Flux_Vector

Legend
  • Posts

    337
  • Joined

  1. Luckily, no, the alpha slot lets us change what's in it on the fly between any of the boosts we have crafted. There's a five-minute cooldown after you change it before you can change it again, but you never lose any of your boosts, you can even 'downgrade' to a lower tier boost in the same 'tree' if you want to for some reason. There's no need to talk to a contact unless it's been changed from when I tried it.

    As for the rest, it's play-style dependent, which is sort of my overall point in a nutshell. What works for you (or me) may not work as well for someone else, and it's especially important to remember that for every great player there are many average ones who are solid contributors and great teammates, but are still playing at a less extreme level than high-power characters in the hands of expert players are able to. Alot of players come to these forums for advice on builds and strategies and many proceed to follow them without question or even significant understanding of the knowledge and reasoning behind the advice. Seeing a post from a warshade guide-writer telling them that Spiritual is the only choice (regardless of build) will make them go slot Spiritual boosts, then assume they're doing something wrong and it's their fault if it doesn't help them much, when another boost might suit their playstyle or their specific build needs better.

    Otherwise, I'm perfectly fine with agreeing to disagree about personal preferences like IO build exemplar planning and warburg being fun
  2. Solar flare is certainly underwhelming entirely due to its knockback. Dropping it isn't a bad call at all, since in teams you should be perfectly able (and eager) to 'hang out' in nova form using its much superior blasts and boosted damage to your advantage.

    I'd also say to skip the humanform detonation, and take proton scatter only if you really feel you must have a human form AOE. You want to focus on using the nova form's powerful AOEs, not human form's mediocre ones. If you're on a team and thus want to be AOEing, you want to be a squid as much as possible, and spend as little time as possible as a lobster or koosh ball, unless the team really badly needs the lobster.

    Pulsar, however, is IMO a critical power for PBs. Awful as it is, and seems, it is critical to your soloability and in teams it gives you a way to mitigate against spawn alpha strikes for your allies. Not every team will need it, but it can save a lot of grief for teams who do. And like I said, soloing - if you find yourself alone against some malta, for example, you're going to be glad you can stun those minions before their tasers stun you.

    Overall, I'd look at either frankenslotting IOs and going for 4-slotted attacks using multi-aspect enhancers (say, acc/dam, acc/dam, dam/end/rech, dam/end/rech), or slotting -some- powers out heavily and others lightly, focus on a global rech bonus, and then 'skimp' on recharge for your under-slotted powers.

    Depending on how much money/effort you want to put into it, the global bonus will carry across all your forms, so it's the 'best' option IMO.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    I'm aware of the diminishing returns, but I've already gone over the lack of benefits the other alpha options provide. If you are already capped for damage (it's not hard to do with a 'shade), Musculature provides no benefit. The resistance bonus is likewise wasted when eclipse is taken into account, especially since it is not enough benefit to drop the required enemies from five to four. Endurance reduction is the last thing we need considering Stygian Circle. Even my high recharge build, low end reduction build is fully sustainable in dwarf, without dropping for Stygian Circle. Adding inherent Fitness to forms will only make this better.

    Diminishing returns, at least in my book, are better than no returns.
    However, you seemingly are treating the analysis like double miring and using stygian circle as not taking time. They do.

    The time you spend miring, shapeshifting to dwarf, miring again, and then shapeshifting to nova both counts against the time of your mire durations, and the time your attack chain takes. A double-mire takes about 8 seconds to get into nova form and be ready to go to town with that capped damage, ignoring the time it takes to position yourself for it. You probably only get about 5-6 seconds of 'useful' double-mire time under this strategy.

    And the time you spend shapeshifting, in particular, is time other offensive types are spending attacking. Other ATs' self buffs also take time, but they don't have to form-swap in between to leverage them. If you're a warshade who finds fights are mostly over by the time you're done ramping up for them, using an alpha boost that lets you save a 'step' in your setup, and going right from mire to nova form, is likely going to improve your performance substantially more than getting long-timer powers back 5 to 10 seconds faster will.

    Alternatively, you might find that while you're pausing to recover with stygian circle on the spawn you just massacred, the rest of the team is racing to the next spawn and killing most of it without you. If this happens to you alot, trying an alpha boost that makes it so you have to use stygian circle less often is likely going to result in your getting more performance.

    And performance aside, tailoring your build to get you into the action faster and keep you there longer is very likely to be more fun, since you spend more time attacking and seeing those happy orange numbers.

    If you're the type who'd rather 'solo in the team' and go off by themselves in order to make sure you could do it your way, this might not be for you. But it's a fairly rare team who's going to appreciate that playstyle, even if many won't say anything about it. I know I tend to snicker to myself in a bit of schadenfreude when a 'lone ranger' gets KO'd. Especially if they then have to wait for the team to go 'rescue' them. (This is especially amusing to me with "FOTM" melee types - like DM/shield or fire/shield...)

    Quote:
    My warshade isn't concerned with a seamless attack chain (unless you consider Nova Emanation -> Detonation, which isn't quite seamless yet). The added recharge will allow me to use the long recharge powers more often. I beg for a faster Quasar, Unchain Essence, and more time with three fluffies on my own.
    Depending on your existing build (which I don't know, but considering you're talking about having 3 fluffies, I assume you have significant global recharge already), you're probably looking at an improvement of 1 to 1.5 seconds of recharge time per 60 seconds base recharge on those powers. So guesstimating, you should get 4-5 seconds of extra time with your three fluffies, and have quasar back 8-10 seconds sooner.

