Mesmer

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  1. Mesmer

    FF/psy

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    Check the sig below .

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    We cannot proceed.
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    Please use your back button to return to the previous page.

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    hehe, I was referring to KNOCKBACK IS NOT THE SAME AS REPEL! , but I will see what happened to that thread as well
  2. Mesmer

    FF/psy

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    Oh yeah, Force Bubble hasn't worked properly since they "fixed" Hurricane a while back. I'm the only one that's been complaining about it, because I'm one of the very few that actually use it in PVP. I think it's just me and Dark Blasphemy in the EU at the moment.

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    Indeed it hasn't. Besides of the odd back that attracts people insted of repelling it (not nice vs /em, I can tell you), everybody andhis mother can get now into melee range thru FB, and even stack a couple of hits before being pushed away if he comes running with ss from a distance. Since /ff is mostly about pff (can be hit thru with ease now with IOs), detention field (nerfed till oblivion) and force bubble (see above), I can't say it's on par with the other sets now, really

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    This is why me and Dark Blasphemy have hatched a cunning plan that involves kidnapping Castle, a big sack and some rabid badgers. It's only a matter of time before we get these things fixed.

    At least we still have the "awesome" defense buffs I guess
  3. Mesmer

    FF/psy

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    Im guessing Repulsion Field isnt a good pvp tool then? It was the one power i thought would be good against the melee based toons. Even though most of them get repel resistance (iirc).

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    Check the sig below . Repulsion Field does knockback and most, if not all people in PVP will have knockback protection, so it's basically useless. Also, it's a major End drain. I used to use this power in Sirens Call as a way to prevent people from Assasin Striking me, but that doesn't work anymore as only damage attacks can interrupt AS nowadays.

    You'll get more enjoyment out of Force Bolt as that is a ranged knockback.

    Force Bubble is the one that does the actual repel and not that many toons have resistance to it. But then again, like I said before, it doesn't work as well as it used to and most people know how to speed through it. This wasn't possible in the days of I6 though. Back then it still did exactly what it says in the description and protected you from melee attacks. Then the devs changed the tickrate on Hurricane in PVP and somehow Force Bubble got the same treatment. Basically it doesn't tick fast enough now, to prevent someone from getting into melee range before getting repelled. So anyone that can move above normal run speed can just hit you when they feel like it.

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    Aid self is a certain power choice for when i have to use PFF and possibly the leadership pool for that extra small % defence.

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    I don't think you'll have the endurance to run a leadership toggle, and even if you could it wouldn't help much. It's probably more efficient to slot one of those Steadfast global defense IO's. It does almost the same buff, but it doesn't drain any endurance. It will save you slots and a powerchoice.

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    Actually yeah does dispersion bubble give enough defence to be noticeable?? (not against blasters with aim of course i learned that lesson with my SR scrapper )
    Oh well, i WILL beat someone in sirens with it once i reach that lvl

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    Dispersion bubble can be a quite nice defense buff, if you slot for it. Especially on a defender. You'll probably get like a +15% defense buff out of it. If you stack that with Combat Jumping and perhaps a Steadfast +3% global defense, you'll hit 20% fairly easily. This will give some people some problems to hit you, but not too much. You'll still want to focus on Personal Force Field for your survivability. I like slotting that for both defense and a bit of recharge. It's up whenever I need.
  4. Mesmer

    FF/psy

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    im trying to build up a FF/psy defender for pvp (not the uber pvp events, just zonal fights).
    Do any of you know if this will be a good combo and if so what pool powers i'll need? Havent planned out the finished build yet (only lvl 13 with it) but starting to wonder what powers i will need.
    any help or advice will be thanked

    Edit: Mostly for solo pvp i might add

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    I think you mixed up FF with Rad .

    Seriously though, this could be a fairly decent support toon, but I would never in a million years consider it for Solo PVP.

    For PVP you will most likely need from the FF pool: PFF, Deflection Shield, Insulation Shields, Detention Field, Dispersion Bubble and Force Bubble. I also take Force Bolt for the fun factor.

    Oh yeah, Force Bubble hasn't worked properly since they "fixed" Hurricane a while back. I'm the only one that's been complaining about it, because I'm one of the very few that actually use it in PVP. I think it's just me and Dark Blasphemy in the EU at the moment.

    on the Psy blast side: I would take Mental Blast, Subdue, TK blast and Will Domination. If you were something like a Rad, I would go maybe go for one more attack, but that's more of a solo toon compared to FF.

