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Quote:Maybe I'm the only one in this camp, but I thought TK and (possibly) Soul Storm were getting banned because they lowered the bar so much for what was required of a team to actually put together enough damage to get a kill. Kind of the same way Veng stacking teams lowered the bar. I've used them, I've had them used against me. I've won with them, I've lost from them. I still think they give a crutch to bad players when it comes to killing targets who would otherwise be solid when it comes to evasion.also, on power bans: banning soul storm, tk and all those many things is dumb, you guys should actually look back and see why there were power bans in the pre-i13 ladder. vengeance stacking basically meant that there was no way in hell a team was going to win if they got the first kill and 6-stacked-vengeace on the opposition was the result. back then people died about 3 times as fast as they do now, even with all the incarnate trash, and holds+other mez's actually meant your team could be crippled by a few random stuns if there were two dead emps and everyone was dying at a rate that didn't allow for rebuffing.
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Off the top of my head I could see nukes going 3 possible directions.
1 Leave Damage/Recharge/-Recovery as is, cut end crash, up endurance cost. (20 to 75?)
As it stands, outside of Blizzard and possibly inferno they are pretty underpowered. Even more so with Muscular backed Judgements up every 90 seconds.
2 Bring them somewhere in line with the scales of RoA/HoB/Full Auto. More Damage, Higher Recharge, no crashes (More Damage/Rech than RoA etc.)
3 Leave the recharge/-end/end crash, buff the damage to make them actually desirable.
Look at Archery, you can fire off RoA safely from range, not start getting aggro until the end of the 4 second animation and follow it up quickly with 2.17 seconds of cast time to hit the mob with Explosive arrow and Fistful. Basically you are looking at around 3 seconds of aggro time and are looking at a Max of 338 damage, unslotted, no Aim/Bu. The kicker being you can do it every 22 - 30 seconds with basic recharge slotting + hasten. You experience no end crashes, no -recovery and best of all do it from 50-90 feet range.
Thunderous blast hits for 312 damage safely from range every 2 to 3 minutes.
Nova, Atomic Blast, Dreadful Wail, Pyschic Wail, hits for 375 max requiring you to stand in melee range for up to 3 seconds of cast time. All with 100% end crash and -recovery for 20 seconds.
The funny part being all the people who have spoken up, wanting their nukes to be left as is. I can understand those wanting the *crash* left in and balancing around that rather than just turning them all into RoA clones. But with ED, AoE Caps, etc it is seriously outdated game mechanics. Especially considering most judgement nukes have higher AoE Caps and better "effects" For example, Voids Massive debuffs, Ion's end drain/chance to hold, Cryonics slow +chance for mag 4 hold. -
Ice/Fire was legit with broken Reactive, its still actually half decent if you can get blizzard up every 100 or so seconds with a huge ambush spawn. Probably not the best, but if you are solo farming and don't have to worry about insp drops (to cover blizzard crash) its pretty fast for clearing.
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I'll toss mine up as well.
50% Defenses
Near 3000 HP outside of OWtS (Capped with)
82.5% Rech
40 HP/Sec Regen outside of Rebirth
74% DDR with 1 active defense, 2 seconds off perma double stacked.
Absolutely need the Cardiac Alpha, even with 3.63 EPS recovery.
It probably costs more than 6 Billion, but you could easily cut out a purple set or 2 as well as the 3% Res IO, as its mainly for show.
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I recently dusted off my Fire/Pain to get some incarnate stuff on him and to me running the iTrials it could have possibly been some of the most fun I've had on a toon blending formidable offense for all phases of the trials with the ability to buff, debuff, and heal.
As far as buffs, Fort vs. World of Pain I prefer the latter as defense seems to be everywhere now, and hitting the new softcap is seldom an issue. The extra resists to all definitely makes things easier, that with the fact its easy to perma for the whole team makes it an easy winner.
