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I got a snicker out of taking the DP/WP into pvp. I think I'll stick to PvP spec toons on that one.
As for WP's ability to AFK in a spawn, the point wasn't that WP has a much higher passive survivability and that makes it some how better than Regen's active mitigation simply because its passive. It was that with all of regen's abilities coming together and with all of WP's (excluding SoW) it looked to me (Just an opinion) that WP came out easily ahead.
And yeah I was citing Iggy's Video, but I was also taking my personal experience with playing the set. I know dipping into the red is part of the Regen experience, but I also recognize the difference between letting your build dip into the red to time your mitigation powers and dipping into the red because your build can't take anymore.
Quote:On this, its just a specific example of where WP comes out ahead.Taking this one instance and using it to claim wp is definitively stronger than regen is flawed.
I'm not exactly sure why everything is being taken out of context to represent some "extreme" opinion why WP comes out ahead of Regen. Its just one players experience taking a DM/Regen Fire/Regen BS/Regen to 50 the long way, as well as a WP/EM, Claws/WP Scrapper and Stalker as well DB/WP Scraper to 50 the same way. Citing an example that I thought made a good comparison between the two sets wasjust that, an example.
Quote:Endgame with IO's, I agree that WP has an edge overall
Quote:But as most people prefer 'easy' and/or the 'lazy' approach, most people would probably prefer willpower. -
Quote:The fact that my DB/WP can pull it off has little to do with anything. The fact that it can be trivial for a well built WP scrapper with no outside mitigation to stand in the middle of a +4 Spawn of Rikti with multiple bosses and barely break a sweat, while a Non BS/ or Kat/ Regen would struggle to do so reflects the question posed by the OP in that "Which do you find more survivable, Regen or WP"Ahhh see now I get it...
So I guess all other secondaries are not in the same league as your DB/WP then
My claim is not "Look what I can do" its simply that while Regen can be made to be very survivable, if an equal amount of effort was put into a WP scrapper you'd be much safer.
As I said, I was impressed with with the video you posted that a Regen could pull that off without any outside mitigation. Its an awesome feat for a regen, but for a WP its much less so. Which again brings us back to the OP's question of "Regen or WP? Which is tougher." -
Quote:So wait, you are trying to tell me that having a power that is easily double stacked *with no slotting* (for recharge) and will provide you with >45% melee defense on a Melee AT is not an outlier when it comes to mitigation when you compare it to sets like MA, Fire Melee, Dual Blades, Claws, Spines and Elec melee? For serious and all?Ok first off they are not outliers, they only affect lethal and melee which narrows down your defense cap to only a certain number of enemies (especially kat/regen), my kat/regen can solo AV's but notice they are only melee AV's, if were to try Diabolique I would get owned fairly quickly. I don't like it when people complain about DA, all they see is Defense buff and flip out, it only affects on Defense type (melee).
Also, I'm not complaining about DA, I'm saying that using a Katana/Regen as a benchmark for how survivable a regen is just silly. Its like saying "Illusion control is the *BEST* controller for support, by the way? I play an Ill/Emp"
As for the claws regen Iggy mentioned earlier. I watched the Rikti Video with only the tier 1 or 2 attack being used. While that was definitely impressive, being one or two attacks (or seconds) away from death multiple times during the encounter kind of drove home the point when I can afk in the same situation on my DB/WP for 10 minutes and never see my HP dip into the red. -
We did manage to get a ranking tourney AND one official out of this ladder. I'm pretty sure if you took the length and number of matches of previous ladders and applied the new DR curve you'd see we are right on point where we are supposed to be post i13.
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w00t! Do we get T-shirts?
I'd like "2 dUmb 2 quit" on mine. XXXXXXL plz. -
That KB match was awesome tonight, and not just because I had 21 kills on my Fire/EM.
Okay that was pretty much the only reason it was awesome. -
I propose that toons that buff other players receive extra travel suppression for using heals and buffs on other players. Also, since they like NEVER attack, their phase suppression time should be DOUBLED.
I also propose that heal decay last longer, 8 seconds is far too short when an emp or pain can AP for like 1500 HP like every 5 seconds. That is like a full HP bar! I'm thinking closer to 15 or 20 seconds. Maybe 30 if you are getting heals from another player.
Finally. Clear Mind, Clarity, Thaw and Enforced Morale are TOO powerful and CAN BE STACKED. The mez resistance needs to be reduced by at least 3/4's and the ability to stack this buff needs to be taken away.
I think with these changes we can finish off support toons for good in zones and play as the devs intended. -
I still have my Fire/EM blaster and Emp/Sonic ready to go over there, but any time I've tried to strart up KB you end up with 3 or 4 scrappers and that is about it.
