Dragons_Fury

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  1. [ QUOTE ]
    let me see

    controllers get better holds than doms
    controllers get buffs/debuffs
    controllers get medium-high dmg with containment

    doms get worse holds 90% of the time
    doms get low-medium dmg 90% of the time

    hmm im not feeling any pity for the poor controllers

    [/ QUOTE ]The devs should make it be:


    controllers get strong holds
    controllers get buffs/debuffs
    controllers get low-medium dmg with containment

    doms get moderate holds
    doms get medium-high dmg
  2. [ QUOTE ]
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    As far as I know, this is the only set in the ENTIRE GAME that gets psionic resistance (not defense) (I don't play/know dark well, so whatever)

    [/ QUOTE ]

    Dark Armor has psi resistance too. And the weakness to kb, but it also has the best self-heal in the game.

    [/ QUOTE ]Which brings up to whyELA has such holes as a resistance based set, at least one of the three major holes should be plugged in with kb or immob or a regen or heal.

    And Birdbird, was that a typo in the "Energy is 96.7%" ? I thought resistance hard cap for Scrapper/Brutes is 75%.
  3. I jumped into SC to check out some changes against the NPCs and noticed a few heroes running around so I flew up and dropped down on them, with my built in +per from danger sense I never saw the stealthed Scrapper and the Blaster mysteriously threw something at me that detoggled everything I had on then again I was not sure if I had Kuji-in Rin running but I was able to immediately turn on fly and retoggle. There are still some temp powers that can detoggle your entire set of powers in one hit, I have seen villains using it too.
  4. [ QUOTE ]
    In a group running on Relentless in an indoor mission that was all hallways (Arachnos base map), Bodyguard was freaking unbelievably overpowered. I, as the MM, would literally tank a group of 10 mobs that were +2 levels with bosses and lts.

    I would run up to the group with my bodyguards behind me and throw Darkest Night on the boss. Then they all attacked me. The damage was spread around, I threw an AoE heal (Twilight Grasp) as my pets and my teammates waded into battle. I went in, too, to continually heal.

    I took the alpha strke to myself and shrugged it off. I stood in the pile of AoE attacks and was barely scratched.

    The */Dark MM was already overpowered, and Bodyguard makes it more so... in PvE.

    See my post above why in PvP, Bodyguard is practically useless in PvP, and the MM continues to be the least effective PvP AT.

    Bodyguard, IMO, is a huge, huge mistake.

    See ya when I PL myself to 50.

    [/ QUOTE ]I ran some tough missions last night on my ninja/dark and it is a little too good, I plan to combine tough+shadowfall+scorpion shield with bodyguard and think of how sick that would be in PvE.
  5. [ QUOTE ]
    This is more of a suggestion for Dark Armor's heal, Dark Regeneration.

    Dark Regeneration is vital for Dark Armor to function in PvP since it requires so many Armors to work and those Armors are weak, well under 50%, to everything but Negative Energy and Psionics. Dark Regeneration is very high endurance and must be slotted heavily for this as well as recharge and at least one heal for PvP since you usually have only one target for it to strike. However, Dark Regeneration is only base Accuracy and will not hit at all without at least 2 Accuracy SO's in PvP and 3 are better. So for PvP at least Dark Regeneration needs a boost to it's base Accuracy, maybe 10-15%. Right now Dark Regeneration misses too much for Dark Armor to function in PvP as it does in PvE. This should apply to Scrapper and Brute Dark Armors as well.

    [/ QUOTE ]Very true, I posted a planned spine/DA Stalker to pair up with my spine/DA Scrapper, skipping fitness pool and left out dark regen for aid self since I do not see sense in why I should have a heal that requires an AOE agro as a STALKER to heal myself when I could run off and hide/invis and aid self back up.

    On the other hand, I wonder how well dark armor will hold up with that new accolade giving 10% increase in health, pretty close to what Corr's health is now.
  6. [ QUOTE ]
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    This may be asking a bit much, but can a dev post here explaining why they planned the set out this way? I'm still having trouble understanding why /elec is the only +res set in the game without a self heal.

