Krouget1

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  1. [ QUOTE ]
    Now, you combine the two things...and suddenly, pet powers which were never meant to have recharge be altered (Lightning Storm is a great example here) are firing off much faster than intended. For a long time, we didn't notice, but then we introduced the Recharge Intensive Pet IO Sets and suddenly HUGE amounts of Recharge were available to certain pets.

    [/ QUOTE ]
    I'm finding more and more that I'm surprised by what *is* and *is not* intended in these past few months. This is as much a shock to me as the kinetics bypassing suppression change was.

    It is what it is, I suppose...but thanks for the explanation, Castle.
  2. Krouget1

    MA good for PvP?

    [ QUOTE ]
    is the more likely cause of people not wanting to PVP rather than this:

    [/ QUOTE ]
    'This' assumes all the 'baggage' that comes with it.
  3. Krouget1

    MA good for PvP?

    My bigger concern is that moving forward, the MA addition will lock interest on the MA, especially as more resources and such are added to it.

    I'm glad they made an attempt to add more features to PvP in this issue, but IMO, it seems to be overshadowed by their efforts with the MA…and most people who are subscribing again, I’m assuming will be doing so to check out the MA. I'd like to see them break PvP off some of the goodness, and allow customizable maps and other features which can utilize future content in the MA for the arena, though.

    Otherwise, I think people will still have issue when they know its another player consciously trying to defeat them. No matter how difficult anything in PvE gets, 'they' can’t assume malice with an NPC…and they have the power to conform the learning curve to their wishes, as opposed to having to meet PvP’s more aggressive curve.
  4. [ QUOTE ]
    Due to all the complaining I see on the boards about how PvP in this game is dying, I can tell ya one thing....you guys are not going to help populate PvP.

    [/ QUOTE ]
    At this point, it doesn't matter; this perception is already dominant. The excuse that someone treated you poorly in PvP is old as it is cliché, and none of us can overcome it. If players really wanted to PvP, and this was the major issue obstructing them, they could simply turn off broadcast and local channels in an individual tab, and proceed just fine.

    We all know full well that there is trash talk going on in zones, but if we understand the nature of the internet and don't take some personal responsibility in using the tools provided to silence noise we wish not to hear, I don't sympathize. I’ve long voiced the above suggestion to players who were interested in PvP-- not only did they consider this, but they jumped at the idea and have gone on to enjoy PvP more regularly…but the difference is, they honestly wanted to PvP, and not so much blame others for their own inaction.

    Until the devs take a more firm stance on communication between factions, this problem will persist, and not to the fault of any group of players ‘you’ would like to point a finger towards. As I stated before in another thread, I don’t expect anyone on this forum to take responsibility for the random individual in a PUG mouthing off, just as no player should expect ‘us’ on this forum to be responsible for any individual(s) in a zone doing the same.

    [ QUOTE ]
    Was constantly ganked over and over. Any chance of seeing if my build was any good or not, was pretty much a nill.

    [/ QUOTE ]
    Not enough detail here. You entered a FFA zone and you were defeated, as you expected you would be. A 'chance' is relative to each individual player, so its next to impossible to expect any of 'us' or 'them' [the players you encountered], to understand what a 'chance' would mean, for you…and even if you explained it here on the forums, there is next to no way to get anyone playing in a zone to understand what a ‘chance’ would be, or that they’d even realistically allow it. In its simplest form, a chance is the increased likelihood of defeating another player, and that’s counter to the purpose of why most players participate in zones. Again, there is little to really discourage here; so long as any player feels entitled to some vague ‘chance’, it becomes any persons guess as to how they will receive a challenge and/or loss.

    As it relates to your ‘experiment’; if its honestly your intention to determine if your build was good or not, then in a FFA zone, you got your answer-- it failed. If that wasn’t an ideal situation for learning anything, you could’ve just as well asked any number of players to join you in the arena and get some controlled tests running. You chose not to, and instead chose to blame others...this can’t be fixed by other players catering to you or anyone else who feels the same. You’ll simply have to humble yourself, and employ more creative methods for learning the ropes…like every other PvP’er did in their time.

