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What if the passives had def debuff res and powersink was tweaked give a defense buff, like energy absorption?
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Not a bad idea but I think that's a bit too much like Ice Armor (and that approach might be overpowering given the Resists the set has). Scaling Defense is something no set in the game yet has, and it would make Electric Armor all the more unique, but not overpowered.
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Agreed.
I really really like the idea of Scaling Defense for ELA, it really would make ELA stand out as unique. -
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Except that ET is a guaranteed hold and EC is just reliable. Somewhat less dpa, a less resisted damage type and more mez=better than.
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I'm referring to pvp (which is where most stalkers here end up) and there, damage type matters very little. Also, ET is not a guranteed stun, that's TF you're thinking about. In pvp, after the first mez wears off, you go into "mez suppression" which means that no matter how many mez's you have after that, they won't matter, as they will do no good until after the supression period.
And actually, not that I'm checking over the in-game numbers, EC isn't stated as having a "chance" to stun, according to the stats it has a 100% chance to stun. I thought it was an 80% chance, but I guess not anymore. Even better for MA now. -
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I like the idea in general, but I forsee one small problem with it - the defense (and defense debuff resistance) would be coming in far too late to be meaningful in a large number of situations. Here's the scenario as I see it: after taking several hits that have defense debuffs attached to them, your defense starts going up... you might even get to positive defense numbers at around 10% health!
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This is why I think that we should have "SR" levels of defense debuff resistance, if this scaling "+defense" was applied to ELA. Overall, the defense debuff resistance (especially if it's SR levels of debuff resistance) would help ELA in general slightly, even outside of the scaling +defense.
So, if we had some amazing +res to defense debuffing, I could definately see this working, and stand behind it 100%. But again, Siolfir makes a good point, so we'd definately need VERY good defense debuff resistance to make this worth it, and like I said, I think it should max out at about the 30-40% defense mark to be helpful. -
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Much like Super Reflexes relies primarily on Defense, but as your Health goes down you get Scaling Resistance. Well, what if Electric Armor, as as your Health declines, gave Scaling Defense?
If we replicate the Scaling Resist from SR exactly (per damage mitigation), you'd get .15 * 3 (assuming 2:1 Defense:Resistance ratio) per point of Health below 60%. So at 5% Health on a Brute, you'd get approximately 37% Defense. A scaling Defense Debuff Resistance could also be granted right along side this. I'd think twice the Defense value to make sure the Defense you were getting was actually helping you to some degree in a stressed environment, so 74% Defense Debuff Resistance at 5% health.
The Scaling Defense/Debuff Resistance would be spread out over 3 powers (each power granting 1/3 just as in Super Reflexes Scaling Resist).
So Electric Armor would turn out to be much more survivable. It'd be a kind of inverted Super Reflexes where you relied on Resistance for the majority of your mitigation, but got a scaling second layer of protection the closer you got to defeat.
P.S. The Defense would probably be Typed, and would grant an equal amount of Defense to all Types save for Toxic which of course has no Defense in the game. So you'd have 37% Defense to Smash, Lethal, Cold, Fire, Energy, Negative Energy and Psi, but have a bit of a Toxic hole.
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I could definately back this, as long as it also granted a "scaling" +res to defense debuffing attacks, or if ELA in general was granted some decent defense debuffing resistance.
I think this would definately work out really great. Just as the scaling +res for SR is divided up between the 3 passives, this scaling "defence" for ELA could be divided up between the 3 main toggles: CA, CS, and Static Shield.
Meaning that...
CA would provide scaling +defense to: Smash, Lethal, and Energy.
CS would provide scaling +defense to: Fire, Cold, Energy, and Negative.
Static Shield would provide scaling +defense to: Psi.
Seriously, I think this would work out really really well for ELA, as long as it was coupled with some decent +res to defense debuffing. (I'd even get behind a "positional" +defense scaling).
So what values are you thinking of? Would the scaling +defense start at the same level that it does for SR's scaling +res? At what value does it start? At what value is it at max potential? I think to be of any real use the defense would have to cap out around the 30-40% mark (before debuffing) at 10% HP or less, otherwise it'd be sorta like pissin in the wind heh.
Great idea so far btw. -
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The people who didn't play PvP before still don't play and virtually all the good PvPers left since they totally destroyed PvP. Villains are monumentally overpowered. That was the whole basis for them getting "better" inherent powers. Stalkers are easy button. They always have been, but now they are even more so.
