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Posts
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Joined
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Quote:This should be doable. For example by throwing a small amount of plastique and letting that detonate (someone I know accidently blew up his TV that way, but that's another story).Demolitions Blast: all powersets require at least a certain number of Single Target attacks, you try to tell me how a grenade or any form of explosive can be a single target power.
Quote:Sword Blast: They Devs probably know enough about how well that went over in BlazBlue: Calamity Trigger to not risk the endless RAGE in game. -
Dual Pistols for Scrappers.
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There are some interesting possibilities in slotting Brawl, still so far I always found better use for my slots in other powers.
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Assuming you're going to invest some influence into your Kat/WP you won't use DA much when your build is done. I wouldn't drop it, though. There are some situations where DA gives you a chance of stopping cascading defense failure (against large spawns of Cimerorians for example). Plus it makes leveling easier and gives you the feeling of invincibility earlier.
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It's interesting. I guess it's safe to say that this discussion started when the PvP zones were introduced. The arguments on both sides are always the same. And sooner or later the discussion starts to get emotional/heated (usually sooner). One of the main arguments on the PvP side is: Everything that is or happens in a PvP zone is PvP and if you don't want to PvP just don't go there. And very often the PvP side complains about nonPvP folk who come to the PvP zones but actively avoid or ignore PvP or ask to be left alone. One of the main arguments on the non PvP side is: There are some rewards in the PvP zones that are PvE, like badges and temp powers that work outside PvP areas. And very often the nonPvP people complain about PvPers who don't leave them alone or even grief them (usually PvPer and nonPvPer use different definitions of griefing) thus interrupting their activities and/or making it impossible to reach their goal (now).
If you take this discussion to a meta level it's obvious that there is a problem. No matter what arguments you prefer or who you think is right. The fact alone that this discussion fills large threads again and again, endlessly repeating the arguments from both sides, clearly shows that the current situation is NOT ok. Sure, we all can live with it. Some better than others. But lets face it. This fight isn't necessary nor is it productive or helpful to the game in any way. Actually it's worse. It has the potential to frustrate people on both sides and this isn't good for a game that is supposed to be fun. This is why I think it is bad game design to have things in the game that give reasons for nonPvP people to go into PvP areas, intentional or not. It's like placing cheese in a mousetrap. And it is very unlikely that the mouse is happy when the trap is sprung.
There are several scenarios how you could solve this. They all have in common that you have to eliminate the bait from the PvP zones. I don't want to go into detail here, but for example you could remove the rep badges from PvP and replace them with a working ranking ladder like we had in the info-terminals. And remove the RV-AV badges and make them available somewhere else (in Praetoria maybe?). Keeping the exploration badges could be a compromise and so on. Just make the badges available somewhere else or in a way that doesn't involve PvP or at least only minimal PvP (exploration badges in PvP zones would be an example). And you could remove the temp powers and place them somewhere else. Or change them so you can only use them in PvP.
Some people would still complain, that is certain. But I believe it would be much better than it is now. The nonPvP crowd can do whatever they want without ever having a reason to go into a PvP zone. And the PvPers are among themselves and are no longer irritated by nonPvPers. And if the devs finally have success in making PvP attractive by giving players a PvP game of fun and fame we will see many people switching from the nonPvP to the PvP side. Wouldn't that be nice? -
Quote:CoH has around 160,000 players between all the servers (just look at the numbers at the bottom of the forum), and it's considered to somehow not be successful just because it doesn't have millions playing it.Quote:There are 165k users registered to the boards. This does not mean there are 165k players currently holding subscriptions. Go through all the registered users and you'll find lots of people who no longer play the game. Some who made one or two posts on the forums before leaving, others who stuck around for four or more years, then said tearful goodbyes.
There are not 165k active subscribers to CoH. It's been a while since we've had that large of a playerbase. -
The others already gave some important factors to why WoW is more successful. But the fact that WoW is more successful than CoX doesn't mean it's better.
However, if we're fair we have to admit that WoW is a very good MMO. And there are more factors than just genre or fanbase from previous games.