    [ QUOTE ]
    I attempted to act as though I was slightly bothered by it, because I wanted to see how they would react. Well, I must tell ya, taunting and "LRN2PvP" was yet another indicating factor to me that shows why so few care to enter the zones.

    [/ QUOTE ]
    How did you act, specifically? If you were acting bothered over broadcast, then you were only perpetuating the same issue that you came to bear the burden of. Showing frustration over broadcast, especially when directed at others, fuels the fire…and I’m pretty sure you understood this, seeing as how you specifically chose to test your theory by ‘acting’ bothered, rather than acting curious and asking questions or something along the lines which represented more positive behavior.

    [ QUOTE ]
    I also noticed the people who are normally there, were virtually left alone. That to me is not how you get others interested in PvP.

    [/ QUOTE ]
    How is a new player going to distinguish between players who are normally there being left alone, or anyone else getting killed? You’re placing perspective on interactions that new players are typically oblivious to, unless they were exposed to those happenings, beforehand.
  5. [ QUOTE ]
    Is it me, or are they simply not good in PvP?

    [/ QUOTE ]
    It depends what AT and powersets you were playing and against what type of MM(s)?

    Prior to i13, I'd say it was pretty rare for melees to defeat most MMs. Some of the more skilled MMs could avoid blaster nukes if they saw them coming, and simply outclass a few other builds-- so it depends on a few factors.

    Without more details, though, I'd assume the MMs you fought weren't that skilled if they were defeated 'easily'. They should at least hold their own if the fire is being focused directly on them, constantly.
  6. I can tolerate the KB from TKB, given 2 bfs (-5 each), or if TKB is slotted, I have the hp + Mu pet to deal with incoming damage (though rad/psi still carries the advantage).

    More rough, is a skilled blaster, rushing with a slotted up power thrust + followup.
  7. Looks very close to my current build, actually.

    Villain Plan by Mids' Villain Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    War: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Electrical Assault
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Char -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(3), UbrkCons-Acc/Hold/Rchg:50(3), UbrkCons-Acc/Rchg:50(5), UbrkCons-EndRdx/Hold:50(5)
    Level 1: Charged Bolts -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(11), Dev'n-Dmg/Rchg:53(11), Dev'n-Acc/Dmg/EndRdx/Rchg:53(13), Apoc-Dam%:50(13)
    Level 2: Charged Brawl -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(15), Mako-Dmg/Rchg:53(15), Mako-Acc/Dmg/EndRdx/Rchg:53(17)
    Level 4: Lightning Bolt -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(7), Apoc-Acc/Dmg/Rchg:50(7), Apoc-Acc/Rchg:50(9), Apoc-Dmg/EndRdx:50(9)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:53(A)
    Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(50)
    Level 10: Havoc Punch -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(19), Hectmb-Dmg/EndRdx:50(19), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(21)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(17), AdjTgt-ToHit/EndRdx/Rchg:50(23), AdjTgt-Rchg:50(34), AdjTgt-ToHit/EndRdx:50(39)
    Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(23), Numna-Heal:53(29), Numna-Heal/EndRdx:53(29), Mrcl-Heal:40(34), Mrcl-Heal/EndRdx:40(34)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(40), Efficacy-EndMod/EndRdx:50(40), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/Acc:50(43)
    Level 22: Maneuvers -- LkGmblr-Rchg+:53(A)
    Level 24: Super Speed -- Clrty-EndRdx:53(A), Clrty-RunSpd:53(25), Clrty-Stlth:53(25)
    Level 26: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(27), GSFC-ToHit/Rchg:50(27)
    Level 28: Ring of Fire -- Dev'n-Acc/Dmg:53(A), Dev'n-Acc/Dmg/Rchg:53(45), Dev'n-Dmg/EndRdx:53(50)
    Level 30: Zapp -- Mantic-Acc/Dmg:53(A), Mantic-Dmg/EndRdx:53(31), Mantic-Acc/ActRdx/Rng:53(31), Mantic-Dmg/ActRdx/Rchg:53(31), Mantic-Dmg/EndRdx/Rchg:53(33)
    Level 32: Fire Imps -- S'bndAl-Acc/Rchg:50(A), S'bndAl-Dmg:50(33), S'bndAl-Acc/Dmg/Rchg:50(33)
    Level 35: Thunder Strike -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(37)
    Level 38: Voltaic Sentinel -- S'bndAl-Dmg/EndRdx:50(A), S'bndAl-Build%:50(39), S'bndAl-Dmg/Rchg:50(39)
    Level 41: Charged Armor -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(42), ImpSkn-EndRdx/Rchg:30(42), ImpSkn-ResDam/EndRdx/Rchg:30(42), ImpSkn-Status:30(43)
    Level 44: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/Acc/Rchg:50(45), Efficacy-Acc/Rchg:50(46), Efficacy-EndMod/Acc:50(46), Efficacy-EndMod/EndRdx:50(46)
    Level 47: Summon Mu Guardian -- Heal-I:50(A), Heal-I:50(48), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:53(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]+20% DamageBuff[*]+0.95% Defense(Energy)[*]+0.95% Defense(Negative)[*]+54% Enhancement(Accuracy)[*]+90% Enhancement(RechargeTime)[*]+10% FlySpeed[*]+334.4 (27.8%) HitPoints[*]+10% JumpSpeed[*]+MezResist(Confused) (Mag 7.5%)[*]+MezResist(Held) (Mag 7.5%)[*]+MezResist(Immobilize) (Mag 13%)[*]+MezResist(Sleep) (Mag 9.7%)[*]+MezResist(Stun) (Mag 7.5%)[*]+MezResist(Terrorized) (Mag 7.5%)[*]+17.5% Recovery[*]+116% Regeneration[*]+7.56% Resistance(Fire)[*]+7.56% Resistance(Cold)[*]+1.26% Resistance(Energy)[*]+1.26% Resistance(Negative)[*]+10% RunSpeed[*]+2% Debt Protection[/list]------------