Totally sad to see the game come to this.
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LMAO!!!!!!!!!!!!!!! At this post.
I mean wow...lol! Villains? Overpowered in pvp!?! LOL! Nice one, I needed a good laugh, thanks. I didn't know I was going to be having "whine" so early this morning, man, I'm becoming an alcoholic
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So you're saying PvP isn't broken?
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PvP has it's problems (as it always has) just not in the way you've detailed them. -
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MA is obviously inferior to EM. Who puts pom poms on their feet. I mean really. Pom poms are for punchin, not kickin.
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Actually, I also wonder why MA get's such a bad rep for it's damage.
For example, here are the [u]base damage figures[u] of both MA and EM, without using AS in PvP:
[u]Energy Melee:[u] Chain= Hide+TF+ET
Total Animation time = 5.97 seconds
Total Damage = 482.34
[u]Martial Arts:[u] Chain= Hide+EC+Placate+CK
Total Animation Time = 4.84 seconds (an entire second faster than EM, even with Placate)
Total Damage = 521.22 (almost a 40 pt "base" damage difference, pretty decent)
Furthermore, EC is a pretty reliable stun, coming out of Hide and stunning someone with EC, means that (unless they have massive KB IO's slotted), a solid follow up with CK has the very likely chance of sending them to their backsides, which also means (if you're fast enough) you can keep them around just a "tad" longer than the duration of the stun and maybe finish them off. Such as: Hide+BU+EC+CK+Placate+AS, might be effective enough to work on some squishies.
Personally, I think MA looks just fine, the only thing that truely cripples it a little imho, is that Crippling Axe Kick cannot be picked as one of the "first two" power selections, which means that you are either forced to skip it depending on how tight your build is, or go down an extra power selection to get it. Meanwhile both Thunder Kick and Storm Kick are absolute jokes. For Stalkers, move CaK to Storm Kicks selection location, and I think we'd have a winner -
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The people who didn't play PvP before still don't play and virtually all the good PvPers left since they totally destroyed PvP. Villains are monumentally overpowered. That was the whole basis for them getting "better" inherent powers. Stalkers are easy button. They always have been, but now they are even more so.
Totally sad to see the game come to this.
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LMAO!!!!!!!!!!!!!!! At this post.
I mean wow...lol! Villains? Overpowered in pvp!?! LOL! Nice one, I needed a good laugh, thanks. I didn't know I was going to be having "whine" so early this morning, man, I'm becoming an alcoholic -
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It's been a long time since I've looked at stalkers, but isn't the "crit" on ET for stalkers regular damage to target with no damage to self?
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Yea....pretty lame. Especially given that TF is only a very very minor "partial crit" and all....and especially in light of what Thunderstrike can achieve in damageYou'd think the dev's would at least allow ET to partially crit....or up the crit portion of TF.
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Against enemies that do not debuff too heavily, melee defense builds work quite well.
Electric against Cimerorans is awful. The defense debuffs they do will destroy your defense. However, there are plenty of other types of mobs at level 50 to fight - rikti and malta being the notable ones.
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Even still, there is enough defense debuffing mobs out there, and mobs with higher base accuracy, as well as tohit buffs, that I still don't find defense on ELA to be as suitable or survivable as what I mentioned. -
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I've been reading about others messing with their /ela, so I thought I would dust mine off. I stripped my /shield of his IO's, he got boring, and am gonna try to IO out my /ela to make him survivable. (If possible)
My build so far has only 13% ranged defense, but 34% melee defense. (I'm missing my 1 touch of death IO atm, none on market.) So you can say I have about 38% melee defense. Besides that I went for a little regen, but Mainly focused on melee defense.
The question I had was: Should I be focusing more on adding some ranged defense too? 13% isnt really much, but my logic was that most mobs are melee oriented, and the ranged attacks normally aren't as strong anyway. (Freakshow for example) But should I be trying to mix it up some? or will the large melee defense bonuses be a bigger help?
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I dunno if working on defense is really the way to go for ELA, especially when the values you'll be working with are so so low. There are way too many "defense debuffing" mobs and such out there, that even just a couple riffle bursts (which will pretty much definately hit you) and you can say goodbye to ALL of your defensive "advantage." ELA also has zero form (afaik) of Defense Debuff "resistance, so getting hit with defense debuffing attacks will have full affect on you.
