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Posts
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Carnies, plant-type DE, Vhazilok Zombies/Amobinations, and certain CoT mages come to mind.
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The only problem with WP is that it looks boring and plays equally so. Super Reflexes is a good comparison, as it too is a toggle and forget set, but the possibility of rapid combat movement through Quickness, IOs, and Elude makes the set far more enjoyable.
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The three most common damage types in the game are Smashing/Lethal/Energy. Tough is crucial for ELA, and I most certainly notice its absence when I exemplar below its availability.
Fire/Cold resistance can be had through purple IOs, and 5% cold is granted through Winter's Gift. Psionic Resistance can be had all over the place.
Why do I list all of these? Hitting 61% Smashing/Lethal, 90% energy, 56% Fire, 61% Cold, 50% Psionic, and 40% negative while stacking -22% damage from Darkest Night will produce a solid Brute. Tough is arguably the most important aspect given the prevalence if SM/L damage. When stacked with Darkest Night's -damage debuff, you will have nearly 70% Smashing/Lethal resistance against an even con. -
Quote:Siphon Life did not cause heal decay when I was playing PvP 2.0 a while ago. I'm pretty sure it still doesn't. I'm curious whether heal decay was added to Siphon Life recently or if you're just mistaken.no you won't.
you will never catch anyone off guard with end drain unless you're fiteclubbing an idiot that refuses to kite. and dark melee is not good. period. siphon life causes heal suppression, and you have nearly 0 burst, which is what you really want on a pvp brute.
DPS gets you nowhere if you have to chase your target around.
I've found MG to be quite good in PvP actually. Mine is socketed in a way that grants 90% immobilize duration, 93% damage, 90% recharge, and 75% accuracy. A squishy immobilized for 2-4 seconds lets me bang away with Smite->Siphon->Patron Ranged, with the possibility of another Smite following the Siphon and before the patron attack as they run.
Hell no, DM isn't great, but the tools can make it enjoyable.
The biggest problem for DM is still having the +ToHit/+daamge attached to a long recharging PBAOE. I sometimes had to use a MG immobilize just to run a single chance for my Soul Drain to hit. -
I could contribute a DM/ELA Brute, Fort, or Mind/Fire Dom-- each with all three nukes. I have no preference, all three are fun.
I'll try farming some EoEs beforehand if I have time. -
Quote:Assuming the Bane keeps at least Venom and Surveillance perma, ignoring a possible addition of Achilles proc or Shatter Armor, you get to contribute 40% of the entire rest of the team's damage output before you add any of your own damage to the table.
Shatter Armor and multiple Achille's Heel IOs is where you start approaching the 300 DPS range for Banes... The Brute doesn't come close when optimized. -
War Mace with access to Gloom/Dark Obliteration and Mu Lightning/Static Discharge/Ball Lightning just became the best set in the game IMO. It was already a top tier set from my experience.
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Quote:Really? Disruptors add about 38 DPS if they just stand there and spam their single target ranged attack. They also have a TAoE and a fast recharging mellee attack to add on top. This ignores stacking Surveilance and Venom Grenade as well. Throw those in and the bane has 50+ DPS without even clicking an attack. Even if a bane only leveraged a paltry 120 DPS from itself, which it far exceeds, it would hang with the some of the best scrapper builds because of the pets.The above is pretty misleading. I highly doubt a Bane could out DPS a FM Brute in ST melee. Not to mention CC is a cone, while FSC is a PBAoE (I do know CC hits harder but I think you're forgettig about Fury). I'd like to see your DPS chains that conclude what you've typed.
A Bane can also leverage -60% resistance to toxic, which makes the 55 additional points of toxic damage really add up, while causing Poison Ray to hit like a truck. All of their Bane melee attacks have a 100% chance to tick for toxic, which adds significantly to their attack values.
I've run optimized chains for both, and it's the pets, buffs, and debuffs that fill in what you think I'm exagerating about.
As for AoE, do I need to compare FSC to CC+Venome Grenade+Mace Beam Blast with the possible addition of Mace Beam Volley, Heavy Burst, and Frag Grenade? That should be a no brainer. Then consider that a Bane brings the entire team -40% resistance to all (-60% toxic), +15% defense to all, +15% to all damage, +15% ToHit, and two pets. A Hypothetical 500 DPS Brute would add less total damage to a team.
Having played both builds, there's no question which toon is a game changer in a team setting. But like I said earlier, the Brute will be insanely tough because of the 95% ddr. -
I'd go with the Bane. Team Buffs are crucial, and you will actually out DPS the Brute in every situation. Your pets, team buffs, and debuffs will be much better against AVs, and Crowd Control is far better than FSC.
