MrLiberty

Bad at 3 v 3's
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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    Human only. You fail as usual, EG. Quit dodging. Show me slotting that will push it back to knockback that doesn't lose anything offered by the armageddon set.
    5 Arma's (Minus the Damage one) + a Damage/KB Io will give comparable stats + Knockdown on a .9 KB mag Solar flare minus the 5% resistance to toxic damage. (People slot for that?)

    6 Arma's can go into Dawn Strike if you are human form only.
  2. As an aside, I think we can agree Memphis Bill while you might like your PbAoE Knockback you are the vast vast vast minority. It would seem the vocal playerbase would rather have KD/KU. The added benefit is you could have it your way by slotting a Knockback IO/Set into the power.

    As it stands, the change from say from mag 4 to mag .9 would make a great many players/teams happy, and costing only a few an extra slot to continue to annoy the hell out of teams/get their knockback.
  3. Solo Benefit to Cosmic balance. I think you could achieve something interesting with it if cosmic balance used foes as well as allies to buff the PB/WS. Depending on what the target cap was, you could do something like 1% Res/Def per minion, 3 points status protection per LT, 10% Damage per boss. Numbers would be more placeholders based on what would be balanced. Target caps put into place, etc etc. Lower the benefits from team cosmic balance, shift some of their benefits to teammates. Where as VEAT's provide Defense/To Hit/ Damage, I think PB's could provide something like +Res + Minor Regen/Recovery + Status Resistance (Not protection). WS's something like +Res +Def/Stealth + Debuff resistance. (DDR, -end -recovery -to hit - recharge, etc)

    Like VEAT's bring defense for everyone (Sometimes lots) and some -Res Debuffs along with their own personal Defenses/Damage with this change Khelds would be someone I'd want on any team, but not focused enough where you'd pass up a Tank/Scrap/Defender, etc.

    Solar Flare Human form. KB to KD/KU.

    Photon Seekers, in my world I'd make them clones of Dark Extraction (in the sense that they follow you around and used light based attacks). Adjust the numbers so the damage for three of them was closer to the damage from two dark extractions.

    Another option I like is the "Hell on Earth" clone mentioned earlier. Have the PB summon small photon seekers for 90 seconds, that do less damage as they are now, but act in the same way. Give it the 300/90 uptime ratio, warshades can have up to 3 damage machines perma, PB's should have a way to keep up with that.

    Lightform - Cross Shadowmeld with Moment of Glory. (Much Lower defense/Resist values of MoG) Give it something like 120/25 120/30 up time. To compare, with SO slotting of eclipse in human form it takes between 3 and 5 foes to hard cap res to all (Depending on shields) and has 150/90 uptime with only SO's no hasten.

    BU replaced by watered down rage clone. 60% Damage maybe? Much more form friendly, makes human form that much better.

    As someone said earlier, give human blasts for PB's and WS's the Dominator treatment.
  4. While I'm pretty sure I'm not dUmb by blood, I'm pretty sure I'm at least dUmb through some sort of Marriage. If we are splitting up and saying goodbye, that should be around half of the 10%.

    On a side note, what are you guys playing? Aion still?
  5. Quote:
    Originally Posted by Test_Rat View Post
    Footstomp won't be nerfed. Its a sacred Cow at this point in the games life.
    July 9th, 2008. Nuff said.
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  7. MrLiberty

    Mr. YoU KnOw WhO

    I feel like I'm missing out on some intense pvp action here.
  8. Step 1 : Roll Fire/Kin Corrupter.

    Step 2 : Get Inertial Reduction, Hurdle, Combat Jumping.

    Step 3 : Slot for maximum fun

    Step 4 : Enjoy never planting more than a second as you bounce around like the energizer bunny on a crack and rocket fuel bender.
  9. If you have multiple accounts (which I think you said you do) set up AFK PvP IO farms.

