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Posts
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Joined
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You can't be serious!!!!
GG's guys, thanks for all the practices! -
GG's guys, and thanks for the practices earlier on.
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dUmb will be withdrawing from the league as well since we already beat everyone. GG's.
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Quote:Psy is still the better arena blaster. For zones, like most blaster primaries, rad does alright.I don't think this is going to happen. I had seen in i13 some people come out to arena with Rad/ blasters. They are gone. Rad/ blast on a blaster is just too far behind in damage as other sets. I have seen corruptors blend Rad blast with Thermal or with Dark Miasma still participate in arena.
For blasters, Psy is still much ahead of the other sets.
I don't have a build on hand, just go for capped HP, 41 KB, at least 50% global acc, 70 ish % Recharge, and proc out your tier 1 and 2 attacks. Take Cosmic burst, slot it with 4 devastations and 2 of the purple stun set and you should be able to hit like 90% acc/dmg and 70ish% Stun. Power boost it and hit people with it after a few attacks (or if lots of people are attacking, before it.)
SS/SJ/Leadership. Then figure out if you want PFF/Phase or Hiber/Tough.
Really just take a look at any blaster build out there and you can build off that. -
Sorry to hear it
I wish you guys would have gotten to run the Earth/Fire Lineup more! I was jealous.
If you'd like to spare us (dUmb/your opponent this week) from showing up just in case, post up in the main thread about a forfeit. Not that I think you guys would pull anything, just better safe than sorry you know. -
Hold it together! Just one week left in the normal season.
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Quote:Stalker sets pretty much go :Need some help with the pros and cons for a couple stalker melee sets, I can't seem to decide...
Electric vs Dark vs Martial Arts
Thunderstrike vs Maul & MG vs Eagle's Claw
Thanks in advance!
Claws (If you are just going to AS/Shark)
Elec (Thunderstrike double crit)
Spines for Imaple/Sharks
Everything else -
Speaking in terms of Team Arena :
The role/place for various archetypes/builds. Example being : Kins, Therms, Sonics, Storms, Poisons, VEATs, TA's, Fire/EM's, Emps, Stalkers, and Rads. Pre i13 I think you could see viable lineups that combined a good many of these builds. Post i13 you are lucky if you get past Emps, Psy/EM's and maybe a Rad. Not because there is no other option, its just far and above the best for the way damage, debuffs, etc work. (And this is with no HD/no TS)
Blasters do less damage now, defender debuffs are now resisted, stalker AS is a joke, so it takes more offense to reliably produce kills. This is beyond the fact that a lot of buffs now do next to nothing, and debuffs are hit very quick and very hard by DR. Add that in with the fact that everyone has moderate resists to everything, its just a matter of bringing what hits the hardest. I said in the earlier post I *liked* that shields provided resists to useful damage types. And I do. However, the fact that it was taken so far as to every squishy was given basically the same moderate resistance to all damage types. That part sucked.
So yeah, basically running 2 emps 5 psi/ems and a rad/ that TK's players into not being able to evade is boring. Very effective. But Boring. pre i13 I felt like there were more options there.
Speaking in terms of zones :
They didn't have HD and TS. That made them fun. Play a Zone Emp on a pre i13 RV, then try to play one on a post i13 RV. You'll see how stupidly frustrating it is. -
Sonic, Fire, Psy/Em all do fine for zones. Rad and Archery probably also.
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Last time I checked there were between 3 - 5 of these on the market, meaning a cap of 2 Billion price.
I don't think anyone is going to line up to play half a billion more for an IO they can buy instantly on the market. -
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dUmb vs BFG
Round 1 : 8 - 8 (Tech Lab)
Round 2 : 16 - 10 (Steel) dUmb
Round 3 : 9 - 9 (Steel)
Round 4 : 18-4 (Outbreak) BFG
Round 5 : 15-12 (Outbreak) dUmb
GG's -
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Match tonight 9 EST. We are having a pretty bad snowstorm ATM and my power has already gone out once. Hopefully I'll still be there.
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Quote:I'd say its like taking Siphon Power over Fulcrum shift, pretty much.Assault over FE? Burst damage considerations & end costs aside, does that actually work out over the long run? Even if you aren't always using FE as soon as it's up, I'd think it'd total out to more than 10.5% extra damage over base. Of course, you're affecting your teammates too w/Assault, so I guess that's another consideration.
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Quote:Might want to check your definition of Paltry.Here is the thing - they say Fire tanks have more damage - on a GOOD team they don't need your paultry damage. A couple of blasters, some scrappers and you get a taunt off drop a burn patch and everything is dead.
Fire/SS/Pyre
2x Rage Foot stomp + Fireball + Burn (Not including any DoT)
251 + 159 + 259 = 669
2x Rage + FE
(251 + 113) (159+72) + (259+160) = 1014
*Note* If they spend any meaningful time in the burn patch you are looking at another 84 to 169 damage.
Fire/Mental Fireball/Breath/Psy Shockwave
126 + 249 + 158 = 533
Aim + BU Fireball/Breath/Psy Shockwave
229 + 447 + 282 = 958
Elec/SD/Mu Saturated AAO + LR + SC + Ball Lightning
(443+183) + (335+138) + 94 = 872 for 20 ft radius, 1193 for 5 foot radius.
Saturated AAO + BU + LR + SC + Ball Lightning
(247+601) (453+186) +128 = 1182 for 20 ft radius, 1615 for 5 foot radius -
Eh I think its possible to reach a balance between Epic Shields being useful for anyone and Sonic/Therms/Pains, etc being Viable/useful for their resistance buffs. But like I said this would have worked much better when Stalker AS was what it was, Blasters did real damage, and defender debuffs were unresisted.
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There are parts of i13 PvP I think that were an improvement over i12.
