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Posts
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quick glance....
You're taking Blaze waaaaaaay too late. Try to fit it around 20-25, or if at all possible before that even.
Health is a wast of slots, unless you slot with special IO sets.
You don't need powerboost on this build. It won't hardly do anything for you. -
I'd prefer they look at blaster secondaries before making more primaries(Ice?? [censored]?). Oh yeah, have another look at the rooting of some sets, before making new ones as well. I'm looking at you Sonic Blast!!
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Someone complaining that they got wtfpwned on a pure defense build in PVP? Not a surprise really. The devs hate defense, which is why they put something like tohit in the game, which is like Kryptonite to defense builds.
You have to compare PVP to fighting DE dropping Quartzes or Nemesis with triple stacked Vengeance. I hardly think you'll last very long against those, even in Elude. You're just lucky that Villains don't get as much access to tohit as heroes do.
Check the link in my signature, to read a very long and very(too) detailed discussion about what is wrong with defense in this game. -
Perhaps you could use the auction house to sell it for lots of cash and then use that cash to buy the wings you want?
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(or were they danish I dont remember..)
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Wow. You make it look so simple!
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I'd just like to thank Xanthus and the PDs for planning and running this, although it's amazing how many other people seem to have been responsible for it in retrospect.
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Agreed. I really think Cryptic did a good thing by giving everyone something to contribute this time. It really comes down to everyone working together.
Also I'd like to add that Teamspeak worked really well and added a lot of coordination. -
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Looks good, except for this part:
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If Anyone has Group Fly should be running.
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IMO, Fly and especially group Fly slows everyone down waaaay too much. It will take much longer to get from Mito to Mito, making us waste too many EoE's, too keep alive during the longer duration.
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The point is to make easier for the now flyer to attack the Higher mythos. NOt use Group Fly to get here but once on a higher up mythos use it to make easier.
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Ok, that works. -
Looks good, except for this part:
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If Anyone has Group Fly should be running.
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IMO, Fly and especially group Fly slows everyone down waaaay too much. It will take much longer to get from Mito to Mito, making us waste too many EoE's, too keep alive during the longer duration. -
Great raid. We really got a hang of clearing the yellows after a while. I think we can do it even faster next time. Gonna level my Fire/Em Tank for it. I think we should be able to manage it in one quick go, if we practice some more.
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Thanks for the quick reply. Edited it to the build below:
Few questions again. With this build i'm running a little low on slots.
Which of the following has priority?
- slotting permafrost
- slotting combat jumping
- slotting hibernate for heal
- slotting SS for speed
- slotting SJ for jump
(The SS / SJ don't need slotting do they?)
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<ul type="square">[*] Don't slot permafrost. Not yet anyway. There might be some interesting slotting options available in I9.[*] Slotting Combat Jumping is very important, for unsuppressed movement. Especially for a melee based toon[*] Slotting Hibernate for heal can be handy, but not absolutely necessary. It's actually handier to it for PVE than for PVP as it will shorten the amount of time you need to spend in Hibernate. You'll have less chance of losing aggro that way in PVE. Also in PVP, slotting it for heal, could maybe protect you against any DOTS that were dropped on you before you entered Hibernate. Yes, I've managed to kill Ice Tanks in Hibernate with my Fire Blaster, because of this.[*] In PVP movement is very important, so maximizing both your vertical and horizontal movement speeds is very advisable. So yes, try to get more slots on SS and SJ. Preferably, 2 run or jump and 1 end reduc. Hamidon Origin Travel power enhancements would be ideal here, because if you slot only 2 of them, you'll save one slot and still have better results in your end use.[/list]
Some comments on your build:
<ul type="square">[*] Only one slot in Chilling Embrace? I have this four slotted on my Ice Tank. 1 end reduc and 3 slow. I trade out the slows for taunt durations in PVE.[*] Don't slot swift for run speed, it's a bit of a waste as the buff is not that big. It's much more effective to slot Superspeed.[*] Everything else looks about how I would slot it, if I didn't have Hami-O's. Not really paying much attention to the order of the powers though. [*] Try to get Health in there, especially considering what you can do with it in I9. I'd take out conserver power, or possibly Laser Beam eyes. Both won't help you very much, and you can save a lot of slots by not taking them.[*] About Epics.... Have another look at the Ice Epic for zone PVP, or maybe duel PVP. The Epic blast in there is probably the best in the Tank Epics and can really give you that last bit of extra damage you need to take someone out. The Immob in the set can be very handy for bringing down flying targets, which is another plus for a melee based toon.