For me, the way that I increased "my" ELA's survivability was by taking all my +HP accolades, taking and fully slotting both Tough and Darkest Night, and slotting for +HP and +Regen IO bonuses. After I did ALL of this, my ELA was finally much more survivable than before. I tried the "defense" route as well, but was not impressed, so I wouldn't suggest it personally. -
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Why do you want /DA for pvp?
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Yea, don't do */DA for a Stalker in pvp, it just doesn't work out very well.
For pvp, there's only about 2 secondaries to consider: WP and Regen.
I'll give an honorable mention to Ninjitsu if it's built/spec'd right though. -
Just make something paired with FA. It'll be your cheapest and actually best route. You can get amazing survivability at a fraction of the cost it'd take you to get an Invln to a respectable survivability level. The only thing FA needs is a couple extra KB IO's and a few recharge bonuses where you can fit them, and it's pretty solid after that. The only thing you'll have to worry about is end drain, but besides that you'll be set.
Be safe and go FA is my advice man. Until the dev's decide to bring the ther sets up to par. -
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And you also forget that a psi em has massive range. You should have them half dead before they get into attacking range.
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Oh yes, and that lol, thanks
Totally forgot about how sickening Boost Range is, and it's a power that Dom's have absolutely NO access to at all. -
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Ahhhh, I'm sorry for making you to type all that =x
Thanks a trizillion times for the info.
Guess many have been changed while I was gone =/
Any reasonable recommandation for a combination of PvP Brute?
Heard SS/FA is quite good, but.... If there is anything else xP
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A very expensive and well built Invln can do good too. Other than that...you can do EA and SR and only come out when your Tier9 is up...and they do ok then
For primaries, it's basically, in order: SS, EM, and possibly SM.
That's about it though... -
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Can we get a numbers check of firey assault dom side and fire blast blaster set? I would do it now but my internet connection is weak. If i get to a good place before someone posts the numbers i will post them.
Hypothetical;
Mind/Nrg, 2 knocks that can be used in succession, PB confuse, PBed Hold and huge damage vs a FotM Psi/EM/Cold. NOW lets give each KB a 2 second "get up" time. Facing a blaster, who can attack through hold/sleep/stun, PB Confuse= 7-8 second; Knockdown 2 seconds (Not sure exact time); Knockup 2 seconds.
NOW using I13 numbers, during the confuse only i can put down around 700ish damage.
Now as i understand the numbers are a bit more then having domination on with I13 numbers: 950 damage.
NOW thats only if the dom uses TF + Dominate + Mezmerise + Levitate. Thats in about 8 ish seconds now levitate at the end adds anouther 1-2 seconds to the time where nothing can really do anything. Lets add powerburst to the end; 1179 damage. in 10 seconds. these damage numbers are prolly way low, and this is situation a NO DR SITUATION 40% base resist accounted for.
The said Blaster would die in the next cycle.
Now, the best and quickest burst damage is a Psi/EM for blasters:
Attacks :::AIM+BU+WILL DOM+TK BLAST+Mental Blast
Activation Time:::1.17|1.17| 1.1 | 1 | 1.67
+Bone Smasher+Total Focus
1.5 | 3.3 |
Damage after 40% resist: 1711
Activation time: 10.9
NOW while blasters might look to have the better side of the damage;1. the blaster is prolly not in melee range 2. The enemy hasnt thrown anything, which can be a damage debuff ect. WHile your taking the damage from the dom YOU *CAN'T* fight back, on the other hand u can fight back while under the blasters attack.
PS Damage calculations are probably a little low, but the base reason *why* the AT is OP should be rather apparent.
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Omg...wow, that was the biggest piece of "hypothetical" garbage I've read yet LMAO! Wow.
Lets, assume that, "hypocthetically", the Blaster just sits there and does nothing but sticks his thumb in his ear as the Dominator is attacking him. I think the Dominator would win, which is hypothetically and quite CLEARLY OP, because a Blaster should be able to beat a Dominator even when he's AFK, so with our above situation, something is definately borked.
[u]Bottom Line:[u] Blasters should be able to stand there AFK and outdamage a Dominator. Furthermore, a Dominator should not be able to outdamage a Blasters passive regen rate.
.....lol
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Resorting to incoherent nonsense is a response to having ones arguement reduced to rubble, don't feel bad dark, i doubt we will hate each other in the morning.
