Kinslayer_

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  1. I'd say ice or fire for primary. Fire as it's one of the more damaging sets out there and has some nice AoE's, ice purely for the slows and holds which give a bit more 'soft' control to it.

    For secondary, dark is probably the better one but thermal will work into the mid 30's. Warmth is a big help and the buffs debuffs late on are good but you will be stuck early on. Ice has one big drawback for soloing in that it has no heal. It's probably one of the better sets for solo boss killing because of the debuffs but let's itself down a little on mobs. The lack of high damage AoE's mean you get aggro before you can put the mobs down and will result in lots of greens being needed.

    Not sure about the other secondaries but my gut instinct would be an ice/dark for solo
  2. [ QUOTE ]
    We've won against superior numbers before.

    They are kinda tough, though.

    [/ QUOTE ]

    Are you saying you've successfully attacked against superior numbers and won since I7? The only way I can see this being possible is if the other base has minimal/no defences or is VERY badly designed?

    As for anchors and items being a lot tougher now, that's exactly what people were asking for before I7 as it was just too easy for the attackers to win.

    The first point you seem to be overlooking is that anchor destruction was never really meant to be the preferred method of winning, that's why we were given those raid pylons.

    There does still need to be some tweaking and I think raids are actually getting less and less fun as groups earn more prestige. There seems to be a prestige barrier that once you break, just takes the fun out of raids completely.

    For around 8 million prestige, you can get a base with a chokepoint and just put your control, medical and power rooms on one side of it then load them all up with turrets and damage boosters. Then you can just whack other turrets with damage boosters in places to cover the remaining spawn spots.

    The end result is you leave a solid defensive team in the area behind the spawn spot to mop up any who try to get through the turret fire(MM's are good here as tactics, etc do buff the turrets) while the rest of you just roam the spawn spots and wipe attackers out as they zone in. A lot of the time, attackers will have actually taken heavy turret damage before the load screen even clears.

    The end result is that unless the defenders are heavily outnumbered, extremely rubbish and have a poorly designed base, victory should never be possible for the attackers once the groups involved have broken the 5-8 million prestige mark.

    In the raids I've done so far since I7, I've actually found that turrets are still reasonably flimsy compared to other base items so being prepared to spend 1/2 hour dying lots while you whittle them down one by one is a workable tactic(until bases get too many turrets for this to be an option).

    Trying to destroy med rings, generators and anchors is completely pointless now.

    Then we get to the method we should be using and why it's flawed... Raid Pylons.

    There are two main problems with this, animation time being the first. It's probably just a little too long. Bases are small and cramped so the chances of anyone actually getting one of these deployed before getting spotted and interrupted is pretty slim. If this was the only problem, I'd say it was possible to win like this but we then have the second flaw which is just ridiculous... They can be destroyed.

    You've just wasted 6 or 7 pylons(all of which use salvage) and been interrupted on every one. You finally find a spot that's safe from turret fire and manage to get one down before a defender spots you. Success! Then the big glowing pylon sticks out like a sore thumb and the defenders destroy it in seconds.

    Given how hard these things are to deploy in the first case, I really do think that once they are deployed, they should have the same sort of sturdiness boost that other base items got in I7 or even be invulnerable. Getting one or two down is a big enough achievement so it's hardly going to make this method an 'easy win' like destroying generators was befor I7.

    All in all, the I7 changes were a VERY good thing and I know most of the raiding VG's on Union agree as we were full of praise when they were made, making raids a lot more enjoyable. However, there are still a few things that need tweaking as the balance is still not there.
  3. [ QUOTE ]
    [ QUOTE ]
    tho since the HP-boost on equip, i dont think that would be needed anymore (i had that plan in i6, as things where alot more squishie, and a backup gen would help alot)

    [/ QUOTE ]

    Equip?

    [/ QUOTE ]

    Equipment/base items.