    The more accounts you have, the quicker you'll make money. And the best part, you do it while you wouldn't normally be playing.
  10. Internet Access 25-60 $ per month
    CoH account 15$ per month.

    Finding places to cut back during hard times?

    Maybe not priceless, but at least valuable.
  11. AE is generally more profitable because of the sheer speed and quantities of recipes you can generate.

    Walking in the door of an ambush map, cutting out all travel times and keeping your self AoE capped nearly the entire duration makes for 2-4 minute ticket cap runs. Vs. 10-15 minute runs going after purples (which don't even generate 25 recipes)
  12. Scrapper Kyrptonite is players with half a brain.
  13. Quote:
    Originally Posted by Computer View Post
    How much Accuracy would you recommend?

    70-80%

    My build has capped Run and Jump speed.

    1 Micro is far from capped in PvP. Need at least 66% Run speed and upwards of 80% Jump, also two slots in hurdle helps a lot for jump timing as you run around in the mud that is TS.


    I find it makes a difference on my Psi/EM blaster. Do you know what the DR 'limit' is for it in PvP?
    Offhand I couldn't tell you. It makes a difference if you are just tossing damage non stop, but usually you want to spike, get in and get out before too many people target you.

    An easy test is to go hit someone with nothing, then aim, then BU, then Aim/BU together. I did some stuff with stalkers and popping reds but can't find the numbers atm.

    Without those Gladiator's Javelin sets I'd lose out on some accuracy bonuses (I like to have at least 30% or more), and I like to make builds assuming money is no object.

    Can you elaborate? I have seen it used to great effect on squishies when the chance for stun does go off.

    3 Second cast/root time for 40% chance of stun. I think its actually pretty long (maybe 4 seconds base?) But you to me the long root + low chance of it going off wouldn't be worth it.
    I'd say you are better off just sticking with power push on an energy/energy. Yeah you won't KB everyone, but you won't be rooting for 3 seconds either and be easy stalker bait.
  14. Poison / Blaster Psy blast for corrupters. Mmmmm Good.

    Spines on Brutes/Tanks. I want a spines/fire where stuff doesn't constantly run! EA for tanks.

    Defenders could use Thermal/Fire blast even though I wouldn't play it.

    Traps for controllers, Dark Miasma would be great too.

    Scrappers Energy Melee (even though I probably wouldn't touch it) Ninjitsu
  15. Quote:
    Originally Posted by Dispari View Post
    Reactive adds about 50% more damage than adding a purple proc to every single one of your attacks would. With zero enhancement slot investment. So excuse me if I'm not sympathetic toward people threatening to delete characters who have to deal with their powers "only" being 50% more powerful than purples in every attack.
    Eh, I was just asking in what sense you were talking about it. Solo its definitely better than a purple proc. In teams? Not so much because of stacking rules and AoE damage pretty much melting everything anyway.

    My issue was with the rain/patch/toggle's only proc'ing every 10 seconds, not how it works in click powers, there I think it does exactly what it should.
  16. Quote:
    Originally Posted by SinisterDirge View Post
    Isnt gloom a DOT? I thought there was a chance to proc for every tohit check, and thats why it was insane in rains and aura's. There should just be one tohit check for gloom afaik.

    It procing for every application of a dot would be extra broken.
    It was something that happened in passing and I didn't really have/take the time to check out everything about it, but I was tagged with gloom from a nightwidow in RV pre patch and ended up with 4 or 5 icons on my buff bar from whatever the "Green" interface proc is.
  17. Depends on what you want to play? For lower level stuff, the defender is more team friendly (SB, FS, Transference, etc by level 32 and exemps down to level 27) For everything else the corrupter is pretty much better, in the sense that you lose something like 3% off your heal, 10% off transference's end mod, and 5% off per FS. In the end it comes out to a 240% damage buff vs a 300% I believe. But with scourge is awesome and chances are someone else on your team will help you make up for the missing buff mods.