For the most part RV is dead except for saturday nights with the RV wars thing, which I think half the people don't even have builds for PvP. So yeah its pretty much dead anymore for pvp. -
You can put three procs into each attack, powerboost the stun for near 5 and a half seconds, and have a strong finisher in ES.
It may not be the best, but I'll still never forget watching Statesguard wreck a mind/fire on his while everyone died laughing thinking it was going to be the other way around.
Proc'ed out ES hits like a freakin truck. -
For me Regen isn't even in the same league as WP when both are IO'ed.
For PvP Regen wins hands down, but in PvE walking around on a WP with ~40% defense to all damage types, 2200+ HP and anywhere from 60-100 Hp per second regenerating all the time is almost too good.
You might get a combo like Kat/Regen that is better at taking on a few S/L based hard targets, but Kat and BS are outliers because of the crazy high defense you get out of Divine avalanche. Size up combos like DB/WP and DB/Regen or Fire/Regen and Fire/WP and the willpower is much much better off at taking on larger spawns without breaking a sweat. -
Awww c'moooooooon not even for power boosted stuns and the ability to basically get an automatic KD through any knockback protection it you time it right?
Spirit shark jaws is really good though. -
Code:Took a look and made a few changes. HP a good bit closer to capped, still has some nice +recharge and +range.
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Took Soul Storm because if you time it right it punches through KB protection and can be a real PITA. Thaw is nice on a team setting to keep targets who are often mezzed as the resistance cap (to help out your emps)
I might slot cosmic burst a little differently with like 4 ranged damage set + 2 purple stun set so you can pull something like 70 ish % acc,dmg,stun and probably recharge. Powerboosted CB with that slotting can be around a 5 second stun. -
So I went out and did this again just for kicks.
Character : Velocity Rift (Elec/Shield/PyreScrapper)
Settings : +3/x8/No Bosses/No AV's
Mission : AE Mission with custom LT's
Starting amount : 874,715,067
Influence from Kills : 27,556,368
Influence from drops : 0
Tickets Earned : 10,263
Ending amount : 902,307,453
Final time was : 27:26
So I only did it for a little under half an hour and stopped when I ticket capped. Let the thing run the whole time (including loads and travel) Since that was 7 or 8 runs I just decided to extrapolate the rest.
Influence per hour : 60,236,045 (Booyah)
Influence per minute : 1,003,934
Tickets per hour : 22,434
If tickets were converted to level 50 DMG recpies at 250 a piece selling for 116,100 that would be 89 of them for an additional 10,332,900.
Total potential earnings in 1 hour (if I was dUmb enough to buy instead of roll) : 70,568,945
Villains defeated : 1676 Custom LT's
Per hour : 3663
Ran the the Plant/Storm to the ticket cap as well, then extrapolated the rest.
Plant/Storm/Stone (S/L soft capped, purpled)
Map : AE Mission with custom LT's
Settings +3/+8 No Bosses, No AV's
Influence from defeats per hour : 40,835,925
Tickets per hour : 15,318
Influence from drops : 7,113,675
Influence : 17,394,641
Tickets : 6525
Time : 25:33
Influence per minute : 680,598
Total : 47,949,604
Villains Defeated per hour : 1396 -
Don't feel too bad, the frustration goes both ways. Try having a build slotted for ~60% global acc, 60-70% acc slotting in attacks with build up, psychic focus, tactics all slotted for to hit. If that wasn't enough having Forge and Fortitude on my psi/em and still barely able to scratch a widow in elude with the 6-8 attacks in that BU/Aim window. I wish it was an exaggeration.
Even if the outside buffs weren't slotted for to hit, that is 125% to hit, and 120% acc. -
For me offensively my mouse is used for targeting, camera rotation and sometimes inspiration use.
WASD for movement. Tray one has powers 1-6 with 1-4 being the most used. Tray 2 is less used powers. Survival tools, self buffs, etc which is ALT 1-6 with the most used being ALT 1-4.
For support my mouse is used for camera rotation and teammate selection, keyboard set up pretty much the same way.
I know some people use the mouse to activate powers but to me it'd seem like you'd be taking your eyes off things a little too much to see which powers were charged and where exactly you were clicking. The downside of using the 1-6 ALT 1-6 is the split second drop in travel time which is why jump timing becomes more important and quick movements between the two are what keep you from just planting. -
I was trying to help him more than he knew. :P
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Code:
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I'd say probably the cheapest build you could make that could do exceptionally well would be an Elec/WP stalker. You could probably run on SO's and a Stealth IO.
Blueside I don't really know of a build I'd play on that didn't have at least the basics (+HP, KB protection, etc) -
Time : 9 PM EST
Place : Pocket D
Bring whatever, and well try to get a few matches in before the whole RV wars thing starts and maybe sucker a few of the people out in the zone to come join for that as well.