    To figure out what you'd gain on a given power at the 'very rare' alpha power (which we can't get yet), calculate power recharge / (100% + (enhancements + global recharge) + 30%) and subtract that from your current power recharge speed.

    It's hard to measure the value of recharge increases on long-timer powers, though, because said powers tend to be fairly situational. I'd say the most broadly applicable ones are tier 9 nukes, but I think if you're in the 90 second recharge range on that already, it's unlikely that getting it much lower is going to help too much. As a practical matter, I've found that lets me nuke every 3rd spawn on most teams. Having it cycle up in the middle of the 2nd spawn just means I'll save it for the 3rd one anyway.

    Quote:
    I also think you're overlooking one of a warshade's weaknesses: -recharge. By going with the Spiritual branch you provide yourself with a buffer zone. Why do SR characters aim for 50% defense? To have a buffer for when the debuffs start falling on. If my Eclipse overlaps by 15 seconds instead of 10 as it is now, that just means I can get hit with a few more -recharge attacks before I have to worry about losing the protection of Eclipse.
    SR characters aim for 47% defense in my experience, because with 95% def debuff resistance they don't need a "buffer" of more than 2%; the average def debuff 'hit' will debuff them for less than half a percent. If it weren't a particularly harsh tradeoff in terms of effectiveness, it'd be other defense sets who'd want a 50%+ defense rating to absorb debuffs. In practice though, that's a harsh tradeoff and nobody I know personally makes it. Especially since you can largely counter cascade failure when it happens via offense (kill the units that are debuffing you), and/or luck inspirations (after a few seconds of not being hit the stacked debuffs will start to fall off you).

    To the point, though, warshades don't have -recharge resistance. I think a really useful buffer would be prohibitively large, like for def-chars who don't have SR's debuff resists. I also would think you'd be in dwarf form if you were tanking for a team, and otherwise you shouldn't be focused on by that many enemies who use -recharge powers. If you choose to solo on high difficulty against enemies that target one of your weaknesses, it's not the build's fault if you lose

    That said, if you do find yourself in that situation and want to use a buffer against -rech, you can always cycle in your spiritual boost slot then. One of the nice things about the alpha slot is that you can change to what's most useful to you at the time.

    Quote:
    This is a good idea for some people. I like to be able to exemplar without changing how my character functions on a fundamental level. Since the alpha slot goes away, I wouldn't put any stock in having the core of my build disappear at level 49.
    That depends heavily on the character's personal situation, but most peoples' builds are going to 'disappear' if they exemplar much anyway... and really, not much that you'd exemplar for is particularly hard, only time-consuming. I used to be diligent about using IOs I could exemplar into the mid-30s with in my builds, and so forth, until I realized that I was levelling up various characters through the exact same taskforces who didn't even have all their enhancements slotted, and not having any trouble.
  4. Somewhat unfortunately for the Spiritual tree, the more recharge you have, the less effective adding recharge becomes. Along with recharge going from 'great!' to 'mediocre' if not 'pointless' when you have a saturated power chain (ie, you're constantly animation-locked and are never waiting on a power to recharge), the Spiritual tree won't be a no-brainer improvement even for warshades.

    The recharge formula is RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs ). Since your recharge buffs are in the denominator there's an inherent 'diminishing returns' effect on stacking recharge. And since recharge isn't universally 'more is better' but rather has specific 'target numbers' to hit for certain power chains to work, I'd say there's actually a lot of research and effort involved in deciding if you should use a spiritual boost or something else. Recharge 'in between' two target numbers is largely wasted, and if you've already got an optimal power chain, adding more recharge is unlikely to benefit you much.

    Given the animation times for shapeshifting and the short duration of dwarf mire, if I were a warshade player with a strong +recharge build already, I'd be strongly tempted to focus on musculature and cardiac alpha slots, changing from +dam when it's not over-capping me to +endred when I have alot of team buffing, and use them to limit how much time I waste shapeshifting, since shifting is a medium-long animation during which you cause no damage.

    Alternately, I'd use the spiritual boost to shift my IO build in a fundamental manner and try to include more survivability bonuses such as +defense or +max health, rather than +rech.

    Edit - this is true for any character, not just Warshades. Once you've got an optimal power chain, more recharge is only good for making your 'long timer' powers cycle a few seconds faster. This is rarely worth it compared to chasing other bonuses that are more broadly applicable then.
  5. Quote:
    Originally Posted by jp74 View Post
    Phew! I thought I was going crazy when I started seeing random tile sets on the walls and the mission rooms going pitch black. Thought my GPU was dying but from what I'm reading here I guess it's a bug. For me it seems to begin after a couple hours of playing. When I first start everything is fine.

    W7 64 Bit
    4 GB Ram
    HD3870 512MB
    Core 2 Duo E6550 2.33GHZ
    (3 year old rig, getting a new one this fall)
    I'd still be worried about your GPU going, or since you say it happens after a couple hours, having a heat buildup issue, and start to monitor its temperature and/or test it in other games.

    That behavior isn't the flickering being reported by other users, and random textures is never a good thing.
  6. I've had very bad menu flickering on bigger/longer menu screens. The badge window or badge tab of a player profile who has a lot of badges is an almost surefire way to replicate this for me. I've turned all the ultra mode settings off and it hasn't had an impact on the menu flicker at all.

    Exiting to the login screen and changing characters seems to make it worse, as does typing something. It may just be my impression, but until I type something into my chat bar, I don't seem to get any/much menu flicker.