The Mez system being less binary was a step forward in my book. I think you could make it "great" with 3 steps.
1: Leave mez resistance and timers as is, make break free's actually break you free (i.e. 10 seconds of mez protection + breaking the current mez) You wouldn't need to use them all the time, but they would still be useful for dangerous mezzes.
2: Give status protection powers (Clear mind, Clarity, Increase Density, Enforce Morale) 3-5 seconds of mez protection after they are cast, then the standard duration on Mez resistance. This would allow emps to break dangerous mezzes if they are quick enough.
3: Make TK's duration effected by mez resistance (Somewhat). Also allow popping a break free to break it.
The lack of complete toggle dropping was an improvement.
The idea of free resists/tough/epic shield res to all was an improvement, though there were a few problems with that.
1: Too much resistance. Being able to hit 75% with free resists + epic res shield before DR is way too much.
2: It would have been better implemented when defender debuffs were unresisted, blasters and stalkers hit much harder, and blasters had a small portion of unresisted damage.
I'd also like to note if buffers were ever made useful again (i.e. Sonic/Therm Shields) Please make sure there is a meaningful source of psi resistance somewhere)
Damage Calculation based on Activation. This was a good idea, but things like End Cost, Range, Recharge time, power tier were not given enough consideration into the formula.
The best example for this I think is either Blaze or Bitter Ice blast. Where the tier 2 blast in the set costs less endurance, recharges faster, has more range, does more damage, for .67 second slower cast time.
DR was a good idea. Sort of. It could have balanced things out, but ended up messing over buffing and debuffing classes. If anything there should be two DR curves. The first for what your character can do themselves. Then another for outside/external buffs buffs. (Making buff's do something once more) There is without a doubt a middle ground between tank-mage status and buffing being next to useless.
The Ability to take off HD/TS is a feature I like, without it I think team arena would be next to unplayable.
I like PvP IO's. I don't like the system used to reward them.
I like the buff timer at the start of matches.
I like the phase period after you respawn. -
12-11 dUmb (Caves)
10-4 dUmb (Outbreak)
22-4 dUmb (Tech)
GG's Average Joes -
For Zones going something like 2 therm corrs or a Therm+Pain would probably pretty solid. Rad is nice because it has cheaper dmg procs you can slot in it, plus N Bolt + TS is stupid.
Here would be a pretty cheap (3 - 4 Billion) Build I'd think for a Rad/Therm.
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Quote:Some sort of Merit System for actually PvP'ing in the arena. As it stands the way team arena works is counter productive to earning PvP IO's. If you spend the entire match cycling through everyone against a team of similar abilities you are most likely going to lose as they will cycle either key targets or soft ones.
So here's a questions for everyone in this thread: What other methods of PvP rewards do you think might be as effective or even more effective?
I'd suggest something like you get :
0 Merits for participating in a 10 minute match. Yeah that's right, unless you win the match? You Get Nothing. Encourage people to get better!
1 v 1 The winner gets 3 Merit. + 2 Million Influence
2 v 2 4 Merits (Per person) + 2 Million Influence
3 v 3 5 Merits (Per person) + 2 Million Influence
4 v 4 6 Merits + 2 Million Influence
5 v 5 7 Merits + 3 Million Influence
6 v 6 8 Merits + 4 Million Influence
7 v 7 9 Merits + 5 Million Influence
8 v 8 10 Merits + 5 Million Influence
Nothing fancy. You win 5 8 v 8's you can earn an alignment merit + 5 Million extra influence. You have to invest at least 50 minutes of time into it in match time alone. That doesn't take into account set up or anything like that or wrangling 16 people up to play. The reward should be *better* than PvE because you have winners and losers.
For Zones? The easiest way I could think to dangle a carrot there would be make the stuff you do in zones matter. Win the Zone in RV? Get X number of Merits + Influence. This way people could kill you for the sake of killing you and get a chance at a valid rep kill, and then you'd have the people who are actually trying to accomplish the goals in the zone.
I don't know if the tech would be there but you could increase the prize/bounty by how many people are in the zone *ON EACH SIDE*
Winning a Capturing and holding all of the pillboxes in a 20 v 20 RV should give a sizable reward. I don't know how exactly one would work out of it was 25 v 20 or something like that. But I think the reward should be good enough to warrant a cool down timer. (Say 2 hours) Before you can get the reward for winning the zone again. I think a way to possibly get around everyone switching to one side to get the win would be when the last pillbox is hit, give a reward based on the number of people on each side, if the winning side has more people subtract from the reward, if the winning side has *less* people, make it bigger.
I think the same could be done in WB for nukes (And could be sort of a CTF style minigame). Sirens call, I'd say just improve on the bounty system and its rewards. Bloody Bay, I don't really know what you could do there. Maybe something with the Meteors and the bases in the center of the map you have to deactivate to get your Shivans. -
I hear hover is a better solution to KB than SS/SJ/Acro + KB IO's.
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Since most of the the people who have chimed in here commented about Zones, I'd like to say the most fun I've had in PvP Past (pre-i13) and Present has been in larger scale 6 v 6 to 8 v 8 arena.
CoH PvP is great to me mainly because of the Pace/Speed. Having to fight another team over a map that can be up to several square miles large, with everyone zooming around at 90MPH, launching damage spikes with thousands of points of damage while support tries to out heal them is pretty cool. I know it was viewed some time ago as "A bunch of people bunny hopping around where occasionally someone dies" but what makes it fun is the coordination it takes to get that kill.
I'd encourage you if you haven't already to watch a few Kickball matches on Freedom or maybe even try to make a match or two for the current league there. Most of all it'd establish Arena PvP isn't quite dead yet, but more so, hopefully you'll get to see what posters are talking about when they mention "Team Arena".