    From the pools I take, Medicine(optional if you can survive without it), Leaping for movement and Acrobatics(not optional), Speed for hasten and movement and Fitness ofcourse.

    I got Psy Epic for Telekinesis, mostly because I like to do multiple forms of repel and you don't really get much benefit from the other pools being a support toon.
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    I've PVP'ed since day 1 and I do know this... most if not all of the Hardcore PVP'ers in this game, like a challenge and this would certainly be a challenge. I personally would enjoy it more, if things got more difficult the longer I was in the zone, as I usually get bored after a while if things get too easy

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    Understood, but would your targets getting buffed not be just as much of a challenge as you getting debuffed?

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    Not really, because a standard PVP tactic is going for the weakest link. Someone getting a crapload of buffs definitely is not the weakest link. I can easily just switch target every time I notice someone is getting buffs. That wouldn't make it more challenging for me, but I can see that it will make it easier on the people getting attacked, which is what we're trying to achieve.

    I think maybe then, it would be best to do a mixed option with both buffs and debuffs that give for example a max buff of 25% and a max debuff of 25% to achieve your example of 50% buff(which is a bit too high IMO ). Tie that into a reward system that functions like this debuff = bigger reward, buff = smaller reward. That way you get the risk vs reward thing working both sides.

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    I think a strong solution would be to pull the Arena and / or all of the PvP zones together in some sort of cross server configuration. I would participate in more Arena events for sure, if there were greater numbers than those on Defiant.

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    I've always been a big supporter of this. The only downside I see to this, is that people could exploit it to transfer cash or enhancements from one server to the next, which IMO is not a big deal, but I would expect the devs to have some problems with.
  6. I dunno, buffing the guys that are losing seems to me like rewarding someone for sucking. I don't see how anyone will get used to playing in PVP if they can only perform well when they are buffed beyond their capabilities. Conceptually debuffing someone that is winning works better if you tie it into something like fatigue.

    Also, you can tie into a reward system. You don't often see people leaving Siren's Call during fights because they want to cash in their Bounty points. So you can add a factor of Risk vs. Reward in there. The challenge for the debuffed person increases, and so should their rewards. If you do that, you make it less attractive for someone to remove the debuff by leaving the zone.

    I've PVP'ed since day 1 and I do know this... most if not all of the Hardcore PVP'ers in this game, like a challenge and this would certainly be a challenge. I personally would enjoy it more, if things got more difficult the longer I was in the zone, as I usually get bored after a while if things get too easy

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    I still remember being chased around an open arena map by Mesmers Repel Forcefield and TPing about to avoid it with fondness.

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    ah yes, that was when Force Bubble still worked properly. Good times indeed.

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    It still works properly. Trust me. hurricane on the other hand is useful only as -toHit.

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    I'll show you, next time I see you online.
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    I still remember being chased around an open arena map by Mesmers Repel Forcefield and TPing about to avoid it with fondness.

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    ah yes, that was when Force Bubble still worked properly. Good times indeed.
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    Whilst dual PVE/PVP builds might help with some of the disparity, I think the only way to have a TRULY level playing field in PvP zones is to dynamically adjust toon effectiveness based on player performance.

    Sort of like a reverse handicap rating: There's a baseline (where we are now) that noone can go under, but you can get buffed above that baseline when you perform poorly in the zone. So say Toon A gets a kill on Toon B. Toon A's bonus would decrease slightly (though not below zero) and Toon B's bonus would increase slightly (up to a predetermined 'cap').

    This rating then manifests itself as a buff to damage output, mez resistance and/or damage resistance etc. to those who get killed more often. The handicap could be toggleable in the arena, and mandatory in Zones.

    What this would mean in practice is if PvE'er Joe came into Sirens, after getting his rear handed to him several times he would have a much greater chance of surviving attacks and/or killing other players. Essentially you wouldn't be able to gank the same person over and over without them getting stronger and more resistant to the ganking... and it would work in a similar fashion to offset "Greater Numbers versus Smaller Numbers". Eventually the bonus the weaker player/team gets would compensate them for the stronger player/team's ability (whether that ability is due to player skill, build, or team organisation).

    Yes, it'd probably be extremely difficult to code. There already exists a set of global zone buffs/debuffs for each faction in Warburg though... so in theory it could be possible.

