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Posts
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That would be because the hard cap for Tank HP is 3534.
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I don't know that I've come across a controller that actually does good solo damage, to the point that it poses a threat to the other damage AT's out there. That being said, as far as teams to there are plenty of options. Plant/Time not being one of them though.
Gravity I'd have to say is the top primary for disruption, mind probably for damage.
Secondaries you have support/buff - Emp, Therm, Kin.
Debuff - Cold, Poison, Storm, Rad
Disruption - TA/FF/Sonic.
Since you can't break someones mez protection anymore and wear them down that way, its likely best to team up on a controller and go from there. -
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Quote:Just a quick observation and mostly speculation on my part. Z mentioned that the hiber break was being fixed, along with applying a PvP value to Incandescence. The only thing that actually needs a pvp value would be the stun. (14.96 sec vs. 4 seconds) Every other destiny doesn't have a "PvP" value for its buffs as its covered by DR, so the +Heal (or -heal resistance or however its worded) should be staying in tact I would think. At the very least it may still be a viable option to get around HD in the zones.
then this thing comes along, which is an effective buff for every single toon in the game (as long as the player is not mentally retarded), and it gets fixed almost instantly.
Now all we need next issue is an incarnate power that makes buffs/debuffs unresistable so Kin's can get rid of TS. -
Defense can actually be pretty good, depending on what you are facing. With the combo of Tier 9 / Burnout / Tier 9 / Magus you are looking at 7 minutes straight of god mode. Sets like EA with its crazy high elusivity will have characters with Powerboosted Aim/BU and 80% global acc have hit rolls in the mid to low 20's. If you are a scrapper or stalker, adding in shadow meld and you need a pile of -defense or some very lucky hit rolls coming in from a lot of players at once to die.
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Quote:You are *whining* about support class and toons with a self heal being able to use it more often, while still having the huge amount of TS that comes with spamming your aura. What incandescence does is removes the massive cruch that is heal decay, a mechanic put into place so bad / unorganized players could hope to get kills in zones.lol, I LOVE you pvp trolls. So upset about the changes to pvp that you guys did not agree with, that you feel you have the moral high ground in any discussion. Please, direct me to the part in my post, where I somehow claimed that the destiny stopped heal decay somehow totally makes the pvp changes ok. Because I am pretty sure I didnt say anything of the sort. In face, I specifically said..'I dont agree with all the pvp changes.
Claiming that the destiny breaks a core pvp mechanic, in the CURRENT pvp (not your lil wet dream i13 pvp where you could kite like a bunny on crack)...needs no case at all. Because, it doesnt require a case to be made. The way it removes heal decay DOES break the heal decay mechanic. Please, tell me how it doesnt?
If you could manage to control yourself from foaming out the mouth the second someone mentions "i13" you'll noticed I only mentioned it out of the irony that comes from the statement "Totally invalidates a core pvp mechanic" Because that is exactly what heal decay did. So now the dev's put something in that invalidates what had invalidated something else a few years earlier, you are the one crying this time around.
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Oh and don't bother saying that me can remove heal decay in teh zones..so somehow it isnt broken. In zones, where we are meant to have heal decay..the destiny can remove it, totally. But yeah, it isnt broken at all. Not.
Quote:Also love your comment about every dom or blaster having a 800 point heal. Please, show me where these powers are in those AT sets? Clearly you mean rebirth incarnates, which are a staple in pvp. Yet, this has nothing at all to do with the fact the destiny is broken.
"Please show me where these powers are in those AT sets" we are talking about incarnates and how they have influenced PvP. You go so far as to call rebirth incarnates a staple in PvP, yet ignore the way they have reshaped playing a Dom or Blaster. In one breath you can say "Its okay if a character with no self heal gets a 1000 point heal and massive regen bonus) and in another say "But characters with a self heal shouldn't be allowed to use it at full strength all the time."
In the future, please stop a moment and think out your statements before talking circles around yourself.
Quote:Saying the power is busted and wanting it balance is hardly crying for a nerf to all support toons either. I simply made the example of the emp besting a fire blaster to illustrate my point..thats its broken! It is just as broken on a regen scrapper with rebirth and a tray of greens as it is on an emp with healing aura every 3 seconds.
I find it amusing you mention the hiber bit being broken...maybe you need to use YOUR 800 point heal at a smarter time..so you dont need hiber?
You aren't crying for a nerf, really?
Let me help you out here, if something were "Busted" or broken you would say "While hibernated, a player is flagged as *Only affecting self* yet, Incandescence ignores this flag and stuns you anway." Is it intended? A bug, or the WAI now? We don't know, but it would appear to be a bug given the way "Only affecting self" powers have acted in the past.
"OMG ITS TOO GOOD EMPS ARE BEATING EARTH FIRES NOW WITH ONLY 2 ATTACKS" Your argument/statement is a nerf cry.
To finish things off, your personal attack about "using the 800 point heal at a smarter time" so hibes don't get broken doesn't really apply here as a majority of my characters run phase shift and don't have to worry about that. It was definitely the strong finish I hoped for after what was a very well thought out post. -
Quote:Considering the core PvP mechanic completely invalidated what made support AT's good for several years before it was implemented, you don't really have that strong of a case.It is actually WORSE than just the long stun, or the fact it breaks hibernate (interestingly, I heard it didnt break hiber for an ice tank).