For team based PVP though, it's Energy Epic all the way. You really need Focused Accuracy in team PVP as buff are rampant there and you really need that extra bit of tohit to Taunt or even hit anything.[/list] -
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Will 2x AM allow perma hasten/perma AM?
[/ QUOTE ]If my maths are right, almost, but not quite (about 10-15 sec downtime on AM, 30+ secs on stamina). If you throw in some IO's that give global recharge boost, then it should be perma or very close.
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I did the math some time ago and remember it to be longer, can you show me your math with even lvl 3 SOs?
[/ QUOTE ]AM duration: 120 seconds.
AM recharge: 422 seconds.
Total recharge buffs: 95% + 70% + 60% = 225% (3 SO's (approximate value), hasten, 2*AM)
Recharge: 422 / (1 + 2.25) = 130 seconds.
However, it'll be bit longer than 130 seconds, since both AM's and hasten drop at 120 secs.
Oh, and in that quote, I meant to say 30+ on hasten, not on stamina >_>
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I think that only works on the first cycle though. AM and Hasten don't sync up, so every cycle of AM, the gap will increase, making the downtime longer, until the two powers start synching up again. -
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Due to the response we received from different players we decided to make some changes to the rules.
Travelpowers aren't any longer excluded aswell as all types of enhancements are allowed in both classes.
Although we think the first ruleset would have been more interessting, we changed them according to player feedback.
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I find the no travels idea sillier than half the team made up of subs even
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Its not no travel, its total movement supression
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Wrong, it was only no Travelpowers, not total movement suppression.
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Quite incredibly wrong, its total movement supression as your natural speed is supressed, for example SRs and /elecs lose their movement bonus, kinetics powers of Speed boost loses one of its status effects and Inertia reduction is useless. I can get 46mph out of my SR scrapper without any travel pool powers but in arena with "travel" off my movement is suppressed to the same level as everyone elses. Its not no travel it IS SUPRESSED MOVEMENT. If SRs and /Elecs warrant +speed in the game to balance their sets pros and cons they need it in the arena, whatever scenario.
Arena was designed before COH went live, one would assume they chose movement supression over turning off travel pools as the buffs from powers in the travel pools were once very impressive and fundamantal to many peoples builds (remember blasters with 40% def anyone? Hasten with +def in it?) As it stands now a far better way would be to actually turn off travel (grey out ss, fly, teleport, sj and group fly and TP) as the actual travel powers no long apply any status effects, positive or negative.
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what he said. Turning off travel powers in the arena, does a lot more than that. You can kiss goodbye, swift, hurdle, quickness, sprint, speedboost and all those powers as well, because all their effects are supressed.
I'm glad you've chosen to get rid of this rule though. You'll have plenty of no travelpower fights in the Bantamweight class, which is gonna be very interesting indeed.
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aye thats the plan if i can respec some of my acc/dams out of other toons with i9, kinda hopeing perma rage and FA will do a ok job till then
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It will help a lot
Also, will you be planning on doing any exemping below lv 30? If so, I would try to get Acrobatics a bit earlier. If you only plan to play Sirens or higher, it should be ok though. -
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Right I see a lot of people saying that they rock at pvp. But I also see a lot of people that will only pvp to there rules.
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Actually, at lv 50 we just expect to fight with NO RULES. So NO power restrictions, NO enhancement restrictions, NO Inspiration restrictions, NO Temp Power restrictions etc...