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    I like the basic concept of this, but I would like to reverse it. Instead of buffing the person that's dying, you could weaken the person that's doing all the winning. You could explain it in a way that the person winning all the time, is getting some fatigue and his powers are decreasing in effectiveness. This is probably already programmable seeing as it's possible to track kills through the bounty system in Siren's for example. They could tie that into a global debuff, the same way they already do in the zones.

    This would get you 2 things:
    1. the more hardcore PVP'ers will get a bigger challenge the longer they're active. Most Hardcore PVP'ers like a challenge.
    2. the less experienced player learns to play without the advantage of unnatural/outside buffs, so he/she gets more comfortable with his build/playstyle/whatever.

    I really do like this idea of giving someone that is having trouble in the zone, somewhat of an advantage to balance things out, but I don't think buffing someone way beyond their normal capabilities is the best way to do it.
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    Why do people allways make completely overpowered guesses.

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    If these IO's don't give me a 90% chance of Pre-Ed Inferno Proc on Force Bolt, I will be highly disappointed.
  10. Original Hero:
    Mesmer
    Most Notable Alias(es):
    XPizzle, Captain Napalm
    Supergroup(s):
    Paragon Defenders
    Account Created:
    4 Feb 2005
    Veteran Rewards Time:
    2 Years, 10 Months
    What Are You Doing Now?:
    Playing Team Fortress 2, Halo 3, working, making butt Avatars.
    What would make you return to CoH?:
    I'm still here but I would like to see cross-server arena, increased PVP support, power fixes and improvements, new powers... in that specific order.
  11. Mesmer

    Ice Ice Baby.

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    - skip Glacial armor : with the damage mitigation of ice patch, no needs for this power in a PvE build especially with tactics.

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    what!?!
  12. Mesmer

    Moving on Up

    Cya Sero and good luck to you, wherever you're headed.
  13. It will probably take more than one night for most people to get the badge. You might want to set up like a weekly thing
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    It might be rather empty though, given the numer of zones in the game, and the number of PvPers

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    just adds more suspense that way

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    So would it be just for PvP, or would all the contacts still be there too?

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    it should have everything in the regular game, but with increased PVP
  15. Mesmer

    whirling hands

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    first of all, i disagree with this: [ QUOTE ]
    So in the end it's all up to playstyle I think. If you prefer to play more as a Scranker, then I'd take it, but if you prefer being the Meatshield then I'd skip it.

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    rather i think the opposite, a scranker wont be surrounded by those big group of mobs that makes this a useful power. While a tanker who gather a big group of enemies tight to him will.

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    My Scranker is always surounded by a big group of mobs. Remember, it's still a Tank and not a Scrapper, so I'm still in the thick of it. I just choose to sacrifice some survivability(and perhaps some aggro ability)in favour of more damage. Doesn't mean I don't try to aggro and try to take most of the incoming damage, I'm just not as good at it, compared to a more defensively specialized build. It's kind of a trade off. For example, my Ice tank doesn't have any AoE damage attacks, as he's purely built for survivability and aggro ability.

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    don't sound like a scranker to me..

    tanking/scranking isnt what set or powers you have of your primaries or secondaries, but in my mind a playstyle and what purpose your filling in a team.

    for some reason there are those who only will accept "true tankers" as those tanks who are built so defensively that they are incapable of soloing and that any tank who has got enough offense to solo must be a scranker..

    I call those tanks "tauntbots" or "leechers"..

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    I guess it all depends on your point of view, like everything in life .

    I also build my Tanks to have at least some balance between offense and defense, but the one Tank leans more heavily towards defense and the other more heavily to offense. I don't go to the extreme though. You won't find me six slotting stuff like Barrage or Energy Punch and I do feel I should at least be able to take an alpha strike, to be of any use to a team.

    also, soloing on a tank?? I would prefer to do something a little more fun with my time
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    It might be rather empty though, given the numer of zones in the game, and the number of PvPers

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    just adds more suspense that way
  17. pff, they should just make a new server, call it WTFPWNED and make that an official PVP server. Also, open PVP in all zones. I will transfer all toons
  18. Mesmer

    whirling hands

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    first of all, i disagree with this: [ QUOTE ]
    So in the end it's all up to playstyle I think. If you prefer to play more as a Scranker, then I'd take it, but if you prefer being the Meatshield then I'd skip it.