The power also has teh -resistance to healing. ie, you get higher healing values when a heal power is applied to you. In fact, the value in the T4 is so high..that it completely REMOVES heal decay. Thats right..one of the main 'features' of zone pvp balance (according to the devs, not saying I like it). You can pop it on an emp, and happily go around healing yourself for 500 every 3 seconds. I have heard of pvp emps, with 2 attacks, winning duels against fire blasters and earth/fire doms..simply because they couldnt do enough damage.
Somehow, I really doubt the power was intended to totally invalidate a core pvp mechanic.
Additionally, every blaster/dom out there has a 800-1000 point heal that follows up with a massive regen spike. Countless melee types run around with a MoG style power, that at its peak makes them all but invulnerable and in its down time still provides a buff that boosts their survivablity. I have to laugh at someone crying out for a nerf to support toons in zone, after they were already pretty much made obsolete for the past few years.
Heaven forbid we move back to a direction where facing at team with support might mean needing to do more than just randomly damage spam a target a little longer until they die or phase.
The only things broken with this power is the stun not flagged for PvP and the fact that it can break hibernate. -
Quote:Considering less than a month ago they adjusted/fixed the duration on Poison's hold controllers, its more than possible it could be fixed.If they haven't nerfed Stalagmites by now, it's probably not getting nerfed.
Stalagmites (for dominators only) for some reason gets a 1.96 extra base duration but it isn't the longest control duration out there. Total Domination, Mass Confuse, and Terrify all operate on 7.45 second base durations for Mind Controllers only. Interestingly enough, seismic smash *and* fissure from Earth assault also has a 5.96 base duration tied to it. So I don't know if stalagmites is really a bug in that sense, its more that just stuns are less commonly resisted without a support AT keeping two CM's on someone, and when a dominator is in domination its mezzes are supposed to be unresisted. -
You have to admit its a fun way to deal with MM huddles though.
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Sadly no one really uses Fire/EM's anymore. I think if more people start running earth/fires you'd see a possible place for (maybe) one, once the ATIO's come out and you can double proc Flares + Blaze
This is what mine looks like, but I never really get to play it.
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Because I was once in dUmb I feel the need to say, yes a team running two grav/storms can indeed be viable.
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Power Fixes :
Essence Drain should follow a similar dmg/end/rech/heal stats as Dark Melee Siphon Life.
Same with Sunless Mire and Soul Drain.
Gravimetic Snare - Similar to Tenebreous Tentacles from Dark Blast. (Rather than an AoE, go with a cone)
Unchain Essence needs a damage buff.
AT Fixes :
Warshades (and PB's) desperately need what was done to Dominators/Domination a while ago. Take some of the power from the AT's inherent and put it into their base performance.
Raise the base damage scale to that of an actual damage dealing AT.
Provide human form with a small amount of mez protection. Mag 6 across the 3 resistance toggles will work. -
My mostly unjustified wishlist for Tankers :
Aggro cap : 17 for everyone else, 25-30 for tankers.
[[Res cap : 90 for brutes, 95 for tankers.
Defense floor : 5% for everyone else, 2.5% for tankers.
Base HP 1967 vs. 1874. 5% buff. ]] *
*Pick any one along with the aggro cap boost
And while we're at it?
Damage cap : 400% vs. the current 300% -
Solid PvP Build =/ Melee
The only thing you could make a case for would be something like a KM/Elec scrapper running Taunt/Web Nades and CS'ing on spikes. (KM/Fire would probably work too) -
You kind of have a two fold problem.
A. You want a decent PvP toon. There are plenty of options, Emp defender/controller for support. Blasters - Psi/EM and if you are limiting yourself to zones things like Fire, Arch, Rad, Sonic/EM work. Poison corrupters, (Pain and therm works too) Rad defenders. Mind/Fire Earth/Fire dom's etc etc.
B. You have 200 million influence.
While WP stalkers aren't listed above, they are pretty much the *only* build I've ever come across that is viable on SO's or frankenslotted for cheap sets. As said, all you need is the Stealth IO to really pvp on a WP stalker.
As far as strategy goes on a stalker, its pretty much hop on a team (since stalker AS does less than 40% of a squishies health with no BU, 50% with, no proc's included) and AS the target, or call out who you are AS'ing, in hopes that someone can finish them off.
Evasion wise, the second you see any damage coming in, turn on invis and run away. Hibernate/Phase shift if you have a lot of people on you. There really isn't much to explain by way of tactics, most of playing a stalker is more about movement/lock speed/ positioning to ensure you get an AS off.
Unless you have someone setting up a mez, there isn't much room for a stalker on an arena team (and even then its a limited use at best). In a standard spike countdown, if you *can* land an AS on the target who hasn't been mezzed, its a matter of luck that they ground at the same time the damage will be comming in otherwise if its too early emps will be healing the target before the damage comes in, its not likely to be too late as the target should have been evading anyway.
