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I read about a poll a while back, which showed that most people who don't do PvP don't do it because they can use the time for something else which actually nets them a reward.
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When PvPing rewards you for doing it, people will pour in.
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The main aim of the changes seems to be to try and make the ATs more similar in how long they can last, which is a good thing, I think - it'll get more people involved.
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It wont get more people involved.
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DOOOOOOOOOOOOOOOOOOM! -
Linky
DoooooooooooooooooooooM!
Edit:
In short:
<ul type="square">[*]Diminishing returns from buffs[*]Melee range increased[*]Travel power suppression triggered from damaging others, being damaged, healing (self or target), buffing, debuffing, placing an entity or from debuffs[*]Healing won't be as effective[*]Control duration normalized[*]Damage adjustments[*]Epic Armors, Tough all grant resistance to all damage types in PvP along with a global resistance buff[*]-75% Range in Taunt powers[*]Buff to MezResistance[/list] -
With PvP being under major changes, anything that might be good today may be the suck0rz when I13 lands.
I'd wait for Castle to release his PR piece on PvP changes first. -
Empathy, while a great powerset to Defenders, it is also available to Controllers who also have a control primary. It makes the team a lot safer than a secondary blast set, thus stepping on Defenders' toes when it comes to protecting the team.
Defenders' secondaries are not useless however, as many of them have built-in debuffs. There are great synergies when it comes to certain sets, (Kin/Elec, Storm/Dark, Rad/Sonic)
But what augments Empathy? As an Empath you don't have any direct way to boost your damage significantly (except other Debuffers/Buffers, which work great!) But to make your secondary matter, which ones are the most suitable for an Empath Defender?
I created an Empathy/Dark Defender, with the idea of being an inverse /Empath Controller: I do buffing, debuffing and control, while having a decent self-defense through IO sets.
So here are more thoughts on Emp/Dark:
- ToHit debuffs on dark blasts augment Fortitude's +Def, creating a soft cap in between buffed & debuffed targets. Helps out other defense reliant players and you really can't overdo it.
- Tenebrous Tentacles is IMO a wonderful tool, making things hit less (see above) and immobile certainly makes your secondary stand out more. Dark Pit, while not as powerful as Controllers' AoE controls, it has a fairly short recharge, activation time and does its' job: take minions out of the fight. It's a good trade off IMHO.
- You can get good Ranged Defense bonuses off /Dark. Trap of the Hunter, Stupefy and Thunderstrike all have juicy +ranged def bonuses, making the Empath himself quite survivable in between throwing Tentacles or stunning the minions.
So umm, yeah. A build I made:
Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/
Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
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Level 1: Healing Aura Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(7), Numna-Heal/Rchg:50(37), Numna-Heal/EndRdx/Rchg:50(40), Numna-Heal:50(40), Numna-Regen/Rcvry+:50(43)
Level 1: Dark Blast Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(34), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Acc/Dmg/EndRdx:50(37)
Level 2: Gloom Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(3), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(15)
Level 4: Heal Other Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(9)
Level 6: Hurdle Jump-I:50(A), Jump-I:50(25)
Level 8: Clear Mind RechRdx-I:50(A)
Level 10: Combat Jumping Krma-ResKB:30(A), LkGmblr-Rchg+:50(46)
Level 12: Fortitude HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+:30(15)
Level 14: Health Mrcl-Rcvry+:40(A)
Level 16: Tenebrous Tentacles TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(17), TotHntr-Acc/EndRdx:50(17), TotHntr-Immob/Rng:50(19), TotHntr-Acc/Immob/Rchg:50(36), TotHntr-Dam%:50(46)
Level 18: Recovery Aura P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(19), P'Shift-EndMod/Acc/Rchg:50(25), RechRdx-I:50(46)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Acc/Rchg:50(43)
Level 22: Dark Pit Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(23), Amaze-Acc/Stun/Rchg:50(23), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(36)
Level 24: Super Jump Jump-I:50(A)
Level 26: Regeneration Aura Dct'dW-Rchg:50(A), Dct'dW-Heal:50(27), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(31)
Level 28: Hasten RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Resurrect RechRdx-I:50(A)
Level 32: Adrenalin Boost Dct'dW-Rchg:50(A), Dct'dW-Heal:50(33), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(34), EndMod-I:50(34)
Level 35: Assault EndRdx-I:50(A), EndRdx-I:50(48)
Level 38: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(50)
Level 41: Power Build Up AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(42), AdjTgt-ToHit/Rchg:50(42), AdjTgt-ToHit/EndRdx/Rchg:50(42), AdjTgt-EndRdx/Rchg:50(43)
Level 44: Temp Invulnerability TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45), S'fstPrt-ResDam/Def+:30(45)
Level 47: Vengeance LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-Def:50(48)
Level 49: Maneuvers HO:Cyto(A), HO:Cyto(50), LkGmblr-Def/EndRdx:50(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
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Set Bonus Totals:
4,5% DamageBuff
8% Defense(Energy)
5,5% Defense(Melee)
17,4% Defense(Ranged)
5,5% Defense(AoE)
52,5% Enhancement(RechargeTime)
47% Enhancement(Accuracy)
18% Enhancement(Heal)
23% FlySpeed
122,1 HP (12%) HitPoints
23% JumpHeight
23% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
13% (0,22 End/sec) Recovery
22% (0,93 HP/sec) Regeneration
6,3% Resistance(Fire)
6,3% Resistance(Cold)
1,26% Resistance(Energy)
1,26% Resistance(Negative)
23% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Despite I said about 6-slotting Stupefy for the 3.13% ranged def bonus, the random mag6 KB might do more harm than good (you have to slot the proc if you want the final bonus) 25% ranged defense with CJ & Maneuvers is good enough anyway!
So what are your ways to get the most out of Empathy? -
Common sense tells me that these won't be the final numbers that will go through Test untouched.
Unless you think balancing the whole power from its activation time is a perfect idea. Ignore all endurance/recharge stuff, yeah! -
<ul type="square">
[*] Nullify Pain - Nullify Pain will heal nearby Allies for some hit points by numbing the pain caused by their wounds. Nullify pain is not as potent as Sooth, but can heal multiple targets at once. Recharge Moderate
[*] Soothe: You heal an ally by numbing their pain and calming their mind. You cannot use this power on your self.
[*] Share Pain: Share pain draws away some of an allys anguish caused by their wounds, but damages the user. The pain caused by this power causes the user to go into a frenzy, briefly increasnig their damage output.
[*] Conduit of Pain: You revive a fallen ally by becoming a conduit of pain and transferring the pain that was inflicted upon them back upon your enemies. THis will briefly empower you increasing your damage output, recovery rate, attack rate and chance to hit. After a minute the effect will wear off leaving you weakened for 30 seconds. Your damage, attack rate and chance to hit will all be reduced during this period. Recharge Very long
[*] Enforced Morale: Frees and ally from any disorient hold, sleep, fear, confuse and immobilize effects and leaves them resistant to such effects for a good while. Also, grants the target clearer perception to see hidden foes and minor recharge and movement speed boost. Protection and Movement boost will improve with multiple applications and as you advance in level, although the recharge and movement boost will only apply for the first few applications. If the ally is not damaged, Enforce moral will cause them some......
[*] Soothing Aura: While this power is active all nearby allies will be healed by Soothing Aura every couple of seconds for a small portion of their health.
[*] World of Pain: When this power is activated the user and all nearby team members will gain a moderate damage, resistance and to hit bonus. Additionally those affected by this power will have their resistance to placate effects improved.
[*] Anguishing Cry: You let out an Anguishing Cry causing a great deal of pain in your foes reducing their resistance and defense to damage for a short time.
[*] Painbringer: You transform an ally to pain incarnate turning them into an inexhaustible killing machien. While the character is imbued with this power they will benefit from incredible health regeneration, endurance recovery and improved damage potential for a short time.[/list]
Looks like it will be great for balanced Corruptors with both attacks and de/buffs! I especially like the Mind Link-like aura buff so you don't have to be as busy buffing like Thermals. -
"Zomg noo! Don't change the Stalker snipes because it gives a tactical advantage of almost 1-shotting a minion! YOU NARRFFF AVREYHRHFTING!"
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EDIT: Ok some of the numbers you giving are with PBU
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Shouldn't be! No form of PB any longer boosts KB. Slotting with KB gives naturally high numbers, and a full set of Kinetic Crash gives around 175% boost on that.
CoD:
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* Stun, Sleep, Confused, Terrorized, Immobilize, Held +98.34% for 12.5s
Effect does not stack from same caster
* RunSpeed, FlySpeed, Heal, ToHit, Endurance +98.34% for 12.5s
Effect does not stack from same caster
* DEF(All Types, Defense, Melee, Ranged, AOE) +98.34% for 12.5s
Effect does not stack from same caster
* ToHit +0.1 for 12.5s
Effect does not stack from same caster
* DMG(All except Toxic) +80% for 12.5s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
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No KB there. -
How much stacking of -KB IOs do you think is 'enough'?
Random stuff slotted with Kinetic Crash:
<ul type="square">[*]Force Bolt 51,2[*]Power Thrust 45,5[*]Hurricane 22,8 (if someone is crazy enough to slot it for that)[*]KOB 21,4 (same as above)[*]Fortunata TK Blast 20,5[/list] -
Try disabling your "STOP sending buff numbers"-option.
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I've had exactly same thing on my EM/WP Stalker. He crashes all the time yet none of my other characters do that. It's a travesty because I've had him Purped up and now I can't even play him.
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If you start off with Blaze, DoT does count because there'll be time in between Blaze and the last attack of the chain.
Ice Blast was the better spiker before I9 due to Fire DoT being lower and Blaze's range being just 20' back then. -
AR/Dark Corruptor is above the top 3. The immense power found within these powersets is enormous! Have you seen anyone told a fight against an AR/Dark? No?
Do you know why?
Nobody's computer could never have handled that much of camera spin. Neither do the owners survive the dark energy torrents magnified by at least 12 spins. -
Just change every primary and secondary to AR/Dark respectively.
Can't get more balanced than that! -
Either try to
<ul type="square"> - Cosmic Burst the mezzer
- Bring a hell-lot of BFs
- Stay out of a mez's range (Nullifiers' Beanbags are only 60", and most stun grenades are 70")
- Team[/list] -
Guys, you all saw it coming. EM is still the best all-around melee set for PvP, and I'm sure many people will still complain about it.
The only thing I'm conserned about is that now Villains' already horrible spiking has been slowed, now there is 1.67 seconds more time to heal, phase, whatever, while Blasters' ability to kill has stood untouched (maybe the activation of Fire & Ice heavy hitters will be nerfed after this?)
Well anyway the devs are focusing on making PvP more balanced. We still need a PvP redname though! -
Don't get me wrong, I love my namesake Fire/Cold, but I think /Rad is more get-go as far as PvP secondaries go. Corruptor Rad isn't as powerful as its Defender counterpart, but a self heal is huge in zones. It coming from your secondary gives you the benefit of not having to dip into Medicine so you can go Leadership instead. Lack of +perception is a major issue villainside, especially in zones.
Regarding /Cold lock down, you really need a web grenade for that. Super Jump trumps slows in general.
The only thing that usually has slowed me down while SJing has been Siphon Speed, and that's unresistable for all ATs that wield the set.
Good thing that there is the Mace PPP though, Mace makes /Cold awesome at locking down.
I'd pick Rad if my primary intent would be SC. -Res so early is handy, but higher than that? Cold.