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    rather i think the opposite, a scranker wont be surrounded by those big group of mobs that makes this a useful power. While a tanker who gather a big group of enemies tight to him will.

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    My Scranker is always surounded by a big group of mobs. Remember, it's still a Tank and not a Scrapper, so I'm still in the thick of it. I just choose to sacrifice some survivability(and perhaps some aggro ability)in favour of more damage. Doesn't mean I don't try to aggro and try to take most of the incoming damage, I'm just not as good at it, compared to a more defensively specialized build. It's kind of a trade off. For example, my Ice tank doesn't have any AoE damage attacks, as he's purely built for survivability and aggro ability.
  19. Mesmer

    whirling hands

    I really like Whirling Hands on my Fire/EM, but then again, I use it after I hit both Build up and Fiery Embrace. Also, I don't have a Taunt Aura( I damn well hate Blazing Aura ), so it does help me a bit.

    It's difficult to judge how useful it is on a Invul after ED though. You don't need it for aggro, the damage is not that great and it's fairly expensive end wise, which is something you can't really spare. This can be helped a bit by slotting certain IO sets of course.

    On the other hand, what other options do you have? You're most likely taking Bone Smasher, Energy Transfer and Total Focus, which is about 1 attack short of a proper attack chain. You could get Energy Punch, but Whirling Hands does about the same damage and it's AoE.

    So in the end it's all up to playstyle I think. If you prefer to play more as a Scranker, then I'd take it, but if you prefer being the Meatshield then I'd skip it.
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    A typical Fire Blaster attack would see them laying down "Rain of Fire" or a few Fireballs on a MM, then if they get the MM to disengage BG Mode, hit them with ST attacks such as Blaze to finish them off.

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    I prefer the more effective combo of Aim, Build Up, Blaze, Fireball, Inferno, CaB, Blaze. This will kill almost any Mastermind in Bodyguard mode. And I'm just Fire/, so just Imagine what a Fire/Fire can do.

    Also, don't underestimate the amount of Masterminds running around the zones. Especially the higher end zones, like Warburg and Recluse's Victory. Masterminds seem to be gaining some popularity as PVP toons, ever since they came with Bodyguard.
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    In PVE AoE attacks are sometimes useful, sometimes not, like ST attacks. So there is some "Balance" in that varous ATs / powers all have their niche.

    In PvP, AoE's are almost universally rubbish. There is a time and place when they are not rubbish. The time is never, the place is nowhere.

    In ALL cases, and Ice / Energy blaster has a huge advantage over a Fire/Fire blaster. Balance my behind.

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    Try fighting a Mastermind in PVP without AoE's. Fire/Fire will have a huge advantage over Ice/Energy there. So you see, there are times when AoE's are extremely useful. You think I go into PVP without Inferno or Fireball? Hell no.

    Like you said there is a time and place for these things, you just have to know when to use them and when not.

    *edit*
    Also, good luck leveling a Mind/FF. Not really the most pleasurable experience, I must tell you . Personally I'd recommend something like /Kin or /Rad for the fun factor and that's from someone who has 2 level 50 FF toons.
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    Don't need to overhall queue actions when you can easily queue up your next power as your current power is firing off, excuse me but wanting to press like 6/7 buttons really fast then not doing anything for the next 20 seconds is just lazy

    New maps are always welcome however

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    No, you misunderstand. I mean a match queuing system. One where you can just sign up for a match and just go about your business as usual until it starts. In WoW, you can just sign up for Battleground and go off and do a quest. Once the Battleground match starts, you're automatically transported there from wherever you are. Much more efficient from the current waiting around doing nothing that we do now at the Arena terminals.
  23. How about a big overhaul for the arena with a much improved match up system, a queuing system, new and improved maps, new and improved gametypes. I would prefer that over another PVP zone. Something along the lines of WoW's battlegrounds would be very cool to have.
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    that shut up and heal guy is an idiot

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    QFT..and lazy too

    [/ QUOTE ]Surely, they can't be that bad

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    trust me, it is that bad.
  25. Actually, I wanted to do this as well, but if you're doing it, how about we combine forces? Just run the missions when you're on, but agree upon a set date and time to run the final mission for the badge. I can run some missions in the morning for example, but evenings this week are no good for me.

    Also, if you have multiple characters you want to do this on, I wouldn't mind that either, seeing as I want to do it on 2 different characters.