    I'm using a radeon hd 5850, amd athalon 64 x2 5400+ (dual core 2.8 ghz), 6 gb ram and windows 7 64-bit, without any overclocking. I've had the problem on every driver version of catalyst I've installed since UM went live.

    Back in the ultra mode test I was using the same system but with an nvidia gts 8800 512, 4 mb ram and windows XP 32-bit; I didn't have the problem then.
  7. That's not quite the same build I used levelling (I created and levelled the character years ago, before inventions existed), but it's actually fairly close. Most of what I've changed over the years is in the 35+ level range.

    The reasons I don't put much emphasis on shields is are twofold. One is partially just habit - when I was levelling, and for years after, they'd be detoggled by mez anyway. There wasn't alot of point in having them back then, my real survivability when I was levelling up, came from essence boost, reform essence, and pulsar. This is still somewhat the case, because of the prevalence of mez attacks in the upper levels, your shields do end up suppressed a lot.

    The other reason is relevant to all characters however - at low levels, endurance is at a premium. A modest amount of damage resistance isn't as valuable as not running out of endurance in the middle of a fight. Defensive toggles were rebalanced in issue 5's Global Defense Nerf to consider stamina and SO enhancers. Most of my characters run 'armorless' up to the mid teens or early 20s, not turning on toggles even if I take them, until I've got SOs slotted into them and simply relying on damage output and inspirations for winning.

    Solar Flare I use relatively rarely, because of the knockback it causes, unless there's a controller using a -kb AOE immobilize, using it in a team is counterproductive as it scatters a spawn around. That's why I picked proton scatter and put it relatively early, it's the only 'team friendly' AOE available to a human form PB.

    If I were going to re-update the build for the modern day, I'd drop the aegis status resistance (it does nothing) and shift my KB prot to BOTZ in energy flight. I might do a few other things, but I doubt it. As far as PBs go, I'm happy with its performance. Being frank, it's nowhere near as good as my brute, my night widow, my scrapper, or my defender, who have equally-expensive builds (actually, the defender's is much cheaper, but dark/sonic is a power combo), but it's fun and it looks pretty.
  8. After playing a humanform PB extensively (my actual live build is posted below), I have this to say: the human-only PB has the illusion of flexibility, but ultimately that's all it is, an illusion.

    The reason for this is because powers in this game do one or more of only three things - cause damage in battle, extend your survival in battle, or reduce downtime between battles. There are multiple paths to each of these ends, but all those paths end in the same place. For example, a control power and an armor toggle do it differently, but they both end up letting you live longer in a battle.

    How this applies to humanform PBs is this: they have powers that take many paths, but all those paths converge to the same places (damage, survivability, and downtime reduction) as everyone else's more focused power selections. Whether or not you like it this way is a matter of taste - alot of people think it's fun, and I've been known to enjoy it myself. But other than that, there aren't really any 'good points.'

    There is however a serious 'bad point': in return for having several methods of damage and survivability, PBs suffer by being less effective at each than base ATs, and are further penalized by have a melee-centric design without effective status protection. The net result is that the humanform PB is a character who's got basic survivability comparable to a scrapper, basic offense comparable to a tanker, and a few gimmick powers plus cosmic balance to try and make up the difference. And then who's just plain hamstrung in practice compared to actual tankers or scrappers, by the lack of an efficient solution to the status protection problem. You end up being less than the sum of your parts, because a key part, that all the other parts would otherwise rely on, is missing.

    To preemptively deflect a frequent criticism: my opinion about status protection is based more on 'time spent mezzed cuts down one's offense' than on 'being mezzed can sometimes make you dead.' My humanform PB has historically survived being mezzed most of the time, but the time it takes up cuts into my DPS.

    To preemptively deflect another: human PBs would still be relatively weak even if they had effective status protection, because they have defender-level hitpoints (about 300 less than a scrapper and 800 less thank a tanker), and require atrocious amounts of +recharge bonus to bring together an attack chain that isn't heavily filled by tier 1 blasts.

    To preemptively deflect a third: if dwarf form's only worth it for status protection and not for tanking, the problem's with tanking and white dwarf form's pathetic offense (I guesstimate that thinking offensively, you'd have to be mezzed for more than 10 seconds to justify shifting to white dwarf as opposed to just waiting it out), not with status protection in human form.