    A simple post weighing the pluses against the minuses from a dev viewpoint might put an end to the knockback debate at the very least.

    [/ QUOTE ]

    I'm not quite understandig why this isn't obvious.

    The Devs (for whatever reason) place an extreme premium on Psionic damage protection. There is a lesser, but still notable, premium on -Recharge and Endurance recovery powers.

    Elec, in its current form, has all three. So it needs to be missing something to make up for this.

    Step back and look at the overall set balance: If I was an /Invuln Tank, and I could get 40% PSI +Resist, at the cost of taking either the Flight or Jumping pool, would I do so?

    Oh, and you people arguing about Grounded, you do realize that -Jump and -Fly make no thematic sense, right? "I do not think that word means, what you think it means."

    [/ QUOTE ]Ever played a dark armor before? resist to every damage including Psi (59%!), fear, end drain, acc debuff, immob, has a self heal only at the cost of no knockback and practically no defense.

    ELA is downright lackluster in flexibility right now, I'm still settled on dark armor and invuln... Why should I pick ELA?
  7. Many of us like Doms already, right now on live they are pretty viable solo and teamed in PvE dispise the lack of damage we could use. But now with secondary attacks concentrating on domination buildup in PvP, the solution is to up our damage in both PvE and PvP, or add in power buildup as suggested earlier.

    It makes no real sense that Controller gets containment and does much more damage through it when they should capitolize on holds and control while buff/debuff and Doms should be more focused on damage if we cannot get the same control power Controllers do.

    Also devs should redo Doms' PPP, end of story.
  8. [ QUOTE ]
    I am going to reply to this politely and ignore the flames.

    There was a survey on the dom board a while back that asked whether people soloed or teamed. About half of the people who responded said they excusively or almost exclusively soloed, and most of the rest said they soloed and teamed more or less equally. Very few said that they almost always teamed.

    Now, is this statistically significant? Probably not -- but it does represent a cross-section of people who report their experiences. Take that as you will.

    fivefifteenA

    [/ QUOTE ]I can bet you would get very similar results for every other AT except Defenders.
  9. Good points Vidszhite, it is really showing what a mistake of an AT Dom is turning into at the higher levels thanks to the PPPs giving mez attacks to everyone else resulting in Doms becoming potentially useless. I will still enjoy my Doms below level 38 or so though I have a fairly hard time getting invited to teams when they are often looking for damage dealers or healers.

    I tend to like Controller better than Dom with its secondary being very useful in debuffs and team support, Dom's secondary seems very geared towards self-support and pseudo-Blaster style, if everyone else gets holds and such in PPP then Dom should get mez protection like Controller did or some kind of buffs for team support that way Doms can be more desirable in the high 40-50 game.

    I am however happy with the reduced recharge time on domination, as often as I get it up in PvE this will easily speed up my mission runs.
  10. I wonder how well bodyguard, shadowfall, tough and eventually scorpion shield from PPP will hold up.
  11. [ QUOTE ]
    Melee attacks do 7.7% more base damage than ranged / aoe attacks.

    [/ QUOTE ]I never thought it was really safe to play melee with a Dom, but this list shows Doms do more damage in melee than ranged. Suppose I should have gone with /fire instead of /thorn.
  12. Great feature, but using this is going to be tricky, I always travel with pets on passive and attack specific targets since I really really hate it when my pets run off to attack something else. Suppose bodyguard is a good thing to use when you're in the "oh crap..." situation or when you see a threat coming your way and click follow to activate bodyguard, definately not an ability to use at ALL times while travelling. My ninja/dark may be a big threat to mobs up +3's using bodyguard.
  13. I came across this guide while searching, and I would have to say that the OP's list is pretty typical for the majority of PvE'rs in the game. What should have been stated is that a team of 5 sometimes 6 is just "right" with the amount of xp and the damage/control mix you could make out of it, not necesarily an all-troller or all-def but at LEAST one Tank and Scrapper if possible.