If you want to *discuss* something rationally, try, i tried, and well, what u did isn't rational .
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What you did wasn't rational.
First, you took completely "hypothetical" damage figures, and on top of that added completely "hypothetical" scenarios which would only work in your favor:
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NOW while blasters might look to have the better side of the damage
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Ok, I realize you are using your "hypothetical" numbers, but even with THOSE, look at how biased you are:
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Dominator Damage: 1179 damage
Blaster Damage: 1711
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You call that a small difference? A 532 pt damage difference is a small difference to you? That's over half a GRAND worth of damage difference man, that's not a small difference. So it's not an "Although it [u]'appears'[u] as though the Blaster does more damage" case. It's not "appears as though" it's DEFINATELY does lmao! The Blaster (in your example) DEFINATELY does more damage! LOL! Seriously man.
But it gets better:
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1. the blaster is prolly not in melee range
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Why is the Blaster probably "not" in melee range? Just because? Just because he, eh, doesn't feel like it? Or is there a real reason other than the fact that your trying to make your stance seem valid? He'll be in melee range if he's smart.
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The enemy hasnt thrown anything, which can be a damage debuff ect
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Dom's don't have Damage Debuffs, that's Corruptors and MM's. Try again.
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WHile your taking the damage from the dom YOU *CAN'T* fight back,
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Uhm...Blasters CAN still use their first tier damage attacks....which can be/are ranged....so yea...they can fight back, and they have a bit better survivability as well (more HP, better Epics).
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on the other hand u can fight back while under the blasters attack.
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Oh really? And why is that? Just because the Dom decides to attack? Don't forget, Blasters DO have access to KB's and Holds as well....very good KB's and Holds at that. I've discussed this earlier as well. Blasters can achieve some pretty darn impressive mezzing power when they pair /Energy's Power Boost with any Hold, especially Ancillary Pool holds...or even simply a well slotted Total Focus: insta-stun+Massive Damage. Even Psi Assault, which was your VERY example has some VERY good "mezzing" ability packed within it, and heck, you even paired it with /Energy..
Also, last I checked there is such thing as mez suppression, which means there's no such thing as chain holding anymore. Furthermore, if the Blaster is worth his salt in pvp (and we must assume that he is if we are assuming the dominator is as well), he has Acro+Mez reduction IO's, which will help to severely drop the duration for which a hold will last on you, even when Power Boosted. There is also KB supression, which will keep KB's from being chained as well.
Basically, had you actually put some thought into your response and not tried to simply be blatantly biased, you would have never made the response in the first place. -
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That is a difficult decision. I think it will depend upon what you are planning on going against.
Stuns may work on squishies for a while in PvP, but due to the new system with diminishing returns, I'm not really sure nrg is worth it anymore. But, I have not tried an nrg in the new PvP.
Rage is just awesome, and provide the damage bonus for the pool attack powers I am sure you will take. The to-hit certainly is nice as well against defensive sets.
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=O Isn't EM still the best burst primary?
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Electric Armor is a horrible secondary for pvp, don't waste your time with it. It's actually probably the worst in pvp right now, I'd definately rank even DA above it right now even..
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=OOOO seriously? It was one of the must-have when I played =/
Is that nerfed that much or has the system changed or something? Why is that so horrible?
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Basically, ELA has only ONE real form of damage mitigation, and that's moderate +res. The problem with this is, in pvp, DR affects your resistance values pretty harshly, so not having at least some form of a "heal" to fall back on is what causes ELA to epicly phail.
In pvp, you'll be sitting at roughly 40% +res to all damage types, with tough you'll be sitting at around 50%. Sure, 40% doesn't sound too bad, even 50% sounds decent, but when you don't have a reliable form of healing (Aid Self is NOT reliable) to fall back on, your HP bar can be chewed through rather quickly. ELA doesn't even have a +HP power to make it a bit more "meaty" even. Most other sets have at least "some" sort of secondary protection to fall back on.
[u]For example: [u]
FA can achieve ELA's resistance levels quite easily in pvp, AND they have a heal that grants them 50% (or more) of their HP back every 15 seconds.
Invln can also achieve roughly the same level of resistances as ELA (or more) PLUS, it has a good mix of +Defense as well, which, believe it or not, actually helps Invln in avoiding enough attacks to make it helpful. On top of all that, Invln also gets a massive Heal + HP Booster power with DP, after needing to "heal" with DP, an Invln makes himself EVEN MORE hard to kill, thanks to the massively increased HP.
DA can also achieve roughly the same resistance levels as ELA, however, they are also a mixed bag of tricks when it comes to stuns and fears. I've seen DA's be an absolute BEAST against other melee toons thanks to their PBAOE mez affects. On top of that, DA also has a built in +stealth power, as well as a MASSIVE heal which is available every 10-12 seconds and will heal you for 60ish% of your HitPoints. Sure, the heal has a "to-hit" check associated with it, but with proper slotting and IO bonuses (or rage) it's not a problem really.
Granite, is granite. Hella survivable, but you'll mostly be a taunt bot. But if that's your flavor, go for it.
As for the other sets: EA, SR, and SD, they are all mostly "defense" based sets, and thanks to the new "PvP" system, they too are quite weak in pvp now as well. However, that said, I still find that my EA, SR, and even SD Brutes STILL survive better than my ELA Brutes in pvp. Why? Because even though Defense is sorta sucky right now in pvp, it still causes enough misses to allow you to avoid a good amount of incoming damage. I've run several tests in pvp on this, and so far, the Defensive sets (especially EA and SR in their tier9 modes) survived and performed MUCH better than ELA, even when ELA was in it's tier9 mode.
Basically, the fact that ELA relies almost PURELY on it's moderate resistances for surviving damage in pvp, is what causes it to fail even more than the nerfed Defensive sets.
If the Dev's added a Dull Pain like power to ELA though, I think that'd just about fix ELA's survivability problems in both pvp and pve. -
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Can we get a numbers check of firey assault dom side and fire blast blaster set? I would do it now but my internet connection is weak. If i get to a good place before someone posts the numbers i will post them.
Hypothetical;
Mind/Nrg, 2 knocks that can be used in succession, PB confuse, PBed Hold and huge damage vs a FotM Psi/EM/Cold. NOW lets give each KB a 2 second "get up" time. Facing a blaster, who can attack through hold/sleep/stun, PB Confuse= 7-8 second; Knockdown 2 seconds (Not sure exact time); Knockup 2 seconds.
NOW using I13 numbers, during the confuse only i can put down around 700ish damage.
Now as i understand the numbers are a bit more then having domination on with I13 numbers: 950 damage.
NOW thats only if the dom uses TF + Dominate + Mezmerise + Levitate. Thats in about 8 ish seconds now levitate at the end adds anouther 1-2 seconds to the time where nothing can really do anything. Lets add powerburst to the end; 1179 damage. in 10 seconds. these damage numbers are prolly way low, and this is situation a NO DR SITUATION 40% base resist accounted for.
The said Blaster would die in the next cycle.
Now, the best and quickest burst damage is a Psi/EM for blasters:
Attacks :::AIM+BU+WILL DOM+TK BLAST+Mental Blast
Activation Time:::1.17|1.17| 1.1 | 1 | 1.67
+Bone Smasher+Total Focus
1.5 | 3.3 |
Damage after 40% resist: 1711
Activation time: 10.9
NOW while blasters might look to have the better side of the damage;1. the blaster is prolly not in melee range 2. The enemy hasnt thrown anything, which can be a damage debuff ect. WHile your taking the damage from the dom YOU *CAN'T* fight back, on the other hand u can fight back while under the blasters attack.
PS Damage calculations are probably a little low, but the base reason *why* the AT is OP should be rather apparent.
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Omg...wow, that was the biggest piece of "hypothetical" garbage I've read yet LMAO! Wow.
Lets, assume that, "hypocthetically", the Blaster just sits there and does nothing but sticks his thumb in his ear as the Dominator is attacking him. I think the Dominator would win, which is hypothetically and quite CLEARLY OP, because a Blaster should be able to beat a Dominator even when he's AFK, so with our above situation, something is definately borked.
[u]Bottom Line:[u] Blasters should be able to stand there AFK and outdamage a Dominator. Furthermore, a Dominator should not be able to outdamage a Blasters passive regen rate.
.....lol -
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I highly doubt it. You actually think the devs that have given us this piece of garbage system are going to go back and give us a zone where PvP is normal? HAH
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Don't forget, that as you stated, it was HIGHLY unfinished, which simply means they have not gone in and "coded" for the "new" pvp functions yet. However, it sounds very possible that it may be a new pvp zone for Rogue afterall. -
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Maybe because the troller/blaster is now 1 toon? Naa, that couldn't be it.
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OMG! Maybe I read something wrong! Wholey shartt batman!!!
[u]YOU:[u]
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Not going to go into detail about how wrong you are since that was already taken care of, but answer me this. How long does it take for a stalker to AS you?
I follow doms on mine for a nice easy AS. 4 seconds is more then enough time for me... hell, 2 is enough.
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...oh wait....NO, I didn't!
Sheesh, remember what you write, and Blaster's can (as I explained before, with a little use of that piece of meat between their ears) do enough "control" to simulate what an "all dominator" spike team can do, plus they can be MORE survivable while they do it, and wield better damage.
Lets also not forgot something else here....as many appear to insist on forgetting...the Dominator damage cap is only 300% afterall...you bright ones do remember what the Blaster damage cap is...correct? -
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He did a decent job on doms in that they aren't really that different, just less peaks and valleys in performance and leveling. IMO this is by FAR his best work yet.
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My feelings exactly.
Now, if endurance does prove to be an issue after more data-mining/experience, then maybe a place we can ask for some reduced endurance "help" would be in our primary's. That might be a valid and worth talking about approach to somewhat helping in that department, if it becomes an issue. -
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It was an unnamed zone called 1230423042_320.txt or something along those lines. Anyways, it wasn't complete, it just had a street with 3 buildings, some civilians, and level 44 Nemesis spawns. But heroes/villain could enter the zone and attack each other. It was basically PvP without all the BS rules we have. It was nice being able to AS a blaster for 1100 and ET hitting for 1,000.
It also had the oldschool i12 TS rules.
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Oh nice, sounds like that's the start of the new pvp zone for Going Rogue, I'm sure.
Ah, so was it a "free-for-all" zone afterall (like WB) or still "faction vs. faction? Interesting.. -
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Too bad psi doesn't have any endurance management powers, eh. Us poor Psi doms...
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Lmao -
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In case you do not know, all holds are the same now no matter what the mag/duration says it is, except controllers they have longer. Even in domination or power boost. If you would notice its not even 4 seconds long! its more like 2 seconds. In fact blasters [Scare] from Mental Manipulation, last for 6 seconds.
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Not going to go into detail about how wrong you are since that was already taken care of, but answer me this. How long does it take for a stalker to AS you?
I follow doms on mine for a nice easy AS. 4 seconds is more then enough time for me... hell, 2 is enough.
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...and working as a "team" has always been supported and advised in pvp. A Troller+Blaster setup can do the same thing to ANY Villain as well. Whats the diff bub? -
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You can get away without the Fitness pool but I wouldn't recommend it unless you want to spend a lot of inf on expensive +recovery bonuses.
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What Mac said.
If you pick up all the +maxend accolades, and slot for some decent +end bonuses, then Fitness is definately only "optional" for any pvp Stalker. However, just as he said as well, it can be expensive...very expensive. If you don't have the money to do that, then grab fitness for sure. -
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Psychic Shockwave is recharged.
F E I S T Y HITS you! Dominate power had a 95.00% chance to hit and rolled a 56.28.
You are held!
F E I S T Y blasts you for 107.08 points of smashing damage!
F E I S T Y Dominates you for 277.78 points of Psionic damage.
F E I S T Y HITS you! Levitate power had a 88.97% chance to hit and rolled a 6.40.
You are held!
F E I S T Y HITS you! Blaze power had a 93.39% chance to hit and rolled a 79.14.
F E I S T Y lifts you and drops you to the ground for 370.38 points of smashing damage!
F E I S T Y blasts you with their Blaze for 258.32 points of fire damage!
F E I S T Y HITS you! Mesmerize power had a 95.00% chance to hit and rolled a 4.23.
You have been placated by F E I S T Y.
You continue to burn from the Blaze for 21.36 points of fire damage!
You are no longer held.
F E I S T Y enraptures you for 337.25 points of Psionic damage with their Mesmerize.
World of Confusion is recharged.
You cannot use that power after you have been defeated.
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For those not keeping track, that was 1372.17 points of damage, 1034.92 of it done during a hold.
Does something look not quite right to you?
my hold resistance at 76.49 duration at the time.
fire resistance 41.95%
psi resistance 29.96%
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This little tid-bit, proves absolutely nothing.
People should quit posting them.