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No travel powers dose not mean that scrappers and tanks will pwn. It just means having to think more about how you fight and what make up your team is. A scrapper cant close if they have been slowed and its the same for a tank as well. All it needs is a good tactical plan and if you take away travel powers people have to think more. Its the same if you have to exmp for a fight you have to think more about your build as well and not go for a crazy cookie cutter lv 50 pvp build.
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Everything what you just described is just what makes Bantamweight interesting. At lv 50, I expect no limitations though. I don't see the point in fighting at lv 50 if we're gonna put limits on certain powers. That's the whole point of fighting at lv 50, to fight at your fullest potential. -
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Well got to say I totally disagree with you there. If you cant fight with out travel powers then your not as good as what you think you are.
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no1 has said they cant fight without travel powers. the point ppl are saying is that it is far more fun and fair to have travel powers and they are there for a reason.
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exactly. Why limit ourselves when it's not needed? Travel powers are just as valid as any other power in the game. -
Personally I prefer to do PVP containing all aspects of the game, including travel powers and weird Hami-O/IO slotting. I also, believe this is one of the amusing differences between Bantamweight and Heavyweight. You're much more limited powerwise in Bantamweight and that's part of the fun. At lv 50 though I would expect people to use all available powers to them. It just makes sense. A travel power is part of a squishy's defense.
So far I'll be more likely to enter in a Bantamweight team than Heavyweight. Restrictions are part of the Bantamweight class, so I can live with that, but these enforced restrictions on Heavyweight just make me not want to play it. -
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* Travelpowers from the power pools or the arena merchants aren't allowed.
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Is this some sort of joke??
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They had the same rules for the Brighton comic con competition. I personally don't think travel powers should ever be allowed in arena matches. I mean how can you say your good at pvp if you cant fight with out travel powers.
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By beating everyone? There's a reason top level PvP fights have travelpowers on. You'd think we'd have them off if it was better that way.
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besides, Bantamweight fights don't even have the option of travelpowers. I personally don't see the point in enforcing certain types of playstyles by adding these silly rules. If you prefer to fight without travel powers, just field a Bantamweight team. -
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* Travelpowers from the power pools or the arena merchants aren't allowed.
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Is this some sort of joke??
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also this
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For heavyweight only training, double and single origin enhancements are allowed. Since all matches take place on the test server, hamidon enhancements can be easily replaced. This will be checked frequently and any violation will cause the exclusion of the entire team from the C4.
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They never heard that I9 was coming out?? What's next? No inspirations? -
I'd say both Fire/Em and Ice/Em are good. One is more damaging, the other more survivable.
Don't rule out SS as a secondary though. If you want a really super annoying Taunt machine, you can't go wrong with the uber accuracy combo of Rage+Focused Accuracy. Will hit straight through almost any defense -
As expected, my Fire/kin cuts through mobs like butter still. My Grav/Rad is still viable with a healthy slotting Dam/Mez Hami-O's to make up for the lost damage in other powers. My Mind/FF is having some trouble though, but I fortunately only play him in PVP, where he's not used for damage.
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Mesmer Defender Sonic Dark Blast Psychic
The only thing correct in that one is the name -
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Mesmer get your fat <BLEEP> ONLINE!!!
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keep your panties on, I'll be there -
You can't slot Mesmerize with recharge. No idea why, it's just weird.
I personally skipped the single target buffs(the buffs aren't that good on a troller) and focused more on the controlling aspects. I soloed 1-30 on a combo of Mesmerize, Dominate, Confuse, Force Bolt and Levitate(not specifically in that order). It wasn't hugely fast, but it was very very safe and very easy.
For AoE control, Terrify is the best in teams. Slot it 2 acc, 2 fear, 2 recharge.... 3 acc/mez, 3 recharge at lv 50. Total Domination or Mass confusion are good backup AoE mezzes, but with the recharge on Terrify you won't need them much. Mass Hypnosis is also good solo, but it really depends a lot on your teammates to work effectively in a team.