    Before the I7 HP/Defence boosts on items, a second generator made sense as the enemy would have to find and destroy two. Now that they're so much tougher to take down, having two just means you need to split your defences more to monitor them.
  4. [ QUOTE ]
    tell you what, no wonder you EVIL guys come on to the DVS thread. yours is RUBBISH! [img]/uk/images/graemlins/tongue.gif[/img]

    [/ QUOTE ]

    No it isn't, they save all the really rubbish stuff for on the E.V.I.L forums and only the best stuff makes it's way onto the official ones [img]/uk/images/graemlins/smile.gif[/img]
  5. There's no denying though that an 'official' SG uniform just makes you look so much more professional though [img]/uk/images/graemlins/smile.gif[/img]
  6. BTW, am I the only one who sees the title of this thread as:

    "Demons & Vengeful Spirits Official Thread"

    I'm guessing that's another sympton of the recent forum upgrade in that it can't display ampersand symbols correctly?

    I'm sure things only get 'upgraded' when all the current bugs are fixed ina vain effort to create more bugs to keep the Dev's in a job.

    "Hmm, we're running low on bugs and the system's almost glitch free. Best upgrade and release more bugs so I don't find myself out of work"
  7. Kinslayer_

    E.V.I.L. Returns

    So Max, did 3vP take place this week?

    The two matches looked pretty interesting but not seen any results posted.
  8. [ QUOTE ]
    Nice, you are probs one of the very few fire/ta's on the union server that has hit lvl 50, becareful, we dont want that to be fotm aswell, every single builds turning fotm, as soon as i kill someone i get tells saying 'ZOMG FOTM NO0B' what isnt becoming fotm is the question [img]/uk/images/graemlins/wink.gif[/img]

    [/ QUOTE ]

    Yet i'm still amazed at the complete lack of ice/ice corruptors on Union as they really are great in PvP but still so rare!

    If anything deserve4s to be FOTM, I demand they are next [img]/uk/images/graemlins/smile.gif[/img]
  9. I've got this on my VG and it shows up fine but as it's a load of rubbish and not worth the prestige or salvage needed, i've never made or placed it. IIRC it only supplies a little bit more control than some of the auxhilliary items you don't need to unlock and eats up a lot more power so was just not worth putting in.

    You need to win 10 raids to unlock the badge and I suspect these have to be official IoP raids rather than instant raids. I know for a fact my VG has not even taken part in 10 raids let alone won 10 so we must have got the badge through a bug.

    Here's what you need to make it

    Expert Worktable
    Tech Material - 4
    Tech Power - 11
    Tech Prototype - 8
    Experimental Tech - 2

    As for the Fusion Generator, IIRC, the Turbine one allows unlimited auxhilliary connections and you would also need one of the largest power rooms to fit the Fusion one in anyway, meaning a plot upgrade, room upgrade and the generator itself. Given that the generator alone costs 7 million and you're probably looking at another 3million for the room big enough to put it in, I think that's a long way off being needed for most of the groups out there.
  10. Did this happen? If so, what were the results?
  11. It's been confirmed as bugged a few times(I think if you go to the US site and click on known issues, it actually shows up there). I also petitioned it a while ago and got a response saying it was a known issue.

    I also saw an attempted fix appear on the test server a while back but then it got removed when they had to rush the Recluse SF exploit one through IIRC.

    I'm guessing it's just a low priority as so few are in a position where they actually need it.
  12. Hmm, can anyone shed anymore light on this?

    I have frostwork and have also noticed a few odd things regarding the numbers that made me think it may be bugged. Of course, being lazy, I've not actually bothered testing them yet.

    First off, it doesn't stack. If you have recharge reductions enough to get more than one on a single person, it will not give a double stack, merely re-apply the original one. Guessing that is WAI rather than a bug. Would be interested to know if FW from two different corruptors stacks?

    The other one though is the actual boost itself, I know it doesn't have a heal component but thought the actual HP boost itself would result in some HP recovery. A bit hard to explain but I'll try using fictional numbers.

    Target has 100 HP total and my frostwork gives a 50% HP boost. At full HP, he should go to 150 HP on application. On this occasion, it seems to work fine(with me so far?)

    Now, if the same target has been injured down to just 50 HP, 1/2 his total, and I apply frostwork, what should happen?

    I would expect his total HP to go to 150 and his current HP scale to that level. Meaning his 50HP should now be 75HP(before he had 50% of 100HP, now he should have 50% of 150HP).

    However, what i've seen so far suggests thats not the case. He'll still be on 50HP but it will now be 50HP out of 150 instead of 100. The odd thing is that this has been pretty sporadic so i've not really paid too much attention. Now that this post has been raised, I do seem to recall it being a lot more noticeable on some AT's than others.
  13. For PvP Purposes, I'd say a pet is actually a bad idea. anyone without tactics or some other +per power can't see you but as soon as they see a pet trailing around, you lose that advantage as they'll either leg it or just pop a yellow!