    Here's my human PB's live build. Most of the powers would stay the same, and even in the same order, if I didn't have any IOs.
    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gleaming Bolt -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(37), LdyGrey-%Dam(37)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), Aegis-Psi/Status(48)
    Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(36)
    Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 6: Radiant Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(11), Hectmb-Dmg/Rchg(11), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), RgnTis-Regen+(25), Numna-Heal(25), Mrcl-Heal(50)
    Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg(21), C'ngImp-Acc/Dmg/Rchg(23), RechRdx-I(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(50)
    Level 22: Reform Essence -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 24: Pulsar -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(33), Amaze-EndRdx/Stun(33), Stpfy-Acc/Stun/Rchg(34)
    Level 26: Shining Shield -- ResDam-I(A), ResDam-I(43)
    Level 28: Proton Scatter -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Achilles-ResDeb%(48)
    Level 30: Glowing Touch -- HO:Golgi(A)
    Level 32: Dawn Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 35: Solar Flare -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Achilles-ResDeb%(50)
    Level 38: Light Form -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Quantum Shield -- ResDam-I(A)
    Level 44: Photon Seekers -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(46), S'bndAl-Dmg/EndRdx(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Ninja Run -- Empty(A)
    Level 10: Combat Flight -- LkGmblr-Rchg+(A)
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1430;713;1426;HEX;|
    |78DA9594594F135114C7CF74BA3030D09652285B914D4A5B0A55312C2A8BC40429D|
    |088F2A462818BD460219DD6F868E2AB4F9A884B8C0F7E0AE3931FC08FA2C6C4070D|
    |423DCB2D517972D2FE7FF79E7BB639D3E9E2C3391BE0D114188D9777728EB39655B|
    |90DB55ECC17EEAAA26F29572A17733BE00380FE3F4FD696B7B654C1C93F50A94CF9|
    |7EBEB05B76D66631BED4F797D79C3AE135830983F3856D55548552AABAA8CDEEEEE|
    |EA456F694DAB47979255F2A28C7914D46E5F630A1BFBAD95445673BBF07116C6B10|
    |BF3F3DA0AF8A07865D0069681B62F4A604238CBEB4E013A2093E5394C1512E68C14|
    |5270C4518C3A3883E38F0E8734C6BEC03995C2F042F19DDAF04AF19BD1F316D08BE|
    |629429693DE602277267048B0CEF9260995193651C629447D7F2C4B8CDDA41C100C|
    |38E331A12827B5CB2071F8C4FDF822F8118801A812DF0A283250E60C5103D3422A8|
    |934A46DD3B17A509BC65F4A273BD76AEB7D8E443935F4C6EFF2A771AB8CA885CE25|
    |1456EF02E3DCF30BC00417D17C14D6EB1715DA0184D7718CD1B8204775483454252|
    |C40CED73DDA6A78CE43346FA39E33B761ED6D9C332BD36995E87CCB943E61C95394|
    |765CE2EECA94547B52CF3F4A20B8C5319C1A26089D1FD98A3BE60AD56E9C9684D72|
    |9B71C1119EB4EB7CED67E407759671FA9C6054709E312CBF0AD34BD392D9768E21D|
    |C2678D0D6A533755D64EF810B8249C104233E2E99CA3C34B797BA90A89E231ECCE0|
    |81E097E09011AFC8ECA4FE0FECBA5F3FF57E197B52F00D4F62FAA9C7E416BD58222|
    |1CE66628A8B27A7194333825946333EB8940E4D85796E41348DE8FB1C115387FBF8|
    |EDC40F5E903961C9BA8F5F3530D812651F932C152BF0AFFF0A9E5ADA624999CA7F5|
    |FEFEDEA1F8075AD16F53A4916C558A5D54D925BB4BD4DAB1CADD64936685BF96057|
    |9BF28F51AFE3241324932461EAF90979FAE86DAB23B149EA491A48FC24019210491|
    |BC91B92CA6F9651F5B5|
    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by Square_One View Post
    Kind of an annoying argument, to be honest...even if it does have some semblance of truth.

    "I soloed fine with mine."
    --"Of course it's *possible*, but you must've HATED it!"
    "...um, no, it went fairly normally..."
    The problem is more that 'what's fine' is subjective and rarely covers variables like 'from what level to what level', or 'at what difficulty level' - let alone things like 'how much money did your other chars invest into your kheld' or 'what kind of IO build are you playing.'

    That's why I find it a bit more persuasive to argue 'relative to other ATs performance.' If the devs (and other players) find it acceptable for other ATs to perform at a certain level, they should also find it acceptable for kheldians to perform at that same level. Otherwise I'd like to hear a rationale for why they should not that isn't self-contradictory or hypocritical.
  10. For the OP:

    Lately, I don't see as much blueside RP as I used to. I've so far attributed it to my having become a villain player almost exclusively, but I even seem to see fewer hero-side characters around Pocket D, and don't see alot of super-group tags that I used to see often. Again this might be self-selection too, as I don't spend alot of time on the "blue" end of the bar cause the text scroll there often makes it hard for me to follow my own conversations.

    I see fewer of the 'bigger, older' villain group tags too, but not to the same extent as hero groups. Anyway, bottom line is that in my opinion many of the older, heavier RP groups on both sides have fallen off in public activity. And I do know for certain that several long-standing RP groups have effectively collapsed due to population loss and/or leadership neglect.

    But groups are still out there, it might just take more of a determined effort to find and contact them (looking for their guildportal pages might be a good start).

    For the general discussion:

    Having lead an RP supergroup for a stint, and having experience leading guilds in other games, I can say that I think RP groups in particular really have a certain 'maximum size' beyond which they cannot effectively expand. Actually I think all online groups of any nature can only get as big as a singular charismatic leader can motivate and unify the members, but because of how heavily grounded in personal relationships online RP is, an RP group has a different (and probably smaller) limit - the individual members' monkeysphere.

    Once there are more people than can create and maintain relationships between their characters, the group starts experiencing problems, where people feel out of touch overall and new members feel particularly unwelcome. And RP monkeyspheres seem to me to be ridiculously small, in part due to alts, timezones, play schedules, the demands of real life, and so forth: keeping up strong relationships between the same characters over a long period of time is often more difficult than simply moving around and forming new ones.

    Throwing that in with 'us-vs-them' mentalities and I think it's easy to see why groups might fade out of public spaces and into more private base-centric RP circles, as well as fail to be good 'organizational partners' for inter-group events like 'battles' (though RPVP in specific has significant additional hurdles, IMO, due to a general dislike of PVP).

    Finally, other than Pocket D, there are no places that people really expect to find RP in the open in any concentration. Even people who RP elsewhere, often do so in 'out of the way' places or in channels other than local (team, SG, coalition), effectively rendering it invisible to anyone who's seeking, or even just interested in, RP. And while because of the monkeysphere issue, the D doesn't need to be full of alien-robot-vampire-demon-catgirls and people trolling both IC and OOC to drive away groups who are looking for more-serious RP, it certainly doesn't help any.
  11. Both Khelds are fun once they start to mature. Unfortunately they are late-maturing characters, almost regardless of your build - you will be missing critical powers until you rmid-20s to early 30s, and if you're triform you'll be missing even more-critical slots for even longer.

