Mike1000

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  1. I'm experiencing the same thing as you, PFF is available, but my other powers are not. I did have a respec and when doing it, the Mace APP is like it now should be, but Tarantula cannot be unlocked so it is still broke. I wonder if Dominator mace has some bugs still.

    Seems like a whole lot of inconvenience over not duplicating a power for one specific troller build. Now, i haven't been able to duel/pvp with my troller for over a week, it's breaking my pvp spec entirely as i had alot of use for PFF and none for FA, and I have to rebuild, then respec, buy more expensive IOs. It's quite annoying to have to sink more time/infamy for a minor change. Yeah, i guess that was a little whiney, sorry about that. It's that I just started having alot of fun dueling with my elec/therm/mace troller's new build that i just finished maybe 2 weeks before the change.
  2. Character: fire/ss/pyre tank
    Mission: AE, +4/8
    Total Challenge Time: 57 Min

    Influence from Kills: 29,932,160
    Influence from Ticket rolls (lvl 50 Dmg Recipes): 1,277,100

    Total Influence Earned: 31,209,260
  3. Hi, I've been away for a while and I heard some requirements for some of the villain accolades have changed for the better.

    Anyone have a link to those changes or know what they are?

    Thanks in advance.
  4. Yes, DR's means diminishing returns hits the dmg bonus. Maybe a more experienced forum poster can chime in on how much DR digs into it, but, I'm pretty sure if you hit both together, it gets hit very hard. Hard enough were you won't get much out of FE.

    The bonus is, that you can stagger them to have a solid dmg bonus up quite a bit.

    Sorry to bear the bad news, but DR just screws alot of things.
  5. The sleep mez will honestly probably be unnoticable, since now mezzes durations are base 2 seconds. It may net you one extra attack, maybe.

    Mezzes don't drop travels, the only thing that drops from mezzes are offensive toggles like Radiation Infection, Hurricane, Arctic Air and such.

    If I were building, i'd take pool wise, Hasten SS, CJ SJ Accro, Hurdle Health Stamina, Stealth Invis Phase.

    APP wise, most recommend Weapons now for the webnades and Targetting Drone.

    Pro's are perception, to-hit debuff resistance, and the simply just better to-hit and accuracy
    Con's are your still pure melee

    I think Pyre is quite viable for zone especially, i have it on my bs/reg, and i love it.

    Take and fully slot(acc/dmg/rech)/proc Char, RoF, and Fireblast.

    Pros: feel like a blaster-lite, can keep pressure on after your first melee attack, RoF to Heavy Hitter, follow up w/ range. Char is nice to drop things like hurricane or Arctic Air before you get in them. Fire Armor has a unique advantage as you can do Build Up and FE separately to keep a nice dmg bonus up quite a bit for these ranged attacks.

    Cons: Lose yoiur perception, and have to get a nice Global Accuracy bonus for yourself to hit more reliably(~45 at least if your attacks are slotted well). To-hit debuffing toons will be very noticable so will high defense. Things like RI aren't much of an issue in zone though. Char and RoF are DoT dmg, but when they crit, it give the crit portion upfront.

    IO bonus wise, get 35 KB prot w/ accro, Aim for as much health as you can get(preferably 2K or more w/ accolades), 40+ (depending on if you go pyre or weapons, obviously can get away w/ less if go Weapons) Global Accuracy and then best recharge bonus you can get w/o sacrificing the other stuff, you should be able to work in 20-40% recharge.

    I really wouldn't worry about global dmg bonus, because using BU adn FE separately will keep a nice dmg buff going quite a bit, i'm not totally sure, but those values might even get DR'd, so any small extra global bonus will probably be unnoticable.

    Not sure about RoP invincibility, but i still wouldn't take a rez, just more usefull stuff.

    Absolutely not, I can't see how you can go staminaless, nor is it wise.

    I couldn't go over your whole build right now, but at a glance, you can easily get rid of Exploding Shuryuken, Caltrops(has some uses, but Stam and Phase are more usefull IMO), and I know you like RoP, i would drop that too. Not sure if there are more you can drop as I didn't go over it carefully.
  6. Fire just does alot of dmg, and scrapper mezzs are pretty short and won't be a huge part of your game with the immob from RoF or Webnade being most useful to stop someone for a couple seconds to hit them with your TS. If your going to keep Pyre, opening w/ Char is nice to drop things like Hurricane before you get in range of it.

    The thing w/ melee in RV zone pvp, is you'll find yourself really coming back to one heavy hitting power, like Headsplitters, because w/ people moving constantly, you'll rarely get a true melee attack chain off, so fire offers a better one time heavy hitter, as does broadsword. By the time you catch up again, w/ a solid IO build, your heavy hitter will be available again.