Pretty much the Bane wins in single target damage, aoe damage, buffs, debuffs, but it can be hit harder by -def than SR. The Brute will be tougher, as soft capped SR with 95% ddr makes the game trivial. -
DM/ELA is the best combination. My RWZ challenge involves the traditional 3 +4 boss spawn and two Heavy Assault Suit elite bosses. It's still not very hard...
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I haven't played PvP in a while, but here's what I remember while playing:
Defense received several HUGE buffs in the new PvP system. First, they introduced Elusivity, which reduces the value of your socketed accuracy. Second, they granted almost all ATs some amount of global +resistance to all while in PvP zones. With the diminishing returns hammering many sets like ELA that rely solely on high resistance, defense sets got a second form of free buff by having their reduced defense augmented by free global resistance to all. Sets like ELA push resistance so high on their own that outside buffs do very little-- including Power Surge.
Even more disconcerting for resistance sets is the new mez system, which nearly guarantees a hold can be placed on a resistance character for several seconds. Defense grants protection from holds by inducing misses, and defense sets receive the same value of mez resistance. This is another huge benefit for defense, and resistance sets again got the short end of the stick in this regard.
If you are serious about PvPing, I would do a few things.
To hit most toons, you will need to far exceed 95% accuracy in your attacks. I would recommend using purples and other sets to stack global accuracy and exceed 175% accuracy per attack, ideally landing above 200%. You will need to have your Build Up socketed for ToHit buff, obviously, and should also use a Kismet + accuracy.
As far as dieing so easily, you also must use IOs to overcome some of the inherent benefits that defense has and resistance lacks. I found that my toon in PvP spec was more effective by stacking mez resistance. Aegis (20%) and 5 sets of Impervious Skin globals (37.5%) will make a surprising difference when it comes to getting mezzed. Resistance sets should already have a slightly higher mez resistance in their toggles, but they don't. You have to use IOs to fill in this gap.
Oh yes-- take Taunt as well. The skill applies -75% range in PvP. It's an absolute priority if you want to do well. Do note that Taunt requires accuracy in PvP, and I'd recommend 6 slotting it for accuracy, recharge, and range. -
Quote:Just a heads up to you and the OP. The game doesn't track the level at which skills are available in the IO system, and you will thus never lose set bonuses and global bonuses because you have malefactored below the level of a given skill. All that matters is the level of the set.Move the Steadfast +Def to Deflection where it does more good and is available earlier in case you malefactor....
While we;re on the subject, why is Eradication in Shield Charge and not one of your earlier sets that has Oblit in it...malefactor considerations again....maybe swap that set lower and one of the Oblits higher...
Procs are obviousely not included, bacuase the skill must be available to proc off of. This includes passives like Health and Stamina.
Quote:Best slotting for Grant Cover is 1 LotG recharge IMHO (endred if you already have 5).
OP:
Here is a build that I did quickly to show you alternate slotting options. This build mainly shows you where set bonuses are available at lower spots, because you seem too focused on getting bonuses from full slotting. Franken slotting for lower bonuses often yields better results-- especially when you look at the total enhancement value available in skills. Obliteration is a nice set, but 18% endurance reduction will hit your blue bar hard.
Mainly use this build to see alternate slotting options-- I didn't spend that much time optimizing it. I know you have no purples, but Armageddon with FF proc is pretty much what any WM toon should shoot for in Crowd Control... even if it takes them a year.
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My order of emphasis is recharge, damage, and accuracy. Recharge beyond about 110% is ignored for stacking more +damage and +accuracy in my builds.
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That doesn't look like an actual building. I'm pretty sure it's just cg or cobbled together from other photos.
It doesn't mesh well with the weeds in foreground, there's no evidence of foundation that would need to support it's weight in that soil type while next to a natural lake.
The solar panels are most certainly fake as well. Aside from being at too steep of an angle with inadequate buttressing, look at the angle of the sun on the actress's hair. They have improper orientation. -
My most disturbing character is also my main villain. War Hog: a DM/ELE Brute that is basically an insane killing machine and a scientific genius. He actually has a tragic back story that is merely alluded to in his bio.
War Hog's Bio:
I could tell you some tragic story about toxic waste and an uncle with big hands.
Oh, to make you see, to explain how society and happenstance shaped the monster
before you.
Well go read another bio, twerp, if you have a hankerin' for cliche. Sympathy is a blunt
object I employ to steal and murder these days. And while I refuse bludgeon you with
sympathy here, I'll gladly wring your oily redness with my fists.
Now get lost before Tabitha tells me she wants to hear the timbre of blood drops on
pavement.
Huh... so you don't see Tabitha either? Another runt said the same thing right before
she lulled my knuckles to cleave his face.
Oh, listen closely now, as her verse wells up! The refrain is but a clatter of skull shards
and brain matter.