For Soothing Aura vs. Regen aura, I feel like for Squishies Soothing Aura is a better deal (Especially nice on Keyes with power boost) but for Higher HP toons, even with its down time Regeneration Aura wins easily thanks to Soothing Aura being based around corrupter base HP, where Regen benefits even further from +HP.
Anguishing Cry vs. Recovery Aura, once I added a T4 Ageless I never missed it (and I don't think anyone on the team/league did either). Granted an Emp could pick something something else for their Destiny to bring something to the table.
Pain has slightly better Clear Mind, Absorb Pain, and Resurrect clones in that they do more either for the person buffed or the caster.
I'd say Empathy wins easy with Adrenaline Boost's effects vs. Painbringer.
That all being said, neither is really obsolete at high level content (I find I'm healing for the league quite a bit when AV attacks get through) and played well a Pain or Emp in Keyes is great. On the Corruptor side of things, even if the buffs aren't as great you still get corruptor damage which is pretty awesome. -
Probably much better builds out there, but here is one to look at.
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For something like Inv, if you want to softcap S/L/F/C/E/N with one foe in range of Invincibility while getting perma hasten, chances are you'll have to spend some money to do it.
You can however go for one or the other and get by with a budget build or settle for hasten being up just most of the time (With 10-20 seconds downtime) and do just fine as well. -
Quote:I think I've seen you around. I'm not an RV regular because zone PvP is pretty lolz with HD and TS. For some reason I want to say your VEAT is redside, so I don't think I'd have stalked against it. That being said, you are dealing with RV stalkers, which are probably as bad as if not worse than RV VEAT's or Scrappers or any other melee character you find in the zone.Yeah? You sure you don't mean 2 years ago or something? I play in RV almost daily on Freedom, don't recall seeing that toon around in recent memory. Thanks for the random assessment though.
I play a crab spider (3holepunch). It doesn't do great dmg but it's very effective on a team. To deal with stalkers all you really need to do is knock them out of hide and then you're dealing with a sub-par scrapper. If they don't have phase up it's pretty easy to web and then ts them long enough for the team to get a kill.
I wouldn't play one as a solo damage dealer, but on a team they offer good disruption and debuffs and are good at shutting down stalkers.
The situation you described deals with bad stalkers trying to AS (or more than likely shark) a target, a decent stalker will tab targets if he knows their are VEAT's out there, target you first, quickly close the gap and hit you with placate *then* go AS their target while you get to watch them in full hide for 10 seconds. But really I've never seen another RV stalker do that, so in most cases you probably do fine out there. -
I've never run into a good one in RV that I haven't been able to AS or AS another target right in front of them.
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VEAT's are easy to deal with in zones, especially if there is just one. Hit them with placate before you do anything and they get to stand there and watch you AS someone. Its up every 15-20 seconds so you have a tool that will near permanently keep them off you. As a stalker you should be hit and run anyway. Get your AS off, get out. Back into hide and get ready to placate them again. By then it should be just about charged anyway.
Rather than dive right in to AS a target, you just have to keep an eye on what else is out there. There are usually only a handful of people who play VEAT's, seldom are their more than one at any one time and not all of them are even spec for stalker hunting. -
Eh, the -Range is nice and the ability to disrupt people is fun, but I figured it was a zone build and and the less people attacking you the better. You could just drop Resilience, or Veng if you never team to pick it up if the OP felt inclined too.
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Quote:I'm not mad, if anything sad for the state of PvP in a game where it was once much better.I wouldn't even consider what we do in zone PvP. sure it can be fun and loads of laughs at other peoples expense, so is KB. They're good pointless fun. Not sure who you are preaching to as I've never considered myself a pvper especially in context with this game (I'd be laughed out of my Corp if I did).
Personal insults make you come across as angry. I hope you're not angry. d;D
I really don't need to launch personal attacks in your direction. Its widely known you aren't that good, and as hard as it might be for you to accept, it is nothing personal when I say that. Some players are bad, some are good, some are just mediocre. Some players get better, others don't.