    That is almost the extent of their similarities as ATs however. They are very different in power and playstyle.

    Peacebringers are fairly average as an AT. They'll perform well enough for most play, especially in comparison to the other ATs on an SO enhancement basis. PBs tend to be self-contained, which makes them more human-form and solo-friendly, and have a more straightforward playstyle. I have a very low opinion of white dwarf; its damage output is very weak and in my opinion is not worth the survivability gain, especially considering your human form has numerous mitigation tools. For mez mitigation, carry breakfrees. Bright nova is just fine.

    Warshades are very powerful as an AT. They will perform fine with SOs, and can become absolute monsters with high-end IO set builds. Warshades buff off enemies, like kinetics, so they tend to do better in team settings and using different tactics that take enemies as resources to use rather than foes to be defeated. This is similar to the 'saturate invincibility with minions you don't kill while tanking an AV' mindset. Dark dwarf is quite a bit better off than white dwarf because of dwarf mire, but it is also even more redundant since warshades get eclipse, one of the best survivability tools in the entire game. Eclipsing, miring, and going all-out in dark nova form has been known to make people wonder why anyone bothers playing blasters.
  12. Quote:
    Originally Posted by EvilGeko View Post
    PBAoE KB = Evil, wrong, Castle should hold his head in abject shame for allowing it to continue to exist outside of final nukes.

    Solar Flare should have never made it out of beta with KB. Turn that power into KD and there would be rejoicing in the streets. Also, while not required, taking the KB off the melee attacks would be a good step. After those two steps, I'd be willing to deal. Until then, I'll just slowly crawl my PB to 50 because I hate playing her because of all the KB.
    This is pretty much how I feel. The KB instead of KD on solar flare does not give the power any additional mitigation value over foot stomp - in fact, it does the opposite by scattering enemies outside of other players' area of effect powers (including melee auras like invincibility, locational debuffs, toggle debuffs, and so on). The power being KB makes it situational when it could be a bread and butter AOE damage power that helps PBs close the performance gap vis-a-vis warshades and their non-KBing AOEing long-duration pets. If flare had no secondary effect at all, I'd use it much more often, because it does quite good damage and without KB, using it wouldn't be counterproductive to the team's effort.

    The KB on radiant strike is just annoying. KD would provide equal mitigation, and I wouldn't have to go chasing after my own damn target to keep punching it until it stops standing up. It's not rocket science, and it's the reason almost all knockback in melee powers was changed to knockdown in the first place. But just because it's not counterproductive, doesn't mean it should stay as is.
  13. To the OP: My advice is to decide on a development theme for your characters, and have their personalities develop and evolve along that theme. Have them internalize their experiences through that prism as they grow and interact with others. For example, your character could have theme of 'power and responsibility' - like Spider-Man.

    Or to use a personal example, for almost four years now, I've played a character in COH whose primary theme was 'violence hurting the user' - extended high-level superhero combat has been a major driving force to push her through several changes of outlook and personality: from a teenager out to do good for the world, to an increasingly despairing veteran war-fighter, through a bout of PTSD and out the other side as a young woman trying to teach a new generation of heroes not to repeat her mistakes and have to go through what she did. And, failing at it more than she'd like to admit. .

    You don't have to limit yourself to just one theme, and you don't even really have to keep the same theme for character's whole life. But in COH RP, you can't change the world, you can't do much to other peoples' characters without their consent, and you can't even be sure the same people will be around to RP with from one day or week to the next. But if you just take what comes and make it part of your character - good, bad, or ugly - none of that matters.

    People bag on Pocket D alot as a place to find roleplay, and they make some good points - it is a bar, and you should expect to find people doing bar things there. But what they leave out is that just like in reality, you make contacts and acquaintances in a bar. And then if you follow up with them, you start forming deeper levels of contact, friendships and partnerships, and then you start getting appropriately deeper levels of interaction, trust, and involvement with said people.

    So I say go to the D. And make friends, and then "call them up" the next day in tells and say you've got a hot tip that the Circle of Thorns are about to pee in the Well of Eyes, and do they want to help you go kick them in the shins. And that itself might be the start of your 'compelling story.'
  14. Flux_Vector

    WP/SS IO sets

    "It depends" - on your overall build, set bonuses, and general attack chain.

    Slotting purple sets out to the attractive 5 slot set bonus isn't particularly better for individual power enhancement than non-purple sets due to the ED "soft" (in sarcasm quotes) caps. And since the purple sets have higher-damage, higher-chance procs in them, I think it's best to slot the purple set in a power you're going to fire often.

    My usual advice is to skip the pure damage IO in favor of the proc, then use an IO from another set, or an HO, to "season to taste" with the 6th slot (if you're not sure what your taste is, the mako's bite quad covers all the bases for this in melee attacks). Double-proccing the attack with a non-purple proc is also viable, especially if end management isn't an issue for you.