*SMASH*
So tell me twerp-- did you finally hear her sweet siren's song? My beloved is obsessed
with gore and viscera. I but oblige for a morsel of her symphony. -
Bummer-- I've got a level 36 crafted but it's red side. Good luck with scoring the IO.
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Mind/Fire. You can't go wrong by pairing the purest control primary with a secondary of raw damage.
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Quote:Place bids and wait. The +movement and +movement/End can be had for cheap in low and mid levels and are sold quite regularly. If you are on Freedom, I can get you some from my stock.Also, the Zephyr are impossible to ever find it seems lol, so as many people say it is not about the money it is just about actually finding the recipe lol.
The only one that's pricey is the -kb.
Greant cover is an absolute must for the defense debuff resistance. Also, it greants DDR to all of your allies in range. It is the only skill in the entire game that grants DDR, and is deceptively powerful because of this. -
Quote:This only happens in PBAoE damage toggles, or for pseudo pets like rain type powers.I have two questions regarding this.1) Do Damage procs follow the rule of (10 second recharge)? As if once they go off they need 10 seconds to recharge for a change to go off again?
Any targeted AoE or PBAoE that's merely a click can be spammed as often as possible.
Damage procs check separately and once per target per proc. For example, two procs would run two separate checks on every target hit. -
Quote:SS/WP is probably your best bet. It has no holes in its mitigation, and if you want the least amount of downtime, then high regeneration combined with Quick Recovery allows you to almost never stop.lol, but until then I'm looking for something that will give me lots of dmg, and keep me alive for the most part. I want to kill lots of bad guys without alot of down time basically like an energizer bunny steamroller lol is this possible?
SS/ELA is another good option for the energizer bunny build. You can overcome some of hte toughest enemy groups in the game better than WP-- specifically Malta and Carnies. You also do much better damage thanks to Lightning Field. However, the set is far squishier than Willpower. -
Quote:When there are players that are using Shock Wave, Energy Torrent, Exploding Arrow, Explosive Blast, and other such AOE knock back skills on a large team, I simply request that they hold off firing them for a second or two, allowing other players a chance to land a single PBAoE or TAoE first and then adding their knock back mitigation and damage to the pile. Targeted AoE KB that comes towards the middle and end of an opening salvo is really effective.So to prevent "used poorly" or to "limit uncontrolled scatter" would mean the blaster grabs two emote pom poms and becomes the cheerleader only.
The only way that KB is used poorly is when it supersedes some other players' predictible behavior. If a SS/Invuln is about to spawn dive, or you see an Archery toon setting up RoA, simply hold off for a few seconds. Having players use AOE KB 2-5 seconds after initial agro rather than leading with it simultaneously is more than enough controlled KB for me. And even if a toon does lead with the skill, the mitigation should be viewed as a plus if the mission difficulty is appropriate.
I never expect KB players to wall juggle constantly, or pick up hover to floor slam spawns. It's great if they do, but slight delays in power use are more than enough control for AoE knock back skills.
Single target KB is never a problem, and melee toons shouldn't be angry because their attack chain was interrupted with two seconds of forward movement. -
Quote:It can be harmful when used poorly. It's also harmful if your definition of CoX game play is that of shooting fish in a barrel, which so many people enjoy. Maps are spawned to minimize difficulty while maximizing xp and loot rewards. Knockback is an incredibly powerful tool for mitigation, but most teams refuse to up their difficulty to a level that provides even a modicum of challenge.But in game play, especially team play, knock back is just harmful.
The problem's not with knockback, its with people getting angry because the whole team can't follow a predictable pattern of MOB annihilation; they want to just spam foot stomps and targeted AoEs on large teams against completely over mathed +1 and +2 spawns of the easiest enemy groups. Players that want that level of predictability should just solo or run exclusively with farm builds in their little communes.
Go fight Malta and be glad that that Sapper is on his back before he can draw his weapon. Go fight Carnies, and be glad that bodies are shot away from melee types as they die, draining the endurance of empty air in the process.
Knockback is great, and people need to just get used to it. Politely tell players to try and limit uncontrolled scatter, but leave it at that. Controlled KB is an amazing tool.
Quote:I saw many team wiped because KB happy KBing toggled mob to next group,
melee toon chasing KBed mob and bring more aggro etc
and I rarely seen team never broke after 4-5 wipe like that.
And a melee toon chasing a knocked back MOB into the next spawn is not the fault of the KB effect. -
Interestingly, Grant Cover for Shield Defense is the only ally buff in the game that also grants defense debuff resistance. Whether a side effect or by design, this makes the skill deceptively potent on large teams and when stacked through multiple shield wielders.
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A well played Dominator only has trouble with the PTOD (purple triangles of doom) on AVs and GMs. They make all other content quite trivial.