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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  8. It's a broad question, asked that way on purpose.

    I figured this was the most appropriate place to ask the titled question, as this discussion came up among my SG members a few days ago, with some interesting opinions on both ends.

    Some arrived at the conclusion, that writing a bio was "the first stage of RP'ing", while others claimed "no" it was not, with a few other opinions inbetween. I myself, fall into the latter camp, as I cannot say I'm an RP'er at all; but I do enjoy fleshing out my characters with biographies, which by my understanding, coincides with something fans of RP do pretty often. I figure some of the difference lies in the perspective of the narrator, as I typically write my stories from a third person omniscient viewpoint.

    Any thoughts?
  9. [ QUOTE ]
    You cant get enough KB IOs to protect against a mag 45 knockback...

    [/ QUOTE ]
    Depends on the build, and it's not easy, but 45kb protection cah be had. Ajax's test team build is running 48 mag protection, according to him.
  10. I went fire/elec, but I would've just as easily chosen mind/ when paired with /elec. I don't see mind/elec as being behind ice/ or fire/, as you just place more bias on evasion/ranged mez (BU as necessary), followed by closing into melee for kills. TK benefits the former, and it shouldn't play like a mind/fire, so I don't see any difficulty playing a mind/elec (especially after a mind/psi).
  11. [ QUOTE ]
    [ QUOTE ]
    Seems hover/flight needs re-re-tweaking. Flew into the train and upon exiting the train in a new zone Cerebrawl is vibrating like he's having siezures.

    [/ QUOTE ]

    Flight or Hover on?

    [/ QUOTE ]
    It happens to me with flight. More specifically, it happened with the temp flight power granted from mayhem missions.

    It happened in most cases after I zoned in, from places such as the rogue islands ferry, or the base teleporters, with the flight already active.
  12. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Let's discuss 1v1s, advantages disadvantages, which builds you have troubles against.

    edit: basically match ups discussion

    [/ QUOTE ]

    Ok...go.

    [/ QUOTE ]meh divine and unholy are better than you
    [ QUOTE ]
    Stormies, how would you deal with these now that teh TK of justice has been nerfed? Ice/Storm in particular. With an ice/elec, fire/psi, or mind/ice. Im just curious if you have any ideas I haven't thought of.

