Extremus

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  1. No - it's there to let SG's continue to recruit/expand even if the leader goes AWOL. There were instances in the past where some SG's became unable to invite new members etc... simply because the invite permissions were at leader only.
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    Also by now experienced PvPers know that there is a problem with tf foe.When you get tp foed and you are mobile its highly unlikely anything will land on you

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    You do get a free hit, which is usually enough for severe dmg dealers vs. squishies

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    True, however you can ping off things like Tar Patch or Caltrops after the 'port before you get stuck.
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    As has already been said, 'tis perfectly doable for Energy Melee.
    In fact, it probably won't hurt your damage output at all.

    Just don't drop Placate, and for Heaven's sake slot your attacks well. Since EM has high recharge times you'll want a healthy amount of Recharge and EndRed slotted in addition to the usual Accuracy/Damage.

    Critical Bonesmasher from Hide is almost as good as an AS. Energy Transfer and Total Focus to follow up.

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    This.

    Solo I basically have no need for AS unless I'm fighting a reasonably high Boss or EB, and in Teams it's pretty much just EB and AV's where it's needed.

    That's not to say that AS isn't worth it on EM, just that it's not as needed compared to something like Ninja Blade.
  4. Extremus

    At last..

    In theory, yes.

    In practice, ehh.
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    Some of the origin temp powers seem to set up containment better than others. I think only natural doesn't have some mild mez built in.

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    And hitting your first power twice (once for containment and mez, second time for damage and mez) will probably work out better damage per end.
  6. Extremus

    Tping in PvP

    No the person he droned started verbally attacking him in /broadcast and /local and then petitioned him, and then Xan got banned.
  7. Smart people delete toons instead of not playing them oh yes.
  8. [ QUOTE ]
    i got a elec/Fire works great with a fier7Kin

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    A lot of stuff works well with a Fire/Kin. It's like saying "The damage isn't bad when you're at the cap permanently".
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    erm i think the tk nerf is a little over the top. With insp stacking becoming available in i12, people will be entering the arena with all large insps anyway. I dont have tk on any of my toons, but apart from the exploit (which ive not encountered, but would just leave a match if it was used), i have never considered it overpowered in any way shape or form.

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    What exploit?

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    If you TK someone at a downward angle from a great/reasonable height they can end up in a permanent state of knockback and thus be unable to do anything.

    (I think).
  10. [ QUOTE ]
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    *reads OP's post*

    *watches the I12 VEAT trailer again*

    *looks at OP's post in disbelief*


    Did you watch the same video?

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    Well maybe watch it again then since ALL the fortunata and nightwidow attacks shown were powers already in game.
    If you didnt noticed that by watching the video several times i wonder if you ever saw claws scrappers or stalkers, psi defenders or mind trollers or doms............



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    Yes Fortunate and Nightwidow etc... animations are recycled... maybe because they're supposed to match the NPC's of the same name that we're supposed to be part of (faction wise)?
  11. Hopefully you'll be able to respec out of and in to different power trees.
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    So what about the idea of leaving TK as is but adding repel resistance to Acrobatics and BFs?

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    Giving repel res to a pool power is a bad idea IMO.

    Making two BF's negate repel would be a better idea.
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    I would rather have people having even chance at PVP regardless of their toon or sets.

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    A sound idea in theory, but people that have good sets and build a toon around maximising certain aspects of an AT should have a slight advantage because they put more effort in to that toon.
  14. Oh right, yeah, they fixed that. My bad. Still it's certainly enough oppurtunity to get a kill, especially as you're /EM.
  15. Yes - but it's your choice not to utilise the KB causing powers in your set. You'll have the oppurtunity to juggle someone with reasonable ease if they're just using Acrobatics, especially as there's no knockback supression.
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    How exactly do you think that this change affects energy blasts secondary effect? Nothing I think. The secondary effects are still like 1,5 mag and 20% chance and essentially impossible to stack. I think Id still rather take extra damage of fire thank you.

    Ok power push can now KB thru acro, whoop.

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    Power Push and Power Thrust in your powersets. More than enough to juggle someone - that'd be usefull, no?
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    I have never, ever been satisfied with IO sets being 'required'. That is far too much WOW to me

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    They're not 'required'. A KB IO on top of Acro will negate, what, 90-95% of the KB causing powers in game? Sure it'll not be enough against a minority of powers, but hey. It's a lot better than right now where KB is useless.

    Considering your history with [censored] about how Energy Blaster's secondary effect is useless in PvP I'd of thought you'd of been for this change, or did your head just go "WAIT ONE IO AND ACRO OH GOD TOO MUCH FARMING EFFORT AAAA"?

    The only proposed change I don't like is TK, take that to two BF's to counter and I'll be happy.
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    Just had a look in Mid's, the things that'll go over acro are:

    TK Thrust, Power Thrust, Force Bolt, Repulsion Bomb, Power Push, Nova, Quasar, blaster' Thunderstrike (80% chance). Everything else won't go over it still, so it's not that bad.

    (May've missed some)

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    How about accro + a kb resist IO?
    Interesting, one of my 1st pvp toons was all about KB, then I found out about acrobatics

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    Acro + KB Res IO should negate everything but TK Thrust, Power Thrust and Force Bolt. I think.

    @TG: Welp the TK nerf is a bit over the top but if you don't have a kin or if it's 1v1 it's too much to ask you to burn 4 BF's. I'd rather them bring it to two small BF's instead of removing it completely. Still - glad to see it mentioned by a red name and that it's actually going on Test, rather than it just turning up on suddenly in some post-issue patch without warning.
  19. Just had a look in Mid's, the things that'll go over acro are:

    TK Thrust, Power Thrust, Force Bolt, Repulsion Bomb, Power Push, Nova, Quasar, blaster' Thunderstrike (80% chance). Everything else won't go over it still, so it's not that bad.

    (May've missed some)
  20. If anything I expect them to increase the recharge.
  21. For PSW
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    The current scale, after alterations to the power, is 1.10 which is slightly more than Fireball does (sans bonus DOT.)

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    Here
  22. What time maybe I'll turn up I dunno.
  23. [ QUOTE ]
    Build up and aim are the key . Be aware that when used together they partially cancel out each others effects.
    Hence it is best to use them independently when fighting mobs; and together for fighting single targets.

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    What. Cancel each other out?