    On my WP/SS brute, I slotted Hecatomb in Haymaker - my overall recharge (90% bonus + hasten) is such that I rarely ever use Punch, favoring haymaker and my patron ST blast (mu lightning) over it in the gaps between KOBs, and using foot stomp even single target in the rare instances I find myself having to wait for an ST power to cycle. KOB itself is slotted with 5 crushing impacts (skipping the dam/end) and the 6th slot is a Force Feedback rech/end, since the 5 crushing impacts already provide ED-capped damage and 2 SO's worth of accuracy... not that accuracy is a problem for me considering that I get another 74% worth to my entire build as a set bonus, and then have Rage, frequently double-stacked, for a large tohit buff as well.
  15. With the new lower requirements, my brute and my PB both got Leader >.>
  16. Quote:
    Originally Posted by Sadyre View Post
    Not a pseudo pet.
    You can see the photon seekers in the pet control panel, target them, and check their inherent buff and AI (even if you can't change it). Exactly like controller type pets

    Pseudo pets don't show in the pet control panel, and AFAIK, they also don't move.
    And yet they exist as a mechanic to deliver a power, which is the behavior and purpose of a pseudo pet. (I'm assuming you'll agree they aren't the same as an actual pet, ie, fire imps or extracted essences).
  17. Well, I'm not advocating damage either - I'm advocating making a decision on what the power's supposed to be: pet, regular AOE, or nuke-AOE. And then adjusting it to fit properly within that role.

    Statistically it works closest to a nuke. Thus under the assumption that is the intention for the power's use, I would suggest it be switched from accepting pet sets to accepting ranged AOE sets, be given a 20 or 25 foot radius, and either be made to inherit the caster's buffs so that buildup and cosmic balance will improve its damage, or increase the target cap to 16 - doing both without reducing the original damage would likely make it an unbalanced power.

    I more specifically would favor having it inherit buffs, as it seems to be the only pseudo-pet in the entire game that doesn't (even burn patches will inherit their caster's buffs...).
  18. The problem with photon seekers' performance isn't that they don't do something cool, and it's no longer (but used to be) unreliability. Mine do a pretty good job of at least exploding now.

    My complaint about them is that their numbers don't produce a particularly good average over time in comparison with other AOE attack powers, and they are extremely poor in comparison to the efficiency and effectiveness of any "true" pet.

    According to Mids and City of Data, slotted out for damage and recharge, seekers will deal a maximum of 533 damage to 10 targets with a 154 second recycle, or 34.6 damage per cycle. Dawn Strike with the same slotting will deal 422 damage to 16 targets every 184 seconds, or 36.7 damage per cycle. This is comparable... for now.

    By way of comparison with the 'normal' AOE's in a PB's arsenal, luminous detonation will deal 78 damage to 16 targets every 8.2 seconds with that slotting, which gives it a very nice 152.2 damage per cycle. Solar flare, 130 damage, 10 targets, 10.3 recycle for 126.2 damage per cycle.

    In English, what this all means is something rather obvious - powers with a 5 to 6 minute base recharge don't actually do a lot of average damage over time in comparison with powers on more normal recharges, and powers that hit more targets are going to do more damage overall than powers that hit fewer targets, even if they do less damage per target.

    The problem with photon seekers's performance comes from three factors.
    • They can't be buffed. That dawn strike will do 579 damage per target, or 50.1 damage per cycle, if you just hit buildup first. And who doesn't?
    • Their small radius - 10 feet - means actually hitting 10 targets is rare. Enemy collision helps to ensure this, generally speaking, 5-6 "person size" enemies are all that will fit in a 10 foot radius; larger model enemies might fit only 2.
    • Their maximum damage as used here, assumes every seeker hits the same targets, but there are numerous conditions where they won't (one or more might miss as they each make a to-hit roll, they might scatter and explode at different points, the knockback from one might throw a target out of the radius of the others, or if you are somehow at or over their target cap, they might not pick the same targets).

    This means that while it's almost trivial to hit 10 targets with a solar flare or 16 with a dawn strike, it's almost impossible to hit 10 targets with a single photon seeker... let alone the same 10 targets with all 3 of them. So you're never, or almost never, going to get so much as close to their theoretical maximum output - whereas you're regularly going to get close to the maxium for dawnstrikes, and on the normal AOEs, their efficiency could be cut in half (and often is, cause they scatter things around...) and yet still be double or more the maximum efficiency of seekers.

    In practice, seekers damage per cycle is probably around 20-25, as a guesstimate, which is about half that of a built-up dawnstrike. So while they look like a nuke and act like a nuke, the truth is, they fail badly at being a nuke, almost entirely because they don't have the radius of a nuke, but partly because they can't be buffed and because they have a lower target cap (if the radius but not the target cap were increased, they'd have comparable practical performance to a non-BU dawnstrike).
  19. The change I think would most help Glowing Touch would be improving its range to 50 or 60 feet. The power's got the same stats as Heal Other (different green numbers come out of empaths and pbs because of AT scalars), except for range. Heal Other's range is 80 feet. Glowing Touch is 30. In COH 30 feet is a lot shorter than it looks, and you end up spending a lot of time chasing people around if you want to try and heal them with it. Give it a bit more and it'll be far more usable.

    Photon seekers... I've posted alot on them in the past. I'm still waiting for Castle or some other redname to let us know if they're supposed to be a type of nuke, a more normal AOE attack, or a pet. Cause they're implemented as a pet and take pet invention sets, but they have the recharge time and damage of a nuke, and they have the target cap and radius of a PBAOE (not even ranged AOE) attack. All in all it adds up to an atrociously-performing power.
  20. Got a sonic/pain to 42 and... shelved it because in the end, /pain's not really that good compared to thermal (let alone to empathy, which I'm presuming we'll be able to bring redside in Going Rogue).