    I'm not sure what kind of pvp you like to parttake in, i'll assume it's more melee vs melee from the "up close dmg dealer" part, which is fine and i can see how Electric would probably pretty nice in that situation w/ good dmg, the placate proc and -recov.

    I would drop RoP for SS or anything, I've never seen a use for a rez in pvp, except if someone was trying to get laughs.

    Yes, webnade still has the -jump coupled w/ the initial immob.

    Get them HPs up a lot and phase, fire armor will feel incredibly squishy in pvp otherwise.
  7. At a quick glance i can see you need to get more HPs, you can probably sacrifice 40% of your recharge for that. Get max rech and heal in HF's, get Phase, especially on fire armor. I'd drop fireball and get RoF, more dmg, even though it's DoT, much faster rechare. I'd slot char for dmg and procs personally. If you didn't really plan on using pyre masters as you said "up close dmg dealer", I'd go w/ Weapons for webnade and targetting drone, this would allow you to sacrifice some of that global accuracy bonus for more HPs.

    Basically HPs are a very big deal on fire armor scrap, so you'll need them accolades as well.

    Also, aim for 35 KB protection at least. I think you have 32.

    If your not too stuck on this build, re-rolling into a fire/reg is probably more what your looking for.
  8. Mike1000

    Read this thread

    Quote:
    Originally Posted by Supermax View Post
    I have a quick question...

    Can someone with an SO'd build, with zero accolades or bonuses, and no kb protection, compete in these kickballs? And by compete, I mean actually get picked and not be a hinderance to their team?

    Need honest replies.
    I hop on KBs when ever they are going on and i'm online, so much more fun than zone, but to answer your question, i don't have vent anymore and I haven't been on a team yet where the target caller didn't have and use a bind. Someone always seems to step up in that dept.

    You should definitely join up Max, it's much better than zone pvp, just No TS alone makes it 100x better. No TS is like Speed Boost all the time, it's great.
  9. Go with your MA/regen to get your feet wet. That would be a solid beginner build for SC and it doesn't need anything other than regular IOs and maybe some Frankenslotting to be plenty effective and very survivable. The blaster will take a little more finess if your new to the pvp game to stay alive, regens are much more forgivable.

    My nephew comes over my house and like to play CoX. He's young, can pve decent enough. He see's me pvping and asked me what would be something he could use, I had him make a fire/reg scrapper. He got it to lvl35 the other day and then made him respec into a pvp centric build We then just Generic IO'd the thing up, Frankenslotted his attacks, and he's doing just fine in Sirens. The only real money we spent was putting Mako's procs in his attacks.
  10. Conflict, a a friend and myself checked out a stun duration in the arena with powerboost. It seems DR hits Mez duration hard.

    Scenario

    Him controller, negligable stun resist 2.8% or something. Me using fully enhanced flashfire and fully enhanced for mez Total Focus. They both should stun for an 8 second duration.

    Flashfire alone, stun was 7-8 seconds as expected
    Flashfire + Powerboost was 8-9 seconds
    Flashifire + Powerboost + Domination was still 8-9 seconds.
    Flashfire + Domination was 8-9 seconds again

    Results were the same for Total Focus. I should try this again w/ my hold too.

    The name of that accolade evades me atm, but I didn't have it and I would of liked to try it in conjunction w/ Domination and Powerboost, I'll bet I still only get an 8-9 second stun.

    I was a little miffed seeing you got about a whopping 1 second from powerboost and domination if your mez is fully enhanced.

    Now, i'm assuming this would translate to holds as well and other mez types, although, we didn't test that.

    So the assumption was to get some benefit from PB and diversify the holds slotting, slot to around 30% hold duration, PB's 80% buff would bring you basically to the DR mez duration cap.
  11. TK is an auto 12 second hold now, I don't think the duration is enhancable (it might be, but I don't think it is. Wasn't sure how my friends TK was slotted), but once you activate TK, the person is slightly levitated off the ground (no repel component anymore) and held for 12 seconds, once you perform an attack or something, it breaks TK and it's hold, so no you can't just freely attack someone caught in it.

    When testing, I tried acro on, acro off, acro w/ 10 BFs, and the hold was always 12 seconds. Interestingly enough, with acro on and a bunch of BFs, it seems squishies at least top out to cutting hold durations by max 50-60%.

    I can see it being useful if you have rad toggles on you that you can't get off, you can use that auto-hit hold to drop it. Or stop someone for the duration of their Build Up cycle.
  12. Mike1000

    Need help

    I would say

    Storm Kick, Focus Chi, Crane Kick, Crippling Axe Kick(decent base dmg and animation time, and -fly component seems nice), and Eagles Claw, and I would say really try and fit in your taunt(-range), that would be nice.

