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I also find it odd that /Poison would get what is in effect three Holds in the set.
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Is /poisons poison trap that great though? Any MM I've spoken to reckons they are pants compared to the /traps version. That would make 1 hold and a pseudohold, about the same as /dark and less than ice blast. Btw. does anyone know what level of debuffs the acid mortar spits out? I cant seem to find em anywhere. -
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People were discussing the animation caused by a power in Traps. SinghMC mentioned that hero heavies cause the same animation (different power, but same problem)
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What problem?
<.<
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This is working as intended. Its supposed to be hugely hard to resist it. I think its a Mag 1000 hold like the MM poison power Noxious Gas.
Technically possible to resist but in practical terms you will never be able to resist a mag 1000 hold.
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Erm, except it doesn't hold you. No toggles drop, no "Held" message, nothing. You're just in the animation.
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Would it make you feel better if it dropped toggles as well and said "HELD"?
BTW. I found this on a guide the other day:
"The return of the vomitting effect in the 7th Dec 2006 release was greatly rejoiced by everyone who plays the Traps powerset! Whilst targets are throwing up, they will not be able to fight back - a similar benefit to fearing a target. Toggles no longer drop when vomitting from Poison Trap"
I wasnt aware poison trap ever dropped toggles anyway, but based on that it sounds like it was changed then changed again. Either way, you can have lots of fun with the trap, I was stuck in SC all day yesterday poisoning heroes. -
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I don't know. The sleep power might be a nice alternative when it comes time to set up traps like crazy.
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Problem is, sleep stops when you take damage. It might be useful for sleeping a whole group then planting a nice big time bomb on them though
Could also be handy for sleeping mobs at the edge of the battle where they are less likely to take damage. -
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By the by, the only other primary that would work particularly well (if you have the invention focus in mind) would be Sonic. It's got multiple stuns that'll be able to stack with Seeker Drones, if you're so inclined to boost those bonuses. It also has a sleep power that, if you slot with Induced Coma, stacks really well with all the Trap sets I mentioned. Motormouth has some inventing to do I think.
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Stun's be nice. Plus there's screetch as well. Not sure about the sleep power though. -
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The power itself isn't overpowered, nor the set, it's the fact that the animation isn't counterable that I dislike.
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Well it is annoying, as I found out when a cowarly "hero" confused me
TBH. I think you may be right about them classing it as a feature, since they changed poison and left traps. -
Remember the posion trap from the poison set is different, prolly cos the rest of the set rocks so hard. TBH, I dont think poison trap from traps is overpowered anyway. Most times a scrapper will kill me before the posion takes effect, and a blaster will 2 shot when they get a break from the vomiting. On top of that you have to get them in the trap in the 1st place, after that you dont want them wandering off.
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Poison Gas Trap is bugged to [censored], the vomit animation can't be countered and will happen regardless of things like Clear Mind and other Mez Protection.
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I was under the impression that was how it was meant to work, sort of like fear where you get to move every now and then.
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Nope, because the power itself is Foe Hold if I remenber right, also there is no status indicator in your buff bar like you'd get with a Mez. You just get stuck there, regardless of any protections you may have, even if you were rocking 20 Tier 3 Break Free's. =\
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Do you have a dev post on it? I was under the impression that the vomiting part was meant to be unresistable, since you can often just jump out the cloud anyway. -
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Poison Gas Trap is bugged to [censored], the vomit animation can't be countered and will happen regardless of things like Clear Mind and other Mez Protection.
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I was under the impression that was how it was meant to work, sort of like fear where you get to move every now and then. -
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web grenade :P
would tp foe be useful here?
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Oh yes. At the moment I normally lay poison trap and acid mortar, then I teleport a chump on top of the poison trap and start blasting and using web grenade when its ready. You can also set your traps up then get players to chase you into them. I'm planning to pick up air superiority for knocking players down while poison gas gets to work on them. -
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really? ok
I was working on the whole not generally staying in one place much except to lay mines, but if it's that good... :P
how does it work?
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Same as mines only it releases a posion gas cloud that makes anyone in it throw up. I believe it also has a very small mag hold in there which stacks up the longer you're in the cloud. (if you stand in it lots of poison trap icons stack up in the top right of the screen). I guess the real trick is getting them to set off the trap and keep them there. -
No poison trap?