    What makes empathy a great support set is its buffs, not its healing. But pain, billed as 'villain empathy' got the healing, not the buffs. I think that contributes to its unpopularity. The fact that world of pain only affects teammates (so you can't WOP others at raids...) is pretty craptastic too.
  21. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    Mass Hypnosis Hello??

    L2P your Mind Controller/Dominator.

    What does the Fire Controller use to AoE mez WITHOUT DRAWING AGGRO???

    Oh, that's right, HE CAN'T, ONLY MIND CAN DO THAT.

    What IOs are you gonna slot to make Flashfire not alert the mobs?

    What IOs are you gonna slot to mez Hold resistant mobs?

    [/ QUOTE ]

    Uh, who cares? Serious question: if it's stunned who cares if it's aggroed?



    [/ QUOTE ]

    Okay in a MoRSF the AoE sleep (w/ domination) can sleep all the lvl 53 Heroes in the final mission perma this allows villains to pick them off one by one instead of attacking them all together for MoRSF runs. (Note* most Heroes and AVs are weak to Sleep).

    [/ QUOTE ]

    One corner-case application of one power in content only available to one side, doesn't justify an entire powerset being substandard to its peers in the majority of situations on both sides. Furthermore it's far from required, it just makes it a bit easier.

    That's like saying stone armor is fine because granite makes doing the STF easier.

    [ QUOTE ]
    [ QUOTE ]

    It definitely belongs in the underperforming category. Unless your measure of performance is "not killing things effectively" - in which case Mind's great, sleep your enemies for hours, they'll be well-rested when the fire controller comes by and kicks their butts.

    [/ QUOTE ]

    Please understand when you make this comment that you have to look at "ALL" the AT's that it would affect. Being that it does no damage actually helps Dominators (see above it works that way when soloing too). Your view seems to be soley on controllers (hereoes). In order to fix the set you have to consider both AT's (Villains AND heroes) and how it affects them.

    [/ QUOTE ]

    I didn't say anything about fixing the set or suggest improvements for it. I just said it underperforms, and gave an example of why in the same context as the poster I was replying to.

    Though something similar would apply to doms - the fire dom's going to have the flaming monkeys, though cages/hotfeet won't be nearly so egregiously damaging without containment.

    Mind for doms still suffers from the lack of frequently available AOE hard control. Terrify's pretty awesome, but things still get to shoot back (if on a very limited basis) when terrified, making it more like ice slick or earthquake than flashfire or stalagmites. Mass confusion's on a long timer and is a tier 9... seeds of confusion is sitting over in plant control laughing at it.
  22. [ QUOTE ]

    Mass Hypnosis Hello??

    L2P your Mind Controller/Dominator.

    What does the Fire Controller use to AoE mez WITHOUT DRAWING AGGRO???

    Oh, that's right, HE CAN'T, ONLY MIND CAN DO THAT.

    What IOs are you gonna slot to make Flashfire not alert the mobs?

    What IOs are you gonna slot to mez Hold resistant mobs?

    [/ QUOTE ]

    Uh, who cares? Serious question: if it's stunned who cares if it's aggroed?

    Especially because an endgame fire controller with much of a brain (regardless of secondary) will follow that flashfire up with a sizable helping of hot death and burning monkey violation. Which the mind controller has few ways of replicating.

    In fact... the mind controller has no reliable AOE containment method. If you use mass hypnosis for containment, throwing your fireball or psinado... wakes everything up and aggros them If you use total dom for AOE containment, it's only up once in a blue moon. And mind has nothing else that will set up AOE containment.

    It definitely belongs in the underperforming category. Unless your measure of performance is "not killing things effectively" - in which case Mind's great, sleep your enemies for hours, they'll be well-rested when the fire controller comes by and kicks their butts.
  23. You're going to want stamina right at 20.

    CT: Offensive isn't nearly as good as TT: Leadership and the latter is much more highly recommended by me.

    You'll need to slot dominate like an attack, not a control.

    Total domination is a waste of a power for a fortunata in my experience.

    You need a lot of +recharge to get mindlink perma on a fortunata. You seem to be assuming the forcefeedback proc will be going off constantly for you - trust me, that's not a viable assumption.

    Your attacks are badly underslotted or just badly slotted, and you don't have enough ST attacks to make an attack chain out of.

    The bottom line is that your fort will badly underperform and AVs will laugh at her after swatting her like a bug if she tries to solo them with that build. Personally I think having the AOE attacks for teaming is going to leave you without enough room in your build for aid self to give you reliability in your AV-soloing attempts.

    Here's a fort build I like for being relatively inexpensive on the basics, since your build seems to bypass many expensive things. Then you can 'grow into' the uniques and special IOs. You end up over the softcap to ranged attacks, and near it to melee and AOE, without mindlink or mask presence up. Quite survivable and no need for sinking a billion or more inf into purples for perma-mindlink on a fort. The empty slot in IW is for the 3% defense pvp global if you want it - otherwise move that slot into health for the regen tissue special or numina: heal IO.

