed. Problem is that getting more than one buffer on a team in zones is a challenge.
  21. Dahjee

    Grav/psi

    I have a Grav/Psi that is built for zone play. It does extremely well solo and teamed, but it's a very eccentric build... perhaps not for those terribly newbish to PvP.

    I skipped Singy... never used it. I skipped PSW... I have no need to be in melee. I slotted each power in my primary with 3 range IOs, until I could afford to replace them with damage/range IOs... Of course GDF and wormhole just have the range IOs still in them.

    Every attack in my secondary was treated the same. 3 range IOs til I could get the damage/range HOs in there.

    Slotting for mez duration became overrated IMO, so I turned my primary into damage... and the best part is all of my attacks and controls outrange my opponenets. In recent months I've even added about 56% range bonus too from PvP IOs... you could almost say it's a blaster-killing build... for a mezzed blaster that cannot reach you you with attacks a is a dead blaster...or a very fast runner!

    So like I said it's far from cookie cutter but definately strikes fear into most that see me hovering above, regardless of AT. The only melee poweer I use is Drain Psyche, which is only the only one I really need against harder foes like regens and Tanks... or for breaking someone's hibernoob.

    I'd highly reccomend a TP/hover/Fly combo. When you have the ability to drop flyers left and right...its a good idea to do so while hovering above. Teleport is about the only thing that trumps a webgrenade which, is what everyone will come at you with if you hover/fly above.

    Wormhole and D-shift are your golden powers. Ya gotta take'em and use them often. If you team then do be sure to make team chat bind for them. (ie. "wormhole in effect! or "I just phased out $Target!) Finishing off a squishy troller or defender while their amp'ed up teammates can only watch is fun!

    Lift is a solid attack and offers some of the best ST mitigation you will have. Slot it for some KB though, and try to use it after your first attack...or before your last. With good timing this is how you can prevent your opponent from hibernating or fleeing your teammates AS. keep in mind that GD will prevent KB so you'll want to get the timing down. I use GD right after lift... (after the KB animation has started, not before or GD will not allow the KB) combined, the two powers offer about 5-6 seconds of solid mitigation.

    I took assault and tactics.... I respecced into them after realizing Taunt's -range was a bane to my playstle and assault helps to cut its duration down a lot, plus well +perception is a must imo. Lastly I took fitness.

    Overall Grav/Psi kinda just screams All-Range for zone pvp. It has enough ST attacks to keep a steady stream of attacks flowing and offers good secondary effects in eah one... whether its the -fly and slows from the primary or the extra immobile and -rech effects from the secondary one. I just spit most of this out while on the road so it it may be a little unstructured, but I hope it helped. Of course feel free to ask specific questions I didn't answer or list specific problems you may be having.
  22. Yeah those explosions were the bombs "walking" behind you. Good times. I think it would be too much of a change for PvE, but if they simply made the moving mines visible and PvP only it would free up a /Trapster to be less dependant on a small patch of area where their mines have been placed. Freeing a /Trapster to move from one spot to another as other ATs do, without negating the efforts of the last 2 minutes... anyways... I'll always remember.

    Again, I'm sure many changes can be made to make the set better. For the time being though, I've found some ways to deal with it. I plan ahead... heh I basically hunt. I play victim if need be... (I've lol'ed so many times from pretending to be "/afk" while standing in mines and seeing a folks drop in and blow up) I do whatever it takes to get my opponents all bloodthirsty and rep hungry... then I have them chase me to their death!

    Web nading most will cause one of two things.... either your opponent feels vunerable without fly/sj and heads for the hills as fast as possible, or they fall to the ground and quickly rush whoever web'ed them. Once I determine what type of player I'm up against, (not AT) I decide what trapppping method is ideal... the runner will get TP'ed after I ground him/her... but only to an area they can't esacpe easily. Those that aggro on me when I ground them will be made to isolate themselves and be forced to take specific path to get to me. My mines will be along such path. One last note: web nade's -mobility effects lasts for a solid 15 seconds from just one application... this is usually more than enough time to position my self for a tp foe if needed.
  23. Dahjee

    Orly?

    AR/TA.

    It's what my "Rambo-esk" Merc/TA wanted to be from day OnE.

    *JOY*
  24. [ QUOTE ]
    I've been playing my /traps corruptor in RV lately.

    Besides hiding in side part of the train and tping the Fiteclubbers for some lulz, I haven't had much luck.

    Tp foe on top of your traps doesn't really work. People run off so fast that even if you try to webnade afterwards, its a waste.

    Out of all my tries to tp people, I may have gotten one out of 10.

    Time bomb is a complete joke in PvP and pve...



    [/ QUOTE ]


    Others will do a much better job of suggestting changes. I will try lend 2 cents from my experience on how to work with what you got.


