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Posts
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+6% Enhancement(Heal)
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I'm not sure that actually works for /Regen. As far as I recall it has no effect on regeneration or things like Dull Pain, and there was some issue with it as far as Reconstruction went due to the way it's heal worked.
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that probebly just came as a bonus and it should work on reconstruction and dull pain
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Doesn't with Reconstruction for sure, they can't get it to work because of the +Res (Toxic) component.
Don't think it works for Dull Pain properly either. -
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Change of team makeup:
Team: Paragon Treegens
Team Leader: Pl4sm4 (@Nightbringer) -or- Frozen Electrum (@Extremus), grab one of us.
Frozen Electrum - @Extremus
Pl4sm4 - @Nightbringer
G-Bomb - @Imaginary (on @G-Zeus)
Captain Napalm - @Mesmer
Arch D. Shizzle - @Archy
Sub: Empath Prime - @Empath
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Man screw this edit limit.
Arch is (should be) playing Arch Ned, confused the toons. -
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I dont see RV being any heavier on NPC's than the other zones, in fact, I'd say SC is far worse for NPC's getting involved.
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Err... wha??. Not the RV I play, at least
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No, he's right, if all you do is fight in the freaking hot zones. -
Change of team makeup:
Team: Paragon Treegens
Team Leader: Pl4sm4 (@Nightbringer) -or- Frozen Electrum (@Extremus), grab one of us.
Frozen Electrum - @Extremus
Pl4sm4 - @Nightbringer
G-Bomb - @Imaginary (on @G-Zeus)
Captain Napalm - @Mesmer
Arch D. Shizzle - @Archy
Sub: Empath Prime - @Empath -
As the copy tools down half our team can't actually get on to Test with the right toons/any toons, so either pull us out of the league or let me know who we draw against and I'll try and arrange some fightin' before next week. <_<
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"Herding" by which I mean gathering several groups together has got to DIE!
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it already has... herding several 8man spawn size mobs, you'd hit the aggro cap almost straight away and most of your herd will stand there looking like you never even came near them.
as max said though... herding does still rock in small teams
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That's the fun though, if you do it right, when you kill some, more will immediately come running towards the tank. -
Seems the copy tool is still down, which'll prove a problem for us :\
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Day I'm not sure on, erm, maybe 8pm time wise, I think that'd be good for most of us?
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RV's a great concept with a flawed actualisation, the zone itself with the (viewed as) huge rewards on pillboxes encourages farming them, which can lead to a bad atmosphere if said people doing the pillboxes aren't interested at all in PvP and will hurl abuse either via local, broadcast or tells (which happens more often than I'd like).
Couple that with Heavies, which while they work thematically with the zone, they can in some cases be detrimental to PvP, being two shotted by them can get tiring, and the fact that the PvE are not only common and large, but also contain a fair amount of bosses complete with pretty hardcore Mez's.
A lot of the issue is attitudes to certain things among zone PvPers. People who will harass you if you're in a team, use inspirations, travel powers to stay out of melee/range, use self heals like Aid Self (when they're not confused for Inspirations =\ ), or just for the hell of it because you killed them and they simply think it's unfair.
Oh and the whole APP-vs-PPP debate, I really like the PPP's, great idea, some nifty effects. But I'd rather have Focused Acc on my Stalker and Brute instead of something like Dark Blast. Or something like PFF or Force of Nature, hell, or Power Build Up for a Corrupter etc...
My current two cents! -
Better balance in warburg, plus the FFA is cool.
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That's because we didn't know about it. Or at least, most of us didn't. :\
How about next weekend maybe? -
Stalk's assuming equal skill and familiarity of playing with that AT/Build here, in which case Heroes do have the upper hand, but I think that's simply because heroes can drop massive ranged DPS and burst damage, villains rely more on melee DPS and burst damage.
However, a group of villains can easily dismantle a group of heroes if the heroes are casual PvPers and the villains actually know what they're doing.
It's not just numbers, Stalk. -
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As I told to Xanthus in-game, the fact that he was waiting me to re-surface it at the forum and also that he didn't advertise it to MOTD of the channel, probably was the problem. Also the mandatory use of TS scares people away...
Those are just my opinions. They don't have to be the real reasons of the failure.
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OK so Xan's a bit dumb on that count. <_<
We only ask people to listen on teamspeak, infact, it's easier if no-one but raid leaders talk, it just makes things easier to co-ordinate and can really speed things up. The raid, with a full turn out, shouldn't of taken more than about 2.5 hours. -
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Probably would have helped if the raid had been advertised more before the night, after all a lot of people aren't free for 4+ hours on a tuesday evening any old week.
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How could we have advertised it more? This post has been up for more than a week, and I've been chatting about the raid in the Union Hamidon Raids pretty regularly as well.
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This post only recently resurfaced to the frist page in union heroes, also chatting in the channel is one thing, but perhaps you should actively look for people and ask them to join from utside the channel, as im sure a fair few have left it since we stopped the regular raids.
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It's been in the public eye, there were over 50 poeple in the channel at the time of the Raid itself, and we were talking about the raid quite consistently in global channels, broadcast, request, arena for a few hours before we even went in to the Hive.
Fact is I (personally) think that people have been put off by the repeated fails, which is always a problem when the Devs throw a curveball at the community like the new Hamidon.
And I really don't want to start any Defiant/Union animosity, but I was surprised by how few we pulled together for the Raid in comparison to Defiants, considering that Union currently has a much larger population than Defiant. -
Well, it would've been nice if more than about 20 people could have actually bothered to turn up for the raid itself.
Pretty poor show on Unions part, but we're trying again next week, stay tuned for info. -
It's handy, but in reasonably big team PvP you won't be in melee that often.
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Still takes an awful lot of spike damage to kill a buffed fire tanker in the arena, with healing flames having a short recharge.
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Oh yeah, but the difference is being hard to kill, and being almost impossible to kill. (Note: YMMV, a lot of Ice/ tank players are too slow with the button pressing). -
Fire/ = more damage.
Ice/ = more survivability.