I'd reccomend starting off on a blaster, as playing a stalker is easy mode when it comes to survival. A blaster will give you a much more rounded perspective of an offensive toon. Without going all out on a build, you should be able to squeak by with a price tag of 800 mil to 1 billion. Get 1606 HP, 41 KB protection, and you'll be heading in the right direction.
*Note* As a stalker, you shouldn't be expecting to solo people, especially 1 v 1 vs. an IO'ed regen. -
Like the broken record that you are, you always insist on spouting off how "non competitive" coh PvP is. You take it further to oversimpfly what goes on boiling down to simply "Lock Speed" on a target. If that were true, MM teams would be the standard.
Mechanically, CoH is probably one of the best MMO PvP games I've tried or seen. Its not perfect, its not flawless, but the speed at which everything takes place sets it apart from other games in the genre. Before you decide to comment, no I'm not talking about Zone PvP, its horrible from a pvp mechanics standpoint.
The movement speeds capable in the several square miles of enviroment in full 3 dimensions as well as the damage speed and healing potential is what sets it apart from other games like WoW, Aion, GW, Wahammer, etc. Which use at least similar styles of PvP. You comparing Eve to CoH is kind of like saying "I prefer the pvp in TF2 over Tetris" Its like comparing apples to 90's hit singles, which is why most people look at you wondering if you are trying to troll or really just that dumb.
The only thing you've been right about is the community here, its small to the extent its hard to be competitive because you don't have enough teams in equal ability/skill ranges. Beyond that, you generally don't see the interest / time investment for teams to improve themselves beyond their current level. Why? I don't know, just look at the duration of the past few leagues and the rate at which teams tend to dissolve. -
While that does sound like a definite improvement, AS from hide doing less than 40% of a squishies total HP (no BU/Reds) makes stalkers still pretty sucky for pvp.
As a PVE change, they might be decent DPS dealers now. -
I say this with all sincerity: you'd be wasting a lot of time and resources on a build that isn't even second rate.
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If you spec into a pvp build, Arch/EM is fine for zones.
Storm/Sonic would be alright in a team.
Rad/Kin would do alright as part of a duo/team. -
Quote:First, Perma hasten isn't what it was 5 years ago. Back then there was no such thing as passive global recharge and slotting on the high end of things didn't often allow for many things to be slotted for recharge. Things like dull pain of course did, but from an attack perspective, I don't remember slotting many attacks for much recharge. (Old Hami-O slotting)I guess my first question is, has anyone out there found a build for any type character what-so-ever that has the ability the obtain perma hasten?
If you are getting 8-15 seconds of downtime on hasten, you already have perma hasten levels of recharge before you even touch the power, and with using sets many of your powers likely have decent recharge slotting in them as well.
That being said, most builds can get perma hasten with 1 of 2 routes. The first being the standard 3 slots in hasten + 110% global passive recharge. This pretty much assumes you will be building for recharge and probably not all that much else. The second path if you are going for a recharge heavy build, would be to go for the Spiritual Alpha (in incarnates) and it will significantly cut down the global recharge you require for the buff to be perma.
Again keep in mind, perma hasten isn't really something to shoot for like it was way back when. Things like Perma Drain Psyche, Phantom Army, Heat Loss, etc etc are recharge goals to shoot for, outside of that its usually better to build for moderate to high recharge (70 ish%) and pile on as much defense as you can to a build. -
Katana allows your concept to be much more ninja-esque, and therefor ill fitted for duels since a ninja is unlikely to challenge someone to a duel and instead just stab them in the back.
Broad sword on the other hand, you can be a barbarian, a knight, or a guy with a really big sword. All of which are much better for the RP invovled in setting up a duel. Most people will dismiss your Katana character, because of it being a poor dueling concept.
What you should really wait for is titan weapons, it has a parry clone, and it is an even bigger sword than broadsword. So on the off chance you do lose, you can simply explain to them "Mine is still bigger than yours" because really, that is what melee v melee boils down to. Add in regen instead of EA and you'll be set. -
Quote:EM is above a lot of the AoE heavy sets for ST damage (Surprise) however, the sets that do beat it for ST damage, have better AoE (Sometimes much much much better) Offhand I want to say Fire, KM, Stone (Possibly), SS all beat it out for ST damage. Street Justice might be on this list as well now too.If I remember correctly it's actually near the top for single-target damage. I think the reason so many people look down on the set is that other sets that do similar or better single-target damage also do better AoE and don't damage the user. Then there's the glacial animations, which for some suck the fun out of the set.
It's not a bad performer, it just doesn't excel at anything anymore, except possibly stuns. So there's not really any reason to take it other than perhaps concept.
Its an above average ST damage set that self damages the user on a regular basis for what can be a signifcant amount over time. If it was the top of the ST charts, the self damage and bad aoe would have some justification. However, it isn't, so they don't.
So True. So True. -
In related news, I need some glad javs for my Fire/EM blaster.
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Imagine if you will, a fire controller with damage capped contained hot feet, cages, and an epic AoE attack. Just sit there and think about that one for a moment, but don't tell anyone else.