The WoW game client, for example, is very good and it has some advantages over the CoX game client. It loads much faster and is easier to customize. WoW uses a seamless world that is pretty, detailed and very large (a WoW installation needs roughly 10 times the HDD space you'll need for CoX). Loading screens are very rare (almost only before instanced areas or if you travel between the Eastern Kingdoms, Kalimdor, Northrend and Outland). You can enter almost every building you'll find (and there are many, even outside the cities), explore shipwrecks on the ocean floor (quite close to the beach, though) and even fly in some areas (probably in all areas after the Cataclysm expansion). Still it runs smoother than CoX (fps count) even/especially on older computers. This is because WoW managed to balance polygon count, texture quality and texture diversity very well. They use as little as necessary to still look good. The result is the comic style WoW is known for. I don't like that much and the popularity of Blood Elves and Draenei with their higher polygon models indicate that the WoW players would prefer prettier if they could get it. Obviously it's enough to attract and keep players, though.
Another aspect is functional clothing. It adds some realism to your costume. If you see someone in plate armor you'll know that he's less squishy than the person wearing a robe. The tradeoff is flexibility in costume creation. WoW is a bit extreme here by not allowing any customization to clothing parts. In CoX the goal was to allow players to create an iconic superhero look which resulted in our wonderful costume creator. The tradeoff is realism and to some degree even immersion factor. A huge character with heavy tech armor could be anything in CoX, still many would expect a tank, scrapper or brute and not a plant/storm controller. The most important aspect of functional clothing is probably the show factor. I believe most players want to shine with their character. Just by looking at them you should see how buff they are. In CoX this isn't possible. But when you see a toon in WoW with spiked shoulders, shiny armor, glowing weapons and whatnot it will give you a clue to the characters power. Especially if you're able to recognize the weapon or the armor pieces. It's a bit as if you had your leet badges and super cool uber enhancements on the outside. And I believe this aspect is more important that it seems to be on first glance.
And lets not forget the end game. In WoW it's almost as if the real game begins when you hit L80 (the current max). Even if it's mostly a grind for better equipment, it gives players a goal and something to do. In current CoX the end game is to farm 2Bn influence to buy that Gladiators Armor +Def unique IO and that's it (more or less). -
Easy - someone who knows how to play his/her toon. AT and powersets are not really important when people know how to play well.
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The others already covered most aspects. Lets take another look on the DB combos to get some deeper insight.
There are four attack combinations:
Empower: Nimble Slash -> Ablating Strike -> Blinding Feint.
Weaken: Nimble Slash -> Ablating Strike -> Typhoon's Edge
Attack Vitals: Ablating Strike -> Vengeful Slice -> Sweeping Strike
Sweep: One Thousand Cuts -> Power Slice -> Typhoon's Edge
If you execute the respective attack chain successfully you will get a special bonus from that combination that is added to the last attack in the chain.
Empower: Blinding Feint gives +10% ToHit and +37.5% DMG buff for 10s. With Empower BF gives +13.3% ToHit and +50% DMG buff for 10s (the ToHit part is enhanceable). Damage is not affected (except for the DMG buff, of course). This is the weakest combo. The extra +12.5% DMG buff isn't enough to compensate for the low damage output from the Empower attack chain. Even worse is the large gap between Empower and Attack Vitals, your ST damage attack chain. It appears because AS needs much longer to recharge (6s) than BF needs to execute (1.2s). This will eat up some of your buffed time (~15-30% est. after conventional slotting) and lowers your DPS. Using Empower to buff AoE is bad as well. All the attacks in the Empower chain are ST and they're not even very strong, hurting your AoE efficiency very much. It is MUCH better to only use BF in conjunction with either Attack Vitals or Sweep. Both attack chains are short enough (after slotting) to have the BF buff up continuously and they're good against ST (Attack Vitals) and AoE (Sweep).