    TFs are definately the way to go throughout each decade in levels but not always possible since gathering a team for 2 to 4 hours is very very difficult. PvP zone missions are significantly better in xp and is much faster to do and if you can get a team of 4 to 6 members you will gain a level every 20 minutes but keep in mind once you surpass the exemped level the PvP zone puts you at you cannot do anymore missions.
  14. Since I enjoy my MA/Inv Scrapper, I decided to delete my EM/EA Brute and roll an EM/Inv and came across this guide. Here is a short output of what I picked, the slots will be obvious and identical to your's unless otherwise stated:

    01) --> Energy Punch
    01) --> Resist Physical Damage
    02) --> Bone Smasher
    04) --> Temp Invulnerability
    06) --> Build Up
    08) --> Dull Pain
    10) --> Swift
    12) --> Combat Jumping (3 def)
    14) --> Super Jump
    16) --> Unyielding
    18) --> Total Focus
    20) --> Health (3 heal)
    22) --> Stamina (3 endmod)
    24) --> Aid Other
    26) --> Aid Self (2 int/3 heal)
    28) --> Maneuvers (1 endrdx/3 def)
    30) --> Tactics (1 endrdx)
    32) --> Energy Transfer
    35) --> Tough Hide
    38) --> Unstoppable

    After playing a few characters with tactics or some kind of +per, I find it hard to play one without any kind of +per so I decided between resist energies and tactics, and having decided to leave out invincibility, maneuvers and combat jumping should be enough to keep my defense in the possitive side (properly slotted, this should reach +10% defense). And personally, I would leave out resist enhancers from unstoppable since when activating it, you are already reaching the cap.
  15. Dragons_Fury

    Placate Nerf

    [ QUOTE ]
    Yeah, and the kill count order is usually:

    Stalker
    Blaster
    Scrapper
    Controller
    Tanker
    Defender

    Brute
    Corruptor
    Dominator

    With forum posters wanting stalkers to be barely just above Brutes. :P

    [/ QUOTE ]My observation is pretty close, IMO it is more like this:

    Stalker
    Blaster
    Scrapper
    Brute
    Corruptor
    Controller
    Tanker
    Defender
    Mastermind
    Dominator

    Not all of the same type of AT sits up there, such as ice/rad and ice/kin Corruptors more than other builds, ice/emp or ice/storm Controllers more than others. I rarely see Dominators hold their own with their tiny hitpoints and the need for their critical domination to actually do anything good and one particular build of Mastermind I have seen do pretty good and the rest are laughable.

    I would also probably put Kheldians above Blasters if they were included, they take many villains to kill and they can kill a single Stalker or Brute if they wanted to.
  16. [ QUOTE ]
    OMG cmon guys I dont know what servers you play on...I play on Justice and I get owned by blasters EVERYDAY if anyone is overpowered its you guys anything /nrg or /electric will detoggle and mez me in 1 hit everytime might was well not even have mez protection THATS overpowered. On my server 90 percent of the blasters I run into are like that....its insane 1 bone smasher my mez protection drops and i'm stunned and fall outta the sky.....then I die in 1 maybe 2 shots I can go TOE to TOE with a tank or scrapper....but NO freaking way a blaster like I said...detoggled stunned....dead so fast its not even funny

    [/ QUOTE ]How would this is different from Brutes? I have the same problem when facing energy melee Brutes and SS Brutes, one or two hit from them can detoggle me as a Scrapper and then I am dead. Worse yet is Brutes has mez/defense/resists protection that Blasters do not have, and when their fury buildup gets fixed for PvP they will be as scary as Blasters are to you.
  17. Dragons_Fury

    Placate Nerf

    [ QUOTE ]
    I believe many stalkers realize how placate works. The change merely makes it so the non-placated teammates of the placated hero have an easier time attacking the stalker.

    [/ QUOTE ]In PvE when you use placate on the target, the rest of the mob still chases you in anger except the placated foe, in PvP an average Stalker (which I have met many of) do not realize it affects everyone around you and makes you unattackable by everyone for the duration of placate, if you watch the "Bad Day" video, you will notice he turns around to placate the Tanker then turns back to attack his original target.