    I love it in RV when stalkers get the heavies as they're pretty much drawing a bullseye on exactly where they are.
  14. [ QUOTE ]
    btw guys I know for a fact that SS doesn't get stealth at all, jsut that in PvE enemy Ai doesn't get enough time to react. The other day in PvP I chased an SS stalekr with SJ+hurdle. SJ+hurdle also acts as a part "stealth" in PvE.

    so.....

    SJ+hurdle FTW!!!!!!!!

    [/ QUOTE ]

    LMAO. I'm going to respec in SJ and hurdle on my Corruptor now and see how long he lasts standing in the middle of a +3 mob thanks to his stealth

    SS does have stealth and anyone who uses that stealth can confirm that. It has nothing to do with the enemies AI not reacting in time as I can happily go AFK in the middle of a mob with SS/stealth stacked for full invisibility.
  15. [ QUOTE ]
    The good side is that it can absorb amounts of damage that would floor brutes with other secondaries. However, situations where damage like that occurs are extremely rare if you play smart.

    [/ QUOTE ]

    Like the Recluse SF for instance?

    Stone brutes are one of the single most useful builds on that as they're one of the few things that can aggro the AV's long enough for the Corruptors to debuff.

    Let's look at the other side of the coin, if brutes are all about offence, surely EM/EA brutes would be the preferred choice for most teams?

    Pfft, give me a stone any day. I don't care that they have movement and recharge issues, until MM's get some sort of in built taunt for their pets, brutes are the best thing at holding aggro in CoV and stone brutes are the best thing at actually withstanding that aggro.

    They're not gimped and they're not underpowered. They have some very nasty penalties in built to make up for the advantages they have elsewhere. Brutes that decide to go stane and try to emulate a more traditional tanker way are no more 'breaking their AT role' than blasters who melee!
  16. Spines is pretty much the best PvP set for scrappers it has a pbaoe to annoy stalkers and interrupt AS, ranged attacks and immobilises. Personally, I would say this is followed by Broadsword as the second best for it's high burst damage

    However, out of the two you mention, MA is the better one. Katana will work in PvP as it has one of the highest DPS counts of the scrapper sets due to it's very quick recharge meaning the biggest attacks are available regularly and Divine Avalanche gives a very noticeable defence buff in PvP. However, it has quite low burst damage meaning it's quite hard to put away high HP targets like brutes and other scrappers or tanks.

    I have no real experience of Dark Melee or claws but the changes to claws in I7 and the fact it also has range may make it a workable PvP set. DM also has it's fears which are one of the least resisted mez types in the game and can cause problems but I seem to remember a lot of it's attacks have some horrid rooting.

    Of course, it all depends on what you're pairing it up with. for SR, i'd say go with MA, katana or spines. If you're going Broadsword or Dark Melee, you will probably need regen to get the most out of them due to the end cost of both sets.
  17. [ QUOTE ]
    Also take into consideration that Heroes already got tons of HOs and already has their share of spec Hamidon-chars

    [/ QUOTE ]

    HO's on CoH Union are still VERY rare as Hamidon has only ever been taken down 3 times on here. There are one or two fully HO'd PvP toons out there who transferred over from the US servers but other than those, Bludd will probably already have more HO's than any other hero on Union.

    Main reason is that while Xanthus runs Hami farming sessions on Defiant, Every successful raid on Union has had completely different leaders as most of them do it once think 'Woot, I've ran a Hami raid' then avoid it like a bad smell afterwards as it's just too much aggravation.

    I'm pretty confident that I can have Exofrost running 10+ HO's within 8-10 weeks(and he desperately needs end reducs!) but my toons on CoH only have 3 HO's between them and I don't see that changing anytime soon.

    The simple fact is that dedicated Players on CoV will be able to do this SF quite regularly, as Bludd has shown, while those on CoH can't as it requires a server wide effort.

    Not that I really give a monkeys as heroes have too much of an edge in PvP as it is so maybe the fact it's easier for us to get HO's will even the field a bit.
  18. That's it, I've given up ever getting the badge on Kinslayer. As soon as BT install my new internet connection, I'll be getting Exofrost his last 5 levels and attempting it with him.