What I will say though is you don't consider yourself a PvP'er but take part in PvP zones and Arena on a build (while not FoTM) follows a trend of PvP builds just makes you come off like you are making excuses for not being that strong of a player in a game that has been established to be both easy and not all that competitive.
All I was really doing was reinforcing what Xanatos said in that, before you call something a joke, you should try to be at least mediocre. -
Quote:I think you just misunderstand when people are talking about Zone PvP vs. 8 v 8 Arena. The latter is competitive in the sense of its one team vs. another rather than just a random free for all of people throwing damage and trying to spam through heal decay. You might also hear terms like "Organized PvP" used in its place. KB barely counts in this case.PvPers here don't realize how much of a joke calling CoH pvp 'competitive' really is.
No one really considers PvP "Competitive" in the sense of having a full ladder, hundreds of globals, regular practices, matches, things like that.
Not to get into personal attacks that much, but being bad in such an easy game would immediately make me question what said person would know about what competitive really is. Its like saying Chess is an easy game while consistently losing in Candy Land. -
The first is what my build looks like on live.
The second is a near HP cap Tough/Ice build.
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I'm pretty sure its actually better than the controller version. 4 Second base stuns (Wormhole, Stalagmites, Flashfire) are already pretty good since they get around acro, but for dominators for some reason they get a 5.96 base duration on stalagmites. Couple that with Domination negating clear mind and all its equivalents and you've got a winner.
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If you are going to mess around in zones, two therms corrs still work well together. As well as a Blaster/Emp (Psi or Fire/EM) Though its no where near as good as it used to be.
A good Dom (Mind/Fire Earth/Fire Earth/Energy) + a pain Corr is also a nice duo for villside.
Also two stalkers if you can AS are probably the easiest things to play in zones. -
I haven't noticed any problem with people using barrier in RV. Then again usually mess around on my Rad/Psi so a pile of -def and -res tends to help instead of running around on a bad melee character.
As a side note, I was messing around on my Fire/SS tank and took him into RV.
With everything toggled up he was sitting at 49% Res to S/L.
Tier 4 barrier went something like this.
69% Res
60%
52%
51%
With base 27.5% S/L Defense Barrier looks like this :
54%
43%
31%
30%
For Kicks to see what stacking might look like...
Barrier + Archmage
72% Res S/L
65%
60%
So while it does provide obvious benefit, probably more so to characters with elustivity, it isn't this insurmountable OP'ed buff you are making it out to be.
In conclusion, melee is still bad. Ranged squishies are still better for PvP. -
They can make great damage dealers that add unresisted mez's to a spike. They are easily better than melee AT's, but play a different role than buffers.
Mind/ Earth/ Grav/ Fire/ /Fire /Energy Make for good combos. -
With the way DR works on stuff, you could probably just go for a Fire/EM and Spam double proc'ed flares. Even with some -rech flares should still be up all the time to put out a pile of damage. But really there are a lot of things you could play, Cold/Dark, Ice/Cold, Thugs Pain if you micromanage your pets away from sleet.
If you don't mind playing melee Inv, Elec, and Ice all have Recharge resistance. With the Winters Gift Proc they have 70, 90 and 110% respectively.
Could also wait and try a Psn/Fire with the next issue. -
With the state of things now most teams just run damage heavy (1 Rad + 5 Blasts, 2 emps) and just throw a pile of attacks out there. You don't see a lot of room for things like Kins, but if you were to run one something like Kin/Son Corr or Grav/Kin controller would bring a lot more to the table.
Illusion's extra in confuse and some mild target disruption are definitely overshadowed by Grav's cage and wormhole. -
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Panacea can be worth it for a Fire Tank. More HP, Recovery and Recharge over a small amount of Fire/Cold Res and 5% recharge in doc wounds.
On my 67.5% Recharge Fire tank the recharge time on healing flames is 12.29 for Doc Wounds 12.75 for Panacea (Both 5 slotted)
The set would be amazing if you got the 1.6 S/L resistance in PvE and not PvP.Especially for those Dark, Elec and Fire Tanks.