    The note in the patchnotes did not look like it will be single-target placate, from what it says, it will just make you visible enough for everyone to see you after an attack.
  18. Dragons_Fury

    Placate Nerf

    [ QUOTE ]
    I have no doubt adjusting Placate would tank a solo stalker's Kill-to-Death ratio.

    [/ QUOTE ]It will not affect much since the majority of Stalkers do not realize how placate works and many think it is a single target special and even then after a placate you are still unattackable right? This gives the Stalker the time to get away until stealth and hide kicks back in.
  19. Do not underestimate defiance, many will say "oh but even brawl will kill us when the defiance bar becomes useful", I have seen a good Blaster pop purples after intentionally letting his health hit under 1/3 and nail even Inv Brutes running dullpain. I personally have done this vs frostfire on my Blaster, popped a few purples and he could not even hit me and I did him in 3 hits.
  20. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Further, most blasters get ranged holds, defenses and additional nukes. I think in the 40+ game, stalkers will have to be, oh, I don't know, a bit more skilled. I think that will be good for the game and hopefully we'll see something other than just stalkers in the PvP zones.

    [/ QUOTE ]

    I agree with you, this will seperate the skilled players from the wannabes who run their mouths in the pvp zones because they feel uber.

    A stalker should be skilled at what he or she does, it should not be a simple go to boom your dead type of build.

    I personally like the 1 shotting now, but I hope they do fix it soon so it takes at least 2 shots, giving everyone a chance to heal up.

    That way we will see how good most of these stalkers are, when it requires more then one push of a button.

    [/ QUOTE ]

    It does take 2 shots to drop my blaster. I just don't have enough inspiration slots to hold that many respites. Nor do said respites matter when I can't do anything (ie patron holds or EM).

    On another note:

    1vs1
    Who is affected by these powers: Defenders, Controllers, Blasters

    Who is not: Scrappers, Tanks

    Who can hurt a stalker?
    Blasters (Who in the end game against any stalker, sans possibly DA, running their lvl 38 power will loose. yes ive been AS'd in an ice storm)
    Scrappers
    Controllers (see blaster)

    Annoyances to Stalkers?
    Tanks
    Defenders


    My 1 ingrained to the set defense I had against stalkers has just been taken away. Thanks Devs.

    Also of note ALL villian sets recieved an immob or hold in their patron sets. I sincerely hope hero ancillary sets get looked at for usefulness.

    At this rate I see PvP zones being more and more populated by Scrappers and a few defenders buffing them. Occasional tanks and trollers (mostly storms)

    The one thing I am happy about is Castle finally realized how dominant stalkers have been across all servers in pvp compared to other villians and heroes.

    [/ QUOTE ]I am somewhat a little concerned at how Stalkers will be in the 40+ game, there are already far too many Stalkers in SC and WB, it will get just as bad in RV and those /SR Stalkers with snipe, stealth and GI (from someone else) are going to be the most annoying because: they are hard to hit, they are hard to see and keep targetted, they have perma-PB, they have elude and quickness.

    I also learned that things like immob, hold and KB (and even confuse, taunt and fear) protection is becoming pretty much a requirement to PvP with no matter what AT it is, so I have been picking up CJ, acro, assault and tactics on all my toons (except Scrapper, certain Brutes and Stalker) that I plan to PvP with and unfortunately that kind of hurts the versitaility of powers I can choose.
  21. Dragons_Fury

    Placate Nerf

    [ QUOTE ]
    EDIT: Additionally, this change was mostly aimed at the Bloody Bay and Siren's Call levels where Stalkers are so far above any other AT in Kill Count vs Death Count that it isn't even funny. In higher level PvP zones, players have plenty of options of dealing with Stalkers, which *should* force Stalkers to Team more.

    [/ QUOTE ]
    Did you see the patron powers Stalkers are getting in I7? /e cringe, even if a hero manages to get away from an initial AS, the Stalker can immediately queue a snipe while the hero is fleeing and will most likely kill them, this sounds scary for WB and RV and I imagine Kheldians might be the only AT to withstand this kind of Stalker combination. But who knows how it will be til we actually get to test it.