    Major pain for me as Kinslayer is my badge toon but I feel about as useful as a chocolate fireguard with him as his build is too much about heals and not enough about debuffs and brute force
  19. How many times in this thread does it have to be said, Aid Self is NOT overpowered. It's the use of power boost with it that's a problem.

    Just because you happen to have a build with Power Boost, doesn't mean the rest of us squishies should suffer because it's overpowered on one particular build.

    Try telling a non power boosted squishy it's over powered and the reply you get will be quite too the point. For many squishies it's the only thing that stops us face planting in 3 seconds flat.
  20. OK, I've been levelling and PvP'ing my Ice/Ice Corruptor for a bit now and I do love playing him but have a few areas that are troubling me a bit. The problem is that i'm not really sure how to improve them and while I annoy the hell out of players and pick up some kills, I do die a lot. My lvl 1-40 build is below:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Exofrost MK IV
    Level: 41
    Archetype: Corruptor
    Primary: Ice Blast
    Secondary: Cold Domination
    ---------------------------------------------
    01) --> Ice Blast==> Acc(1) Acc(3) Dmg(17) Dmg(19) Dmg(29) EndRdx(33)
    01) --> Infrigidate==> Acc(1) Acc(3) Rechg(17) Rechg(31) Rechg(34) EndRdx(37)
    02) --> Ice Bolt==> Acc(2) Acc(5) Dmg(15) Dmg(19) Dmg(29) EndRdx(33)
    04) --> Ice Shield==> DefBuf(4) DefBuf(5) DefBuf(9)
    06) --> Snow Storm==> EndRdx(6) EndRdx(7) EndRdx(7)
    08) --> Freeze Ray==> Acc(8) Acc(9) Hold(11) Hold(13) Hold(15) EndRdx(37)
    10) --> Aim==> Rechg(10) Rechg(11) Rechg(13)
    12) --> Combat Jumping==> EndRdx(12)
    14) --> Super Jump==> EndRdx(14)
    16) --> Swift==> Run(16)
    18) --> Hurdle==> Jump(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Bitter Ice Blast==> Acc(22) Acc(23) Dmg(23) Dmg(27) Dmg(27) EndRdx(33)
    24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
    26) --> Super Speed==> EndRdx(26)
    28) --> Acrobatics==> EndRdx(28)
    30) --> Benumb==> Acc(30) Acc(31) Rechg(31) Rechg(34) Rechg(34)
    32) --> Arctic Fog==> EndRdx(32) EndRdx(36) EndRdx(36)
    35) --> Frostwork==> Rechg(35) Rechg(36) Rechg(37) Heal(40)
    38) --> Heat Loss==> Rechg(38) Rechg(39) Rechg(39) EndMod(39) Acc(40) Acc(40)

    I took Scirroco as my patron to gain access to the all important Power Sink and now i'm trying to weed out the weaknesses I still have.

    First off, it really is a squishy. A lot of people will target me as soon as I start dropping the slows on them as they really are a killer, especially for regens who take particular exception to me. The fact it doesn't have a heal and i'm often a high priority target is apparent very quickly unless I have my own personal healer backing me up(which team mates get the hump with when I'm monopolising the thermal).

    Second, I'm not sure which powers to pick as my last three and where to put my slots.

    Medicine Pool - With a pool still available, I could fit aid self in. I have no experience with this power but assume it will need 6 slots so will have to take a preliminary power at 44 and aid self at 47 to enble me to get the 6 slots in.

    Patron Pool - I have the armour, hold and pet available. Not interested in the pet but the other two could be useful. Could 4 slot the hold if I take Medicine Pool and fit it in at 49, to stack with freeze ray, no idea what the animation and rooting are like though.

    Leaping - another area for me is that I don't often use SJ as it means taking off CJ which is my immob protection. I could drop it altogether but that would mean losing acrobatics as well. While the mez on acro is not worth bothering about, not sure how much I will miss the knockback protection until it's gone. This change will allow me to fit the med pool in a lot earlier though, in time for Sirens but I will have to find 4 leaping slots to split between CJ/Hurdle as Acro and SJ are unslotted.