Weaken: Typhoon's Edge with Weaken will provide -7.5% ToHitDebuff and -7.5% DefenseDebuff for 20s on a successful hit. Damage is not affected. Weaken is better than Empower but not much. It's a bit weak on the damage side and is not very end efficient when you fight single targets or small spawns. The debuff is always nice but not really needed in the higher levels.
Attack Vitals: Sweeping Strike with Attack Vitals will add 5*12.51 lethal DoT (enhanceable) over 4.1s (basic damage is 106.36). Not only a good combo but actually the best attack chain on an affordable build when paired with Blinding Feint (the best attack chain is probably BF AS SS AS slotted to the max including both -Res procs, but it is difficult and expensive to get the +recharge needed, especially on secondary powersets other than SR and Elec c.w. Werner's posts above).
Sweep: Typhoon's Edge with Sweep will add 35.66 lethal damage (enhanceable) and +0.67 Knockdown (basic damage is 2*35.66). The KD adds to your survivability (some targets are immune to KD, though) and the AoE damage is quite good (needs a little practice to aim your cones right). BF -> Sweep and BF -> SS -> Sweep are your best AoE attack chains (SS with the -Res proc). The tug on endurance is noticeable, though. -
It depends a bit on your build and your playstyle.
I had FA for a while in one of my earlier DB/WP builds. Even with QR + Stamina + IOs the impact on endurance consumption was very notable in longer fights, especially when I used a lot of AoE attacks. Unenhanced FA has an end cost of 0.78/s and that's a lot ... actually too much for the power as it works now imho. In comparison: the four WP toggles combined have an end cost of 0.84/s (unenhanced). Physical Perfection adds 0.21/s to your recovery (unenhanced) and that certainly helps to compensate a bit. However, with some endurance management, maybe a short break now and then or with the help of some blue inspirations it's still ok even without Physical Perfection. I'd say it's nice to have, if you have room for it, but certainly not needed.
Maybe you should take a second look at FA, though.
It gives +5% ToHit (enhanceable), +20% Accuracy, ~60% ToHitDebuff resistance and +60% Perception. This is not bad, but you'll only need it in specific situations (if you slotted some accuracy into your attacks). It is very helpful against Night Widows (and some others) and anything that debuffs ToHit.
As an alternative there is Leadership/Tactics. It has half the endurance cost (0.39/s) and gives +7% ToHit (enhanceable), ~48% Perception (plus some resistance to -perception powers), and protection against Confusion and Fear. And it provides these benefits to the whole team. -
Hmm... wouldn't it be better to five slot it with Armageddon (without the Damage IO) instead? Mids gives a damage value of 18.1 with the Armageddon set but only 16.9 for the five damage procs. Plus 5-slotted Armageddon gives some nice global bonus and has better accuracy. And if you 6-slot Hotfeet you could either reduce endurance consumption to a manageable level or raise the damage value to 19.5 by adding a damage proc to 5-slotted Armageddon.
Or did you leave that out because of the price? -
Aid Self .... well Exxar and Amy_Amp already said it.
PP is not needed with FH + Health and QR + Stamina. If you take it anyway you won't notice the +regen much if at all. But the added recovery might be helpful in some situations.
Exxar's suggestion to make a build with just FH, QR and PP - without Fitness - is more interesting imho. It is possible, but you should keep an eye on recovery vs. end drain from your powers. Conserve Power might be a good pick if you follow this route. You should also consider Maneuvers from the Leadership pool if you want to go for high(est) defense values. -
Lets try a simple gedanken experiment and say we have a powerset A that overperforms in the early levels but underperforms in the end game. Would you like to play it? I guess it's safe to say that most people wouldn't. And it's obvious why. As your character progresses he will leave the level range with above average power behind. Sooner or later you will end up with a character that underperforms, probably resulting in less fun and maybe even some frustration. Not good.
Now imagine we have two powersets B and C. C underperforms in the early levels but is overpowered in the end game when compared to B. Suddenly B is in the same situation as A was in the first example. Because B<C is fully equivalent to C>B. Again, not good.
(Disclaimer: I'm NOT saying that Shield Defense is like powerset C. I used the example solely to try to explain my point concerning a certain theoretical balancing issue.)