If you have an emp or pain or even a therm that can heal feel free to bring that because having two always helps.
Hope to see you all there! -
Since I know no one will ever go look at other Psi/EM posts.
Recovery is way too low.
Slotting on attacks is a little off, forget the chance for hold procs as chances are with you leading off with will dom, the sleep will mez with your mez timers. Slot two procs in psi dart, two in TK blast. Get the acc/rech for will dom instead of the damage (From apoc).
2 slots in hurdle go a long way.
Total Focus is pretty pointless with 4 attacks with 80 foot range.
Replacing Gaussians with adjusted targeting in Aim and BU would be better.
Drop one of those heal/rech in Hoarfrost for another KB IO, or if you drop TF for something like Veng you could just put it there.
If you can afford it, 2 micros in travel powers instead of the Zephyrs (Keep the KB IO's of course) -
Just as a point, doesn't Blaze do at max 93% of the damage of blazing arrow (with all DoT tics) and on average ~86% of the damage of blazing arrow, but activates in almost half the time.
If you fired off pre i13 a chain of Blaze/Blast/Ball/Blaze you were looking at an average (with dot tics) 549.2 damage at unenhanced values. If you look at the post i13 chain of Blaze/Flares/Blast/Flares with average dot tics, you actually see an overall increase to 554.3 damage at unenhanced values. I know right??? I haven't tried Blaze/Flares/Blast/Blaze to see if you can run it with no gap (With DR on recharge and all), but that would be 616.5 damage. Blaze did get its damage cut (by 9-13%), but flares (replacing fireball) and fire blast both saw significant increases to their damage.
Basically, fire still hits like a truck, I'd put it after psi and close with sonic in second.
It still does a pile of damage, it just doesn't matter quite as much anymore with free resists, no unresisted damage (Didn't blasters used to get 30% then later reduced to 10%) and defender debuffs no longer being unresistable. -
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Quote:i13 pro strategy guide
high-end i13 zone pvp:
- counting to 7 between heals, heat ex'ing baddos, and running around in circles until some ********* with webnades put you in a pond and 3 drooling scrappers crit you 5 times in a row with their leet claw attacks.
- repeat, and wait til a psi/em shows up so that you don't have to sit through the full 6 seconds of clawlz, and your death gets accelerated by 3 seconds.
- herding people into drones and wormholing.
- sitting in a widow in elude and droning. cause that's what SOs are good for.
- shrakzooka.
- watching a perfectly good dom get wrecked because 3 drooling scrappers webbed him in a pond and got 5 crits in a row.
- watching a perfectly good defender die after getting quad-shraked.
- sitting in the base and chat-pvping downies because their rage is better than the pvp system present in the zone.
- rez'ing one of my accounts in liberty's warburg, and having my necro/storm kill it over and over because that's what storms are good for (dUmb is the exception).
- e-mailing people sturdies after i drone them (solo-styleeeee) because it makes the chat pvp so much better.
- trying to chat pvp with mod8 when he talks in AC.
- making fun of devine.
i love this game...
The Scrapper pack - Get 3-6 of your buddies on scrappers, randomly throw webnades at anything that moves. Look for a target taking damage and swarm them spamming whatever tier 9 attack you have randomly (Which actually works out, because random damage = perma travel suppression)
Throwing Sharks - So AS'ing a Travel Suppressed target with no mez protection what so ever was too hard? Well its all good, you have an 80 foot ranged attack that recharges in less than 2 seconds and crits for 450-600 damage with build up, not including any damage procs. Best if used from 3-10 feet away because of drool accumulation on whatever key you would normally hit to use Assassin Strike.
Teaming up - Get 7 other random people with any build and throw damage. It works, really well. Targets will be perma TS'ed Heal Decay means their only option to survive is phase or hiber. After that, they have two minutes where they have zero chance to evade at all. Just keep throwing damage, chances are you'll get kills.
The Mezmera Special - Get on a Dom and hit kids with power boosted mezzes that can last for upwards of 8 - 12 seconds because someone thought removing mez protection was a good idea. Then complain how over powered Psi Blasters are in zones
Toggles and Perma TS - Because sometimes just throwing random damage to keep a target TS'ed is too hard, you get someone with an offensive toggle, tag a target with it and just hang back and follow along as one of the packs mentioned above (Stalkers, Scrappers, Random teams) Throw damage randomly until the target dies since one can't evade and can't heal. Bonus points for adding in webnades with the perma TS'ing toggles.
If you can master any of these challenging tactics, you too can be a pro i13 zoner.
Oh, and base raids were fun. I'm all on topic and everything!