    - It's trickier, but web genade... then find a way to tp into traps... and make sure caltrops are placed on top of the mines when tping or else stealth/invis will NOT affect your mines.

    Web nade is one of your most tactical powers.... find a way to lure your opponent into areas where losing the ability to jump cripples their offensive. RV is perfect for this. You know those wading pools near the tram... near AP square or villian base? Even better if you've already laid traps in them. Even LoS becomes an effectie "pull into traps" once you've webnaded a foe. Falling off rooftops with a minefield placed below, fitghting on rooftops with transformers on them... tight corners... that nook under the building near Hero base (across from pond) or that slit between buildings where that badge is near the train.

    Most of my victories in pvp as Rad/Traps has come from tricking even the most skilllful into getting pulled into traps by using the enviroment to force them into a certain path. As I said, an accurate web grenade helps a lot... or some vesion of it. IMO it takes some sort of this approach to PvPing with /Traps before one can settle on just the tp foe into traps method which, has been pretty mush made useless on it's own. I use TP foe most often to get a starting point. Hover... snipe... TP directly below me... webnade and fall with them to traps below. Sometimes my stun is used and the orders are swapped, but you get the idea. I try to use light ST attacks after tping a foe to give my opponent the feeling of chasing, as opposed to a feeling of "about to be tPGanKedwth?"

    Stealth of course has been a must. Phase Shift, since it's recent change is a must as well in some form... but as an offense, not a defense. Because traps aren't powers but pets they can be cast while phased. Phasing at start of a fight and casting seekers, posion, etc and yes Trip Mine can be a great benefit for team vs team battles. Also because it can "trick" our opponent into phasing with you... It has it's uses when dealing with traps, trust me.

    I took a hover/TP combo for more percise landings, and for a ghetto placate. Hover to me is a no brainer anytime you have the ability to -fly and -jump your opponents.

    I had every power from traps in my build and used each often in RV/SC. I respecced out of Timb Bomb recently because of what I thought was a new change to the set (mentioned in previous post) and picked recall friend so I could use the slots elsewhere.

    PUGs in zone PvP can be difficult to deal with at times, for I'm not nealy as effective if not given time to set up. However it takes only a few time for teammates to get the idea if I do my part right. Stalkers start to see that my seekers help them out with a little problem they have with the perception cap. Buffers start to find a sense of laughter and saftey when they're near my buffs and traps. Doms and Brutes are often the first to start assisting with the pulling or locking down part. As with many sets, as few binds or good comunication goes a long way in teaming.

    It can be rough at times, and I'm not against specific buffs to make /Traps do better in PvP, but I can also say that the first time I really and truly tricked a couple of heroes into stepping into an alley full of traps and bombs... I learned in just a few seconds everything I had been doing wrong.
  25. Ya know /Traps was changed recently... It was a change that definately made it viable, effective, and it was probably the most fun I've had with a PvP toon in a long time.

    Alas via PM confirmation from Castle it seems it was a bug. (Removed in the latest patch...figured I was the only /Traps Corr out there actually PvPing so I didn't bother posting abut it) Basically, Trip mine, Posion trap, Time Bomb, and Acid Trap were all set to follow the catser.... a "follow-aggressive" stance. (Acid would detach from base and fly...and posion traps flew as well) I could lay 4-5 trip and posion mines and set out to a rooftop 300 yrds away to ambush a squishy troller or blaster... or take the time to lay 15 mines and 6 posion traps and become a walking PBAoE nightmare for any AT foolish enough to spend more than 2 seconds in melee. I spent over a week playing around and testing the change... Setting up mines and having them follow me across the zone. It made ambushes ten times more effective although the time consumption of having to lay several and baby-sit them as the follow slowy behind was somewhat annoying when facing multiple opponents.

    I think the unfairness of it all was that once the mines left their "home" spot where they would remain visable, they were completly not visable. Unless you noticed the fall damage or water trails they made, no opponemt could be made aware of their location or existance... like I said for a PvP AT that revolves around ambush tactics... this was gold.

    I was told only that a moving trip mine was definately a bug... so perhaps with the Traps set headed to the Blueside it will get a few AI buffs as well. I'm just guessing the supossed bug I found was a clue to what the devs may be planning... I mean how does acip trap just start detaching itself and moving/flying with you without someone actually making it possible?

    My Rad/Traps Corr teams often in RV so perhaps I've come to find it easier to do well with the set. They know my style of play and usually are more than willing to accept an ambush/pull tactic rather than the SS/SJ split up spike all day tactic. I see no power changes needed... keep them as is, but the AI changes I saw would be more than welcome back.

    Edit: The changes I experienced were only in PvP zones.. which is why I think the devs may already be looking to buff the set's PvP viability. Here's hoping!