    Oh and of course scourge lets you do 2x normal damage, at your damage cap. So that is pretty great.
  18. Quote:
    Originally Posted by Dispari View Post
    So having one or two powers out of your whole arsenal that only does about 50% more damage than a purple proc is a slap in the face. I understand.
    Isn't a maximum tic of "reactive" only like 60-65 damage where as a purple proc is 107? Or were you doing something with 75% proc rate vs 33%? Or did I miss something else.
  19. Interface powers in general were broken in the sense that for each "tic" of damage the debuff would apply. I've been hit with gloom and saw each tic of damage stack up an interface debuff.

    However, nerfing it down to act like a damage proc in toggle, rain, and patch powers just makes it weak compared to other incarnate abilities. Hopefully the devs can work out a happy middle ground where it is still useful without being broken/overpowered.


    Also, its funny they pushed it to live over nerfing it, when it was clearly pointed out in posts on test that it was broken there. "If they are going to have it broken, lets give them a version that really sucks rather than have it be too good."
  20. For Arena, Energy/Energy is useless. For zones, the build lacks acc bonus and travel speed slotting. +Dam isn't super important as the moment you hit Aim or BU it gets DR'ed anyway.

    Rather than going super expensive full glad jav sets, you'd be better off going 4 devastation and two damage procs. You also want the purple damage proc in the power you'll use most which will likely be power bolt.

    Repulsion bomb is pretty much worthless.

    No Data Chunk for the Grav/Energy so couldn't tell you.
  21. As far as I recall, Screech-> Shriek -> Scream -> Shriek for defenders allows you to maintain ~60% maybe even 80% -res over the course of 4-5 second chains. Also on defenders, sonic siphon + disruption field is the easiest way to maintain a perma -60% res debuff, though only -45% on controllers/corrupters.

    I'd also assume that if a crab can solo a pylon in 30 seconds, with the team comp and DPS numbers we are talking about here a cold with just Sleet + HL will at least be able to maintain it for 30 seconds, the fight I imagine shouldn't be lasting *Too* much longer than that. I know our ITF's Rommy has melted before the second sleet patch can expire.

    Of course with TF's like Khan and the ITF providing less than standard AV's you probably couldn't maintain that level unless you were a sonic defender or a sonic blast/ debuff corrupter.

    *Edit!* I forgot a high recharge TA defender I think can maintain (or close to it) -60% Res through two disruption arrows. (I think you can get them charging in around 15-18 seconds, 30 sec duration) So two of those out + acid arrow.
  22. Quote:
    Originally Posted by Auroxis View Post
    Do keep in mind that a lot of people have reactive nowadays, so that damage contribution to the team isn't really "yours" once other people can stack it to the cap on the AV. Also, if that 305 number includes current resistance debuffs like bruising and reactive, you can't multiply it by other resistance debuffs. You have to separate the base DPS from the resistance debuffs beforehand.
    I do have to go back and try it w/o reactive to but bringing a pile of reds (since it'll kill stuff off too quickly with burn to keep FS fodder up) I know my best Pre - Reactive run was only around 220 DPS, but that was starting out cold, with no rage and going from there.
  23. I usually run rage whether or not there is a kin around for the bonus to hit. (If not, go for double stacked) and pretty just fire off Footstomp, taunt and maybe consume if I need it through the crash. Sands of Mu is great if you want to keep attacking and burn 3+ seconds in animation time while still giving you an AoE, during the crash.
  24. Isn't perfect or all that special for ST DPS, but I enjoy the survivability, ST damage output (Breaks 300DPS with reactive) and has enough AOE DPS to solo 5 AV's at the same time, as well as the survivability to handle the new incarnate trials. (Solo'ing warehouse/lab in Lambda)

    Having 86% Res to S/L on a fire tank is pretty darn sexeh too.

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    *Edit* uses tier 4 Barrier for Destiny slot.

    Soul I'd say is a better choice for an epic, but I'll stick with fire out of concept.