    Other pools - Could look at another pool such as the presence one for it's fears or TP for TP foe. None of them seem like obvious choices but can be useful in certain situations.

    More Primary/Secondary Pools - The obvious gaps in my main powers are the area specific AoE's, Ice Storm/Blizzard/Sleet. I've avoided these as animation on them is long so by the time you drop them, the targets have normally fled. However, they are all pretty powerful and if I drop Snow Storm on someone, that could slow them enough for me to use these.

    All in all, it's a pretty solid build but there is definite room for some minor tweaks and I don't really know how to make the most of my power choices and slots at 40+. At the moment, I'm completely undecided so any input would be appreciated.

    (I'm currently at lvl 45 and will respec as soon as I ding 50)
  21. Not sure of the exact figures but my Corruptor has it slotted 3 recharge/3 end mod and on a large team, it's up pretty much every third mob.
  22. [ QUOTE ]
    But i just finid the thought of SG's fighting for a location pretty fun.

    [/ QUOTE ]

    Which is my point. You're in a PvP SG so of course you will find it fun. The solo PvP'ers that don't have that sort of support will just find themselves getting destroyed and put off, even though Warburg is a free for all zone.

    Sure, the solo players can all team up but that is no use against SG PvP teams who know how to group.

    All that will happen in this situation is that Warburg will be pretty much off limits unless you're in AoW, Retribution, E.V.I.L, etc or you want to be repeatedly ganked.
  23. I've taken Scirroco on my both my Corr's so you'd think I'd suggest him... Wrong.

    As a kin with no end worries, Scirroco should be the last one you take as power sink is the only good thing in his set.

    It's a straight choice between Ghost Widow and Black Scorpion really. Also worth noting that Ghost Widow will probably take a nerf bat soon when they fix THAT bug on THAT power(those who've been on the receiving end in PvP will know what bug it is )

    I'd probably go Black Scorpion.
  24. Bah, Dreck was childs play. Letting two pre-ED fire tanks loose in the last room of the Eden TF with a kinetic, rad and four blasters... Now that was herding and XP
  25. [ QUOTE ]
    I think most agree with this, I hope going rogue makes it to live as would really spice things up in the zones on both sides, I have my stalker hunting stalker at the ready

    [/ QUOTE ]

    But isn't the idea of 'going rogue' to even things up just confirmation that it is so unbalanced?

    I've seen a few villain powers mentioned here with regards to how good they are but a lot of them have a similar or comparable CoH equivalent(Forge and fortitude being an example) or they are powers that, while being good, aren't actually set/build defining.

    I agree the villain inherents do seem better but how often can brutes build fury enough for it to make a difference? By the time it starts kicking in on a one on one, the enemy is dead or the brute is dead. Even if the brute is the winner chances are rage would have dropped before he gets to his next target, putting you back at square one(maybe the drop off rate should be lessened in PvP?). Domination is even worse and I think I can count on the fingers of one hand the amount of times i've actually seen Dom's stay alive long enough in PvP to actually use it.

    Yes, scourge is great but hide is of limited use at the more advanced PvP level. Most people know how to counter AS at advanced levels so a stalker needs to rely on the criticals from normal attacks, while hidden, as their main strength. Criticals that scrappers get without the need to be hidden and have a much higher HP count as well.

    Again, some of the buffs/debuffs mentioned are VERY good on CoH but they don't change the way you play or build you're toon. I can't really recall any powers I've got on a CoV toon that made me so much more effective I needed to respec to make the most of them (Focussed Accuracy for example) or that made my PvP survivability.kill rate go through the roof(Force Of Nature).

    Debuff wise, CoV does have the edge but in terms of buffs we fall way behind. In terms of PvE, I love my thermal but when it comes to PvP, they don't hold a candle to empaths. People have mentioned the ridiculous rooting on thermal heals and buffs but no mention seems to have been made of just how weak our heals are in comparison to an empath. I'd drop Melt Armour amd Heat Exhaustion any day of the week for an increase in the strength of his heals and to lose the rooting. After all, debuff's should always be a secondary concern of a thermal in team PvP, if I wanted a debuffer i'd get a rad or ice not a thermal.

    To put it another way, if people could put together an 8 man PvP team with any builds of their choice, how many villain builds would actually make it in? I'm guessing two at most and don't think brutes or Dom's would even get a sniff.