You can't balance end game power on basis of performance (in a specific level range), xp or currency, because these are factors players will overcome more or less easily. All you accomplish this way is making it harder / slower to get there and give reasons for farming and RMT.
My Fire/Kin example was not meant to be sarcastic. I included it to show that although I see, understand and accept the reasons why you can't balance overperformance in the end game with underperformance in the lower levels, that doesn't mean I always like it. -
Ok, here's my shot at it.
I activated the accolades which brings you to the hp cap sooner.
Mid's shows Regen at 1501% for 201,3 HP/s
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My, my ... what have I done?
Now I regret writing that line that seems to hint that SD deserves a nerf.
Actually rereading my earlier post I realize it was a bit too harsh overall. I wrote it after reading seemingly dozens of short posts requesting the best build for the best this or the best that. Money is never an issue. But no one ever explains what they think means best for them. The best combo for soloing an AV? Well, I'd say it depends. Do you want the fastest kill? Maybe you value survivabilty over DPS? Do you want a fire and forget secondary? Or do you prefer micro-management to get the best out of your build? Do you like the fast attack animation in Claws? Or maybe you prefer the elegant movements in Dual Blades? Or maybe the special tricks in Dark Melee are your thing? What is your fun factor?
I believe that playing something just because it's FOTM robs you of a chance to discover something for yourself that you might love to play. Because it's fun to play and not because it outperforms the other choices (well, there are those who say that outperforming others IS the fun and sometimes the FOTM build simply is your fun build regardless of performance). It's sad (a bit). And to some degree lazy.
My apologies to the OP for my snarky comments.
And then there is */SD
Yes, I believe it would be ok to think about tweaks to adjust the performance of SD.
Especially if it underperforms most of it's lifetime and then finally evolves into the top performer in the end game, like Cyber naut wrote. Overperformance in the end game (or any other part) can not be balanced by underperformance in another part of the game and vice versa. (On a side note: I still want my old Fire/Kin back who was obscenly overpowered at L40+ and horrendously underpowered and painful to level from L1-33. But oh boy was it worth it. I never had more fun in this game!). In the end, I don't care much about it as long as it's fun. Maybe SD needs a nerf, maybe it doesn't. I don't have less fun just because someone else managed to kill a Pylon faster than I did. You want the fastest Pylon time? Maybe you should roll a Controller.
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I assume that by asking for the "best" combo you actually want something that can bring down a Pylon (or an AV) "fast".
The fastest (Scrapper vs. Pylon) kill time that I'm aware of is 3 minutes 58 seconds for 289 DPS and was accomplished by _Mojo_ with a DM/SD.
So DM/SD is probably the "best" combo.
If you roll a DM/SD now, you will run into several problems, though.
1. You can't be sure that noone beats 289 DPS. If someone manages to squeeze 290 DPS out of his FM/SD (or DB/Elec or another combo), your DM/SD won't be the "best" combo anymore. Sorry.
2. Even with unlimited funds you might fail to come up with the build needed to accomplish such a fast kill. Sorry.
3. Even with the right build you might come to realize, that _Mojo_ simply plays his DM/SD better than most other people - maybe including you. Sorry.
4. Even if you manage to get the fastest kill time on a Pylon ever, proving that a DM/SD is by far the "best" combo, you might be disappointed when the Devs nerf Shield Defense because of the imbalance you helped to prove. Sorry.
My advice?
Don't bother asking people for the "best" combo. Try to find something you enjoy playing and make it the best for you. -
I guess it depends very much on what you percieve as "better".
WP is probably easier to play. With its toggle powers it's somewhat a "fire and forget" powerset. Regen on the other hand might be more rewarding in terms of fun.
My Spines Scrapper is Spines/Regen -
Quote:Oh please.People run in PVP because they are afraid. No other explanation makes any sense at all. Just "I don't want to PVP and would rather leave and do something else" justifies standing still and letting the other player kill you to get you back to base faster. Even fighting back would take less time than running and you MIGHT be able to even finish what you were doing.