    If you want to adapt this to try AV soloing, I'd suggest dropping Mind Link and dark obliteration for aid other and aid self. Hoverblast your AV and keep at range. I'm not 100% sure it can output the DPS needed to solo an AV without regen debuffs, however. I'd definitely crack open excel or bust out my calculator and see if this can put together an attack chain that does I think 130 or so DPS (IIRC, AVs regen 125 HP/s, could be wrong there though), before actually investing in a build and going and trying to solo one.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(9)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 2: Subdue -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 6: Swift -- Flight-I(A)
    Level 8: Psychic Scream -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(15), Det'tn-Dmg/EndRdx(15), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/Rng(17)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), Empty(48)
    Level 12: Dominate -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(19), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Acc/Dmg/EndRdx(23)
    Level 14: Psionic Tornado -- Det'tn-Dmg/Rng(A), Det'tn-Acc/Dmg(25), Det'tn-Dmg/Rchg(25), Det'tn-Dmg/EndRdx(27), Det'tn-Acc/Dmg/EndRdx(27)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Numna-Heal(29)
    Level 18: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(33)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(34)
    Level 24: Mind Link -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(34), GftotA-Def/Rchg(36), S'dpty-Def/Rchg(36)
    Level 26: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50), Zephyr-ResKB(50)
    Level 28: Tactical Training: Leadership -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(36), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(39)
    Level 30: Aim -- RechRdx-I(A)
    Level 32: Psychic Wail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
    Level 38: Aura of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf(42), CoPers-Conf/Rchg(42), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(43), CoPers-Conf%(43)
    Level 41: Gloom -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(43), Ruin-Dmg/Rchg(45), Ruin-Acc/EndRdx/Rchg(45), Ruin-Acc/Dmg/Rchg(45)
    Level 44: Dark Obliteration -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(46), Det'tn-Dmg/Rchg(46), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(48)
    Level 47: Mask Presence -- LkGmblr-Rchg+(A)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]11.1% Defense(Fire)[*]11.1% Defense(Cold)[*]21.1% Defense(Energy)[*]21.1% Defense(Negative)[*]3% Defense(Psionic)[*]9.25% Defense(Melee)[*]28% Defense(Ranged)[*]19.3% Defense(AoE)[*]39% Enhancement(Accuracy)[*]4% Enhancement(Confused)[*]45% Enhancement(RechargeTime)[*]22% FlySpeed[*]68.3 HP (6.37%) HitPoints[*]22% JumpHeight[*]22% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Sleep) 4.95%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 1.65%[*]12.5% (0.22 End/sec) Recovery[*]42% (2.25 HP/sec) Regeneration[*]5.63% Resistance(Energy)[*]22% RunSpeed[*]4% XPDebtProtection[/list]
    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1413;709;1418;HEX;|
    |78DAA594D952135110864F364316088110762144649340EE5 CAAA41041B144B1D82|
    |C45E2085330659CA19241E4CE07F04259D41BDCCAF5C2ED56 DF447D13C4D8DDFF31|
    |6595974E25FF37E9E9D3FD9F33E764E2CEE9A852778794273 192378AC5DC70C1585|
    |CB19D626ECE5A72D683170C77AD60E45550299592506EBA60 58B6652F67C69C82BB|
    |661BAE510E354F9BC6AD75A770F3EF673A141FB757CC8269B B993F37D149C7C967C|
    |62CD7368BC5087EE4ADE515372CF753ABA6B91497DB71FBB6 55B46E5879CBDD488E|
    |AE5A8B99D9D1E1E9DC94B396CF4D1845D72C6C3490C11EFAD EA7E9E02A05D473425|
    |6F977812782034F8167828A17829130C123A3BCAACEC3216F 02A8163C88EAE754D6|
    |83B215281B46D930CA4651368AB2A354D6A7CBFA50F620EA1 D44F500AD6B00092A9|
    |096315BD429884EFEE0670955BD073E08AA3F029F0463D422 840A9E503DDDB4AA81|
    |125D6A9BEA44B4E3083CD6C071025613B09A84D52426B543A 32A75F74A746840F70|
    |6B46D828926380B92D3989E606C56A654738ED0A55A66E457 8812E23A21FECD2B53|
    |FF2EE8FA21A8A0845A9D50FB48422D9B82F67669314E13AC4 382AF0E6BD88EC54B6|
    |1295371C110E5D5C3B9AF1EA15444900E88A374493122D4B0 1179DE4658C9C25816|
    |8ECE52A166BD70CD6F24947E2938F40A780DBC151C7E27D88 CF2D2E34DB6F689F3C|
    |7146AD385DA4A9893F2C9983D0CFD8995D8077E093AC85F87 5E900E14EA07B2C029|
    |F2D7A9CB765E97313DF3C0356041D09B030CC11E35EED62FB 67B5356A2774B70641|
    |BD8011E0AF629BD4FA7F76103F4E3CDF7631F0C60730C601F 9C244F193DFB0C5ED2|
    |190A0DEAAD3D9892AC167FF96CD28737E9F97F2293FEF2415 31E895CF497CFE67F5|
    |D5FCAFF0CA14B7CDCA7586658E6582EB35C61B9CA32CFB2C0 9263297D2D8F8E1D65|
    |43C7588EB39C60B9C749413E6F1196284B254B154B8CA59AA 59625C9D2C4B2CB52F|
    |A0DA17F1064|
    |-------------------------------------------------------------------|</pre><hr />
  24. This wouldn't fill zones with pvpers, it'd fill them with farmers.

    Which is fine if you want to farm on them, but not if you expect many serious fights.
  25. Flux_Vector

    fort pvp build

    Both widow branches were hit hard in pvp in i14. I've been looking at this for a while since I love playing my widow in pve and wanted to work out a way for her to pvp as well.

    In the end I came up with an NW based build using poison dart, mental blast, and spirit shark alongside some melee, plus for taking advantage of the faster mindlink recharge, mental training, and possibly elude (will be testing on test before doing it on live).

    Forts do have more and more heavily proccable ranged attacks, and will almost definitely work out better for if you never ever want to get into melee with anyone, though.

    Either way you'd almost surely be better off building your stalker for pvp instead (even at range - stalkers get to throw two kinds of sharks instead of one...)