Its an awesome power, even has tanks and scrappers throwing up there breakies. -
1Damz has an ice/traps. Been thinking those 2 together would be pretty nice with the slows and the 2 holds in nice. *must.. resist.. urge...to.....alt!*
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I'm also thinking I might make one of each, they are both too good to choose just one!
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Have you thought about dark/dark? It has some nifty fear effects which might be good in a team. I'm loving air superiority atm on my en/en, knock bosses down on there backsides every few seconds. Its well worth a look if you pick a set where you dont have to draw a weapon. Other than that I suppose regen might give enough scrappability for you to stick around if you dont want to play a hit and run game.
edit: oops. didnt see you had a dark. Dark primary might still be worth a look. -
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If it takes multiple players just to nullify one surely its a good indication that something has gone horribly wrong somewhere?
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Well, I think the original post was "omg, our emp + blaster pwns your stalker", so I thought it was the way this thread worked.
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oh emp and blaster combo. Sorry I'm still half asleep and tried to put the coffee jar in the fridge. -
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Blaster probably would still hit through with PB'd Aim and BU, as well as fort.
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Depends how many stacked rad debuffs we're talking about.
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If it takes multiple players just to nullify one surely its a good indication that something has gone horribly wrong somewhere? -
Which one?
sonic/cold corruptor? Or sonic/rad? -
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a forted blaster hits through your defense easily.
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Buffed by a troupe of forcefielders' and cold corruptors' shields and keeping the blast0r under stacks of rad debuffs helps against fighting the blaster wearing one fortitude.
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Blaster probably would still hit through with PB'd Aim and BU, as well as fort.
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For ages I've considered most corruptor shields useless against blasters anyway. -
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A true stalker has patients, you get to decide when and were the fight goes, just stay out of sight till that time
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One of my fave stalkers said the same thing only this way "Wait for the Jack Sparrow oppertune moment". I like that way better :O) -
I think its quite an obvious way to play, but a lot of people dont get it so I'm glad you caught on. Another is to send a tell then run in and assasinate them while they are busy typing a response :P
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You don't have to respec as I have found my gimp builds are still able to function in pvp. However, I wouldn't dream of thinking I had a chance against someone that was decent and had a good spec'd build.
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Indeed. My dom started as a bit of a concept build but I still like to pvp with him now and then. I dont expect to pound entire hero teams with him, although teaming sure helps. Anywho. I'd still like to know what heroes were around and whether you were teamed with them. If its 4 vs 1, or even 4 players teamed vs 4 solo players then what do you expect? Also, whats so special about pvp that you should be able to solo it? I wouldnt expect to complete all the pve content solo, certainly not on every single permutation of powersets. Oh and if there's a forum cartel I'm pretty sure I'm not part of it. -
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Wha you have to realise is that the Villain sets incorporate a lot of PvP powers
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Cool? What powers are they then? Not having a go at you but I think this may just be an assumption or an idea you havent thoguht out too well.
I'd like to know what heroes were around at the time as well if you can remember. -
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That's the classic scrapper vs. blaster dilemma - if you are a blaster (not a blapper, no melee attacks in this example) and you face against a scrapper - you have flight, he doesn't. Will you fight him from the air where you're likely to survive, or on the ground where he has the advantage.
To use this in your case - if my self heal recharges in 10 seconds and I have 5 hitpoints left and and an enemy is close to me. Should I charge at him or run away to get myself back to health? Even if it's not the most heroic thing to do, running away really helps survival.
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If for example, the Cryo pistol accolade hit for -fly, or everyone had an attack with this side effect in their main set ( again, I'd like to avoid forcing people to take powers they dont want, so air superiority isnt the stock answer thanks ) this wouldnt be so much of a problem because it levels the playing field.
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I wouldnt say it levels it, just tilts it towards the melee toon and gives people less reasons to pick fly.
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i'm talking about the problems faced by PvE characters. Why should someone happily playing the game, be forced to respec their character to engage in PvP because certain powers work differently?
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I didnt respec my dominator (A dom ffs! hardly the uber pvp choice) and have taken enough scalps from 1 to 50. Sure it could be a lot better if I done a respec, but I didnt want to until after I hit 50. TBH I think it sounds like pvp has left you a bit bruised. Why not take a rest then try it in a months time again?