Running is because of fear. Period.
When I'm on my DB/WP and I get attacked in a PvP zone I know for a fact that the other person has almost zero chance of bringing me down in 1 on 1. And this knowledge is not based on assumption but on experience. Experience I gained from fighting in the Arena and in PvP zones (and not only with said DB/WP).
Still I would probably run when attacked in BB or WB.
Why?
Let's think about it for a moment.
Let's start with the reason - my motivation of coming to either BB or WB.
You're already guessing it, right?
It is common knowledge that both zones are almost always dead. And in the rare occasion that you meet someone there, it's very likely they just came for the Shivan/Nuke.
I think it's safe to say that it's unlikely that I went there to PvP.
And yes, if you assumed I came there to get the Shivan/Nuke you're absolutely correct.
Ok, I just started collecting meteor shards and suddenly I get attacked by a villain.
My first reaction is to start moving and gain distance.
Why?
Well, this should be obvious. I need a short moment to get some overview and to evaluate the situation. And I don't want to be a "sitting duck" and make it easier for all those Stalkers to coordinate their AS on me.
I know from experience that if you are getting attacked it's usually one of the following situations:
a) Someone is trying to start a fight with me. I have to explain this a bit more: These people want the fight. The don't really want to hinder you from getting your Shivan/Nuke. Often they even help you after the fight, for example by letting you kill them to give the shards/codes back and/or by helping to take out turrets, guards and other opponents. This is possible but unlikely in BB and WB (at least from my experience which might be biased because I usually PvP in RV or Sirens Call). PvPers who are looking for a fight usually go to RV, SS or the Arena. And often they ask for consent first.
b) Someone is trying to grief me. There are two subtypes in this category.
b1) These people want the fight. But at the same time they want to to stop you from reaching your goal. This is NOT the classical griefer and I respect their right to do what they do in a PvP zone. But I still end up with no Shivan/Nuke which is "unfun".
b2) These people only want to stop you from reaching your goal. The fight is just the method to do it. Their fun comes from trying to make you miserable irl. This is the typical griefer and he should better be banned from this game today than tomorrow.
(Actually there are more categories and subcategories - if you put it to the extreme you'll need to judge each person individually. It's not just black and white. But I'm trying to keep it simple here.)
What to do next?
I still want my Shivan and I prefer to have it now. But I still don't know the intention of the attacker.
So what do I do?
Easy. I ask. (If the villain gives me the time to do that.)
I send a tell or try local and/or broadcast chat. I try to state in a polite way that I have no intention to fight and that I'm only in the zone to get the temp power.
If it's someone from the "a" category he might explain to me that I'm in a PvP zone and stuff (gah ... I know where I am) but in the end these people typically leave you alone or even help you - sometimes asking for a fight in return. And they stay polite and mature! (Well, sometimes you might get some trashtalk. But in the "a" category it's usually more or less friendly, often very creative and never insulting on a personal level.)
If it's someone from the "b/b2" category he might tell me that I'm stupid to come to a PvP zone if I don't want to PvP, that I suck, that I can't beat him "ev4r", that he will come to my house and **** me and then **** my mother and I can't do anything about it (and yes, I petitioned the jerk who dropped that line). To make things clear: this is NOT RP, these are attacks aimed at the person playing the character making it very personal.
Often the only response is, that he continues his attacks. I will never be certain, but in these cases I assume he's from the "b/b1" category.
How to react now?
When it's someone from the "a" category it's easy (for me). I'll get my temp power and give him a good fight. Case closed.
If it's someone from the "b" category I have to think about it.
The question is, will I still be able to complete my goal and get what I came for?
Unfortunately it's very unlikely that I'll manage to get my temp power now (with reasonable effort). There are too many ways to stop my progress and even if I kill the villain over and over he just needs to come back and interrupt me, when I click a glowie, or train mobs on me or do other stuff (I don't think it would be wise to explain all methods of griefing in BB and WB that I know).
So I decide to leave and come back later.
Why just leaving when it's faster to get back to the base by letting the other player kill you?
