ExtraGonk

Mentor
  • Posts

    497
  • Joined

  1. both friday and saturday night heroes were seriously outnumbered and pushed back to the base, it was hard work trying to bust out. it was getting tp'd out of the base and then getting ganked by 4 stalkers which was probably the hardest bit to take when there were about 8-12 villains (not hidden) and 3 heroes (not hidden).

    but its the same as normal, i tend to find friday/saturday/sunday are bad days for sirens, it always seems to be all one side or all the other.

    as per the broadcasts, the only thing that i really see a problem is the direct insults, everything else can be ignored really.
  2. And (shhh dont tell the team) i forgot to put invincibility on for the whole trial too, punchvoke only.
  3. the souldrain/dc question, i found that they just we'rent available enough for use as aoe attacks.

    but if you're slotting either for attack then make it dc, its got a bigger punch to it for sure.
  4. tbh i think thats fairly apparent for most builds and such like, however stalkers specialise in the first hit, take that one hit away and they cant do enough damage (another generalisation to show an example, please dont hit me!), so in this case and many others where their hide is blown i think its justified for them to bolt till the taunt wore off and hides back up.

    i'd do the same in a case where either im missing too much or get target locked (like taunt), while you could go after the taunter, you'd get ganked by the taunters friends, thats the whole point of it.

    imho if it wasnt for stalkers then when the odds outwiegh the villians there would not be any pvp, a lot of the times i've see sirens really one sided (in hero favour) its the stalkers who come out and play more than other classes, this i think is cool and respect to them for it.
  5. i teamed with a 3 slot hover fire tank a little while ago, my impression was while good it was approx 1.5 slots too slow on hover (it looked ace though ).

    certainly when you could 6 slot it i had my primary tank as a hover tank, however at later levels the mobility it provided was negated because of orenbegan maps where you couldnt hover over the mobs correctly, and the pesky -fly powers in malta attacks

    its funny actually, i have my level 20 fire tank sitting pondering the same question
  6. ah yes i see the point there. you can do it but it does tend to be a bit loose as you start relying on timing it very well for run in punches and your ranged attacks.
  7. ExtraGonk

    3vP is coming!

    [ QUOTE ]
    Im tentatively interested, although we might find ourselves with I7 if we tarry with this too long

    [/ QUOTE ]

    thats not really a problem though, as long as the match days are fixed then even stuff like i7 shouldnt interrupt too much, its only 30 mins a week afterall

    unless they patched on thursday is what you mean
  8. you shouldnt need to worry, a team that looks at you and then makes comment on the fact you're not a tank becuase you have no taunt isnt worth joining.

    tbh, as long as you have that tanker mindset of controlling as much of the aggro as possible and you do your gut busting utmost to do that then that should be all thats required.
  9. im not sure i follow you on this comment, no tank can protect against a pbaoe of any type, its point blank, anything in that pointblank radius is going to get a hit check on them, taunting said av doesnt make a pbaoe any less pbaoeish.

    and tauntless tanks can easily maintain aggro on av's, just keep hitting them and they stick to you fine, the only time you'll lose agro is if you run out of endurance or you die or you stop hitting them.

    maybe i missed the point of your comment?
  10. i understand where you're coming from, i rvr'd in daoc for a good while before giving the game up and playing this.

    i know what you mean with the hold and death, the way i think of it is its easier to die and come back than carry laods of breakfrees, sure places like sirens make it easy because the maps smaller, but the bigger zones make it tougher.

    in my limited experience of high level pvp its similar to daoc, your team either gets stonewalled because of skills mismatch or outnumbered, or it happens the other way round, you take them apart very fast.

    i'd hazard a guess at that they cant do much about it really, its a core game mechanic how status control occurs, changing that would change everything.

    however i suspect we wont really see real pvp balancing until we have a good group of level 50 villains to face off against the multitude of heroes.

    I still think it'll be fast short fights happening, purely because of travel powers and the vast array of ranged and queueable powers, unlike daoc when the game was very much dominated by melee range attacks that you had to be in range of all the length of the attack and couldnt be queued.

    I rememebr daoc had its fair share of ftw buttons on midgard healer characters, which when used could make 5 midgard easily take out 10 albs without breaking a sweat, so the crowd control in those cases were just too powerful (imho), although was still fun to play against
  11. ExtraGonk

    3vP is coming!

    i think this sounds ace, i like the level cap too - the builds dont get too uber at 40, yet you still get a chance at all your basic powers.

    I think the randomness of it all will really take the edge off the serious ego'ing too, will be a class bit of fun

    on sign up would you pick one of your characters per player (even if they have more than 1 account) and be required to stick with that char for the full season?

    sign me up for sure.
  12. totally agree, there are currently 3 threads touching this subject, when in reality there doesnt even need to be one.
  13. i do think that moving taunt to 10 is a big factor in how many drop it from their builds now, all the tanks i've seen all have a crush on powers pre 26 (except level 4) so something has to give and moving taunt to 10 looks like thats what gives.

    even pushing a few tanks thru hero planner i find myself approaching the 30s and wondering when i can fit taunt it and having to rebuild the whole spec to shoehorn it in earlier when it would be useful.

    and yup tanks are tanks regardless of if they have taunt or not, if it was a requirement to tanking it'd be inherent.
  14. [ QUOTE ]
    [ QUOTE ]
    A really good tanker don't need taunt.

    [/ QUOTE ]

    NO matter how good a tanker you are, you will be far far far better with taunt.

    Explain why you dont take it?

    [/ QUOTE ]

    he did say he didnt take it, he said a good tank doesnt need it. its true, you can be good without taunt. playing without taunt showed me that taunt just isnt a requirement to good tanking. certainly it can be a great tool for agro control, however i do think player reliance on it is what makes taunt the tool of choice rather than an actual real requirement of tanking.

    taunts good, tauntless is good, as long as the player involved is intent on tanking and team care then either way is good. this i see the difference between scranking and tauntless tanking.

    And even then my own typecasting is unfair on scrappers as a lot of scrappers i play with are very team orientated and will step up to tank when im down or out.
  15. aye i didnt think about the not being active in form mode

    true i dont think it needs it either, its really obvious when you get the damage boosts etc, was really just following the original post idea with a way of it maybe working.

    i too really enjoy the way my warshades been a learning challenge, its not like anything else i've played
  16. maybe it could be just one bar, same size as defiance/fury bar, rather than being full or not it has 3 colours to it, these colours would dominate the bar more depending on what effects your getting?

    might work...?
  17. in certain circumstances i'd say BS does outshine other scrapper primaries other than katana, in one hit nothing can do as much damage, very important for the game where you only get one chance at a hit - pvp for instance. however it is desperately slow.

    super reflexes is a very fun set to play, its different again to regen, not lots of clickies to press and it also has the advantage of being good to go from level 4 onwards going thru regen again it still feels painful up to SO's.
  18. ExtraGonk

    ding number 3

    Wicked stuff cog!!!

    really please i got to team with you on the way to this one was good good fun, took teh heat of max )))
  19. and thank you guys, was a cool weekend )) would not have been possible without the team and everyone helping....

    i'd like to put out to all the guys and gals who have helped make max thunder happen. Max is and was all about knife edge play ('ill be writing an apendix for my guide) basically someone makes a mistake and theres trouble.; however all but a few have bought into the team reliance and catching of how we played. i say we because it wasnt just max, it was the generation that he grew up in.

    it was the most fun fifty i've had since my first, top top fun. and stupid and fun, and risky, and well, it was fun
  20. need to get your ss higher dude we're starting to pick up a 30ish group if you're interested

    it does have another SS tank in the group so you'll have to fight for handclap dominance )))

    should be class fun ))
  21. boo

    not fair i reckon, orbiting debt should break AS but if it doesnt, it doesnt, still dont make it fair
  22. i think you must be mistaking me for someone else, i dont have any blasters past 36 and play exclusively on defiant (highest on union is level 20 concept build scrapper).

    av tanking blaster sounds good though
  23. not to mention build up disembowl critical = 1 shot stalker in sirens
  24. gratz volt dude, was good fun teaming today and seeing that 50
  25. Nicely done Psygon, this one was one of the most fun and chaotic characters i've played along side, was great all the time

    Gratz!