    [/ QUOTE ]
    ice/storms have been tough for me. You have small margin for error. It's important that you don't get hit by sleet and hurricane(blah blah [censored] you already know)

    Ice/Elec - you can hit shiver through the hurricane with BU and webnade so you can keep your distance. Get the early FoN kill so you can get domination off. I guess the second you knock off the steamy mist i'd go in for the kill since elec's melee is pretty insane. If you get office I'm fairly certain it will be a loss for an ice/elec.

    Fire/psi's whole game will be to hit drain psyche, you miss it once you're dead.

    mind/ice you should still be able to TK them, if they use 2 BFs i'd just run, if it's a small map then I really don't know what you cuold do.
    On all three of the builds i'd be trying to get temp webnades off so I can get rid of the hurricane pressure for a second.

    [/ QUOTE ]
    Also consider taking the temp TP, to get away from freezing rain, if you're slowed.
  13. [ QUOTE ]
    Pve drew people to this game.

    [/ QUOTE ]
    Based on personal experience, I believe it's the superhero theme, in a market starved of this type of MMO, that brought people to this game; not so much what the PvE game offers, that other titles couldn't. We kill endless amounts of mobs who stand in place waiting for the next alpha, dogpile AVs, and in general, farm our way through endless amounts of mobs, until we reach 50, with not too much variation. Nothing unique about that. Subscription cost, free issue updates, the character creator, etc. all contribute to why people took notice of this...not merely PvE.

    [ QUOTE ]
    Preprogrammed responses.....like building the same build for the same couple of AT's that can dish out burst damae.....bunny hopping around the map.....yeah dont see any 'preprogrammed responses" there.

    [/ QUOTE ]
    At the surface. The meta-game game and synergy among teams, gets deeper than that, but it's often not appreciated by onlookers who sum PvP up to be the above. Most responses you get on the forums, are by people who don't care to spend their breath trying to convince others, who've already arrived at their own conclusions.

    [ QUOTE ]
    Programmed behavior.....what PvP is all about.

    [/ QUOTE ]
    Case in point.

    [ QUOTE ]
    People still ask in broadcast what arena is, and whats it used for.

    [/ QUOTE ]
    Sounds like what I'd describe as an interest, and potential participant. I hear players asking in broadcast, how to craft recipes they bought on the market, or if wings themselves, add flight. Knowledge is power, are you educating those players not in the know, or using them as fodder to feed your PvP bias?

    [ QUOTE ]
    You and your 1% or less are not the heart of this game. You are a fringe element. Mostly of the lunatic fringe.

    [/ QUOTE ]
    Assuming you could verify it's indeed 1%, PvP attention is at a relative high, as we speak- it doesn't need to be the heart of the game. Your "pvpisminority" response, also echoed before (preprogrammed?), doesn't represent the current state of affairs. Love it or hate it, it's part of the game, period...and it is seeing increased attention, good, bad, or indifferent.
  14. [ QUOTE ]
    [ QUOTE ]
    The fact that earth is escapable by TP means in any arena match you've got to catch them in quicksand a good 6 times to run them out of the temp for your powers to be useful. So for the first 3+ or so minutes of the match, you'll have nothing but a slow-[censored] pooman and a meh hold. Once you run them out of TPs, its workable, but even then it has no -recharge so..lol? Can be better vs. zone tards but in arena, lol @ earth.

    [/ QUOTE ]

    Couldn't you just use TP Foe to bring them back.

    [/ QUOTE ]
    You could try, but it's too much effort put into using quicksand, when it's not all that effective on a dom.

    My Earth/TA troller uses QS to good effect, but that's because it can use entangle then glue arrow (auto-hit), beforehand. Placing the patch in front of an already grounded/slowed target at that point is easy, but on a dom, you'd have a harder time doing this.
  15. [ QUOTE ]
    Example of being pressured an entire match
    www.youtube.com/watch?v=o091f7RTHkQ (turn the sound down cuz it’s rap and rap is the devil etc.)

    [/ QUOTE ]

    AotP ftw
  16. [ QUOTE ]
    And I Certainly wouldn't take a Snipe just to do that, but then I don't build toons for PvP.

    [/ QUOTE ]
    The snipe is taken for the 7.5% recharge, in addition to the +dmg, and even +regen bonuses, with the SotM set.

    As was stated before, on a /psi dom, you can also use it for a nice ranged damage spike, as you don't have to stay rooted for it's entire animation, given the SotM slotting. The added bonus, is the dom building effect, rounding the snipe out for good utility.
  17. [ QUOTE ]
    I used like 15 bf's and 5 of those expensive bf's you find in the medium inspiration slot in the ww that go for 200k on triumph.

    [/ QUOTE ]
    If you had used even 1/5th of the inspirations you did, you would've long been able to walk out of TK.
  18. [ QUOTE ]
    Break Free offers 25% resistance to Repel. Escape offers 100% resistance to Repel. I could make Break Frees grant resistance anywhere from 25% to 100%. Where is the acceptable breakpoint?

    25% = 4 BFs needed to obviate the effect.
    33% = 3 BFs needed to obviate the effect.
    50% = 2 BFs needed to obviate the effect.
    100% = 1 BF needef to obviate the effect.

    Once 100% resistance is reached, you can't be Repelled unless the effect is irresistible. This will apply to Force Bubble, Hurricane, and other Repel type powers as well.

    [/ QUOTE ]
    Two BFs is reasonable, perhaps with an endurance reduction on the power.

    Either that, or consider a decrease on the range. Outright removal of the repel effect, sorry to say, is ridiculous.
  19. Not to nitpick much, but I'm curious as to why AoE would be the focus of a solo dom? I can understand AoE on teams, but I'd think solo doms would favor the benefit of strong ST attacks, such as the above named three.
  20. I wonder what the correct value is...

    Good to hear, though. My build required that it be 5 slotted, so any positive adjustment to the power only helps. A bit better endurance management is always a plus.
  21. [ QUOTE ]
    Sorry if this has been covered already but I am just wondering if there was ever a reason given as to why Plant is the only Dom primary that has no secondary affect?

    Thanks.

    [/ QUOTE ]
    Some toxic damage seems like it would be fitting, at least. There is already some -fly, but I'm not sure what else would really fit the theme of plant/. I actually wonder why /thorn does -def...
  22. I'll have to open with a quote I heard echo numerous times on broadcast yesterday after one of the invasions:

    "This game just keeps getting better and better"


    [u]Highlights:[u]

    -The new Rikti look amazing, as do the ships. This got a lot of praise in general.

    -The hero/villain co-op delivers on what players have wanted for some time now, and was very nice. Now I'm able to run missions with both my hero and villain side SGs, and not feel like I'm missing anything.

    -The presentation of the invasions, and actual process is done very well. I was very impressed with my first experience. I and a few other players scrambled, then gathered at random to battle the Rikti invasion in the streets, holding off and taking down dozens of enemies before an eventual two elite bosses spawned, that also saw their fate. Broadcast went crazy with players trying to mobilize, and for the first time, Mercy Island chat was interesting to read. :P To note, the GM scale was a great idea, as the higher ups could venture back to the lower lvls to assist.

    -The new costumes look great, and I'm glad that some were added for free.


    I have to check out a few more of the details and shift through more of the patch notes, but all in all, there is loads of content to stay busy with now, as IOs, new strike forces, and the invasion have become available. Hats off to the dev team and those associated, as they've met a new level of immersion, while the rest of the content has added a good deal of longevity to the title.

    Glad I upgraded my graphic card, too. Running the game at full graphical setting, with no slowdown at all, is amazing.
  23. Not only that, but in PvP it doesn't show when confuse lands, in the combat channel.
  24. I love what I9 has done for CoX, and it has certainly opened up new areas of the title to explore.

    The only issue I have with I9 was originally the crash issues due to the CH's. Now that they have been fixed, I just look forward to the devs speeding up the CH's a bit, as they take quite some time to load some days.

    Other than these minor gripes, for such a huge addition to the game, I9 turned out to be excellent, exciting, and hasn't caused much "doom" at all in my favorite portions of the game.

    Edit: Few things beat seeing your item get "sold" for a good chunk of money, or seeing that you "bought" that item you had been working for.