Are you serious?
Simple answer:
If I let you kill me I loose and you win.
If I run and leave I win and you loose.
It was your goal to fight and kill me and by denying you that I win.
My goal was to get the temp power and all you could achieve is just a temporary setback for me. I can still come back later and reach my goal. So leaving doesn't mean loosing. -
1) WP offers a combination of +Def, +Res and +Regen powers. If you add some power pools (most WPs include Tough, Weave and often Maneuvers and/or Combat Jumping) you'll get several layers of defense, which gives you a good survivability. Most powers come as toggles or passives making it an easy set, too.
Plus what the others said.
2) Add defense and HP. SoW is an option, but I was always a bit disappointed when I used it (in the end I respecced out of it).
3) I think Werner just posted a link to a BS/WP guide in a nearby thread.
4) Forget about Aid Self in WP. A power pool that gives you a +defense power is much better to increase survivability. -
Quote:No one is saying that.Saying a mission that has a PvP portion is not a PvP mission is like saying someone is asexual because you don't want to think about them having sex.
But the possibility of getting attacked by another player while running a PvE mission doesn't add anything to the mission and doesn't turn it into PvP content.
Btw, there's not a single PvP mission in this game, afaik (= there's no mission that requires you to defeat another player.) -
I didn't mean to imply that adding +regen to WP should be your 1st priority (or even 2nd) when creating a build. It isn't.
I was just saying that adding +regen to a WP can make a noticeable difference. And it does. Especially in surroundings where you can be detoggled.
Is it worth trying to add (more) regen to a WP? I'd say that always depends on the choice available. What do you sacrifice by adding more regen? If it's a MezRes or a buff to a travel power it would be an easy choice for me. If it's more defense it's an easy choice, too (defense wins in almost all cases). The choice is harder (for me) when it comes to recharge and resistance. In my main build (DB/WP), for example, I have more than enough recharge to run all my attack chains smoothly. The next better attack chain requires more +recharge than I can get without sacrificing power picks, that I want to keep. So what's the point in adding more recharge then? And +Res buffs (from IO sets) are often limited to exotic damage types. While some of them are useful I generally prefer a buff that increases my overall survivability. Even if that means the benefit against all damage types is marginal when compared to the benefit against the specific damage type (unless I try to close a hole in my defenses).
And for completeness: I value HP higher than regen (no Dull Pain for a WP) and view Recovery almost like Recharge with the difference that you can't really ever have enough +recovery.
(Note: I kept this here instead of writing a PM, because I think what I wrote might be of use to a Regen, too. Don't want to hijack the thread.) -
Quote:Very well said. I totally agree.Come on, Bill, that's not fair and you know it. Taskforces, the Architect and event content is STILL PvE content. PvP content is separate from all of these. Player vs. player content requires that an intrinsic part of the experience require opposing other players, which is simply not a factor any of the PvE ventures in PvP zones. Basically, they're PvE encounters with only the POSSIBILITY of other people interfering.
Putting in PvE bait in PvP zones is a bad idea, because it misses the point of attracting people. And the point of attracting people is not to just get mobile targets in a PvP zone for the PvPers to take pot shots at, it's to attract people who WANT to engage in PvP. PvE content with little to no PvP connotation does not do that. It attracts people who have no interest in PvP whatsoever, and will therefore wait until the zone is empty, flee from battle and otherwise undermine the PvP aspect of the zone. You can't get more PvP traffic by adding more victims to the zones.
And, no. The notion that if only they tried it, they might like it is beyond false. Anyone who has ever been a kid should know that "try it, you might like it" does not work. People who do not wish to PvP will not change their mind by being coerced into a PvP zone. -
Both sample builds were added to give some "how to" ideas. Neither is a perfect build and both have issues in certain areas. I created them (and some others) to help me optimize my own build by giving me ideas and insight. But writing this now I realize, that I should include my own Storm/Energy build to make the guide complete.
Some explanations first:
When I created this build we already had rumors about GR adding up to ten more slots to our L50 characters. As I'm short on respecs I tried to include that information so it's possible to make the build better by just adding slots instead of needing to swap everything for other stuff.