    Basically, just pick your highest dmging attacks, if you feel you only need 3 melee attacks, pick them out of the above pool accordingly. Realistically, nobody will probably stand with you, so at best you'll be really going back to 1-2 attacks all the time. I can see the scenario, open with Eagles Claw, stunned for a few seconds, you'll maybe get another attack in depending on how far away they are, they will come out of the stun and be on the move again, by the time you catch up w/ them, Eagles Claw will be ready again.

    Weapons Mastery may allow you to pop off another attack with webnade, but Pyre Mastery seems very nice for a couple ranged attacks to follow up after your 1-2 melee that you can connect.

    From what I read from others, set bonus wise, focus on HPs, Dmg and Regen
  13. Yes, in the infancy of the villain ladder, Mez was really the innovator and revolutionized the dmg Dom, and was very effective at it. At the time I was playing mine in the villain ladder as disruption/set-up and I remember the first time we fought Vori in a practice match. I wasn't expecting what I saw from his Ice/psi, it was a beast.

    I actually made a fire/psi after that and incorporated his aggressive offensive playstyle into mine and it was pretty effective and fun.

    Mez, what do you recommend as a patron in i14 for a fire/elec dom? I know PFF was all the rage in I13, but from what I understand, things have changed. Also, what 4 th power pool would you recommend for zone/arena?

    Thanks
  14. Thanks for the replies. How about Patron Powers for a Dom now? I was thinking Mace, but I'm not sure how usefull PFF is anymore. Poisonous Ray is nice though.
  15. Hi, I've been out of the loop and pretty much stopped pvping since i13 came out, but I have a fire/elec dom sitting around that I figured I may try and build for pvp.

    What would be my 4th power pool choice? Leadership, Medicine, or Concealment?

    What Patron should I take?

    Do the pools change for 1v1 arena and zone? If so, could you give me whats best for either venue.

    Thanks in advance.
  16. Mike1000

    Dear Devs,

    [ QUOTE ]
    2. Why all this suppression?

    [/ QUOTE ]
    Why not?



    Easy answer, Pre-1-13, bring my Thermal into SC where there good action on both sides. Get on a team and I become the # 1 target on the hero side because of my useful buffs and heals. Now the real action begins w/ 2-3 blasters, a spines scrappers, and possibly more on my butt while i'm evading jumping from rooftop to rooftop in the vacinity of my team, keeping them alive and myself alive( and i did a good job of it through simple evasion, isp management/use and my heal). Very exciting, fast paced and intense.

    Now, well, my ice/thermal is deleted. I can imagine though what it would of been likein 1-13, get on a team, buff for a whopping 4% increase in dmg res, my heals are garbage and start to fizzle out. I start getting attacked, I suppress to a snails pace, my self heal starts to fizzle out, and in 10 sec I either die or phase. Tons of fun. Where's the exitement in that, very anti-climactic IMO.

    I keep trying to enjoy this new ver. of pvp, but after 15 min, i'm just bored out of my skull. I have quite a few toons to pvp on either side for different zones too, it's simply just not fun anymore.

    This new ver just defies logic, why in the world in a team game would you try and even everyone out and make team support roles useless? Why would pool attacks be on par w/ T9 attakcs? IMO, in the old pvp, there were logical counters to about everything, it wasn't perfect, but it was fun. Other team got resistance, bring -res, other team spiking, you heal, other team mez spiking, you thaw/clarity/clear mind spike that target, getting slowed, bring a kin, fast paced travel powers bothering you, get or make a TA, the other teams heals giving you trouble, use poison. It was for the most part, all there.

    And I love the common "big lie" of my toon is useless for zone pvp. Most know you could make most builds work. You just had to learn some basic things, like proper movement, insp management and use, and knowing, accepting and performing your role. Some people got this, and were very successful at making builds most nubs wouldn't dare entering a zone w/ like TA def for example. The ones who knew their roll frustrated the crap out of the vills and I'm sure assisted in many, many kills even if they didn't directly do it themselves. That's just one example and their are many more.

    I never got this either, alot of pve'rs have no problem building a toon for farming something, TF's, soloing, soling AVs, etc, etc. but god forbid we make a toon for pvp, unheard of. Now where stuck w/ this ver. Where we try and make everyone equal right out of the box, whacky game mechanics and such to where no one has to , gasp, actually work at competing at a competative part of the game.

    Wow, end rant, I never post and had it building up for a while as I wonder why I still try and pvp in this game anymore.

    Sup Gibson, you probably don't remember me, but we've battled and teamed on the Vill ladder together. I used to play doms for GMW.