Gale at level 49 was taken for thematical reasons. It's just a fun power and with the high ToHit buffs in this build I can use it without slotting it for +Acc. If we get more slots I might add one here to get a 2nd ForceFeedback IO for the +5% Fly speed bonus. Probably you'll find Aim more useful which gives nice slotting options with Rectified Reticle and the Gaussian IOs.
Thunder Clap at level 38 is another power you could swap for something else, if you want. However, with additional slots you can 5 slot Absolute Amazement for +10% global recharge, which would be nice (and almost cheap).
Combat Jumping at level 30 is debatable. Maybe you want to include Hasten instead. You'll sacrifice a lot of defense and your immob protection, though. Personally I think you don't need Hasten (in this build). It's far from being perma and your attacks recharge fast enough without it.
With additional slots I think I would add a LotG: Defense in Steamy Mist for +0.3 defense overall and the HP bonus from LotG (HP being more important to me here). A 3rd BotZ in Fly and in Combat Jumping (and probably in Hover, too) to increase AoE and Fire/Cold defense and KB protection. Probably a Slow enhancer in Snow Storm. Probably the Kismet:+ToHit unique in Combat Jumping. Maybe the Shield Wall unique in Maneuvers. And maybe the Performance Shifter proc in Stamina.
And now here's my build:
Hero Plan by Mids' Hero Designer 1,601
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Myriad: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: O2 Boost- (A) Numina's Convalescence - Heal/Endurance
- (40) Numina's Convalescence - Heal/Recharge
- (40) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Apocalypse - Accuracy/Damage/Recharge
- (7) Apocalypse - Accuracy/Recharge
- (9) Apocalypse - Chance of Damage(Negative)
- (9) Devastation - Damage/Endurance
- (11) Devastation - Accuracy/Damage/Recharge
- (11) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (42) Endurance Reduction IO
- (A) Shield Wall - Defense/Endurance
- (19) Shield Wall - Defense/Endurance/Recharge
- (25) Shield Wall - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Recharge Speed
- (A) Touch of Lady Grey - Defense Debuff
- (46) Touch of Lady Grey - Defense Debuff/Recharge
- (46) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (48) Touch of Lady Grey - Recharge/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Damage/Endurance
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (39) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff
- (29) Dark Watcher's Despair - To Hit Debuff/Endurance
- (42) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (43) Dark Watcher's Despair - Recharge/Endurance
- (A) Flight Speed IO
- (A) Regenerative Tissue - +Regeneration
- (21) Miracle - Heal
- (21) Miracle - +Recovery
- (23) Numina's Convalescence - Heal/Endurance
- (23) Numina's Convalescence - Heal
- (25) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (36) Performance Shifter - EndMod/Accuracy/Recharge
- (37) Performance Shifter - EndMod/Accuracy
- (A) Shield Wall - Defense/Endurance
- (37) Shield Wall - Defense/Endurance/Recharge
- (37) Shield Wall - Defense
- (39) Luck of the Gambler - Recharge Speed
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Soulbound Allegiance - Damage
- (45) Soulbound Allegiance - Damage/Recharge
- (46) Soulbound Allegiance - Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (A) Apocalypse - Damage
- (33) Apocalypse - Damage/Recharge
- (33) Apocalypse - Damage/Endurance
- (33) Devastation - Damage/Endurance
- (34) Devastation - Accuracy/Damage/Recharge
- (34) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Ragnarok - Damage
- (42) Ragnarok - Damage/Endurance
- (43) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (A) Absolute Amazement - Stun/Recharge
- (39) Absolute Amazement - Accuracy/Recharge
- (A) HamiO:Membrane Exposure
- (A) Steadfast Protection - Resistance/Endurance
- (50) Steadfast Protection - Resistance/+Def 3%
- (50) HamiO:Ribosome Exposure
- (50) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Recharge Reduction IO
- (A) Force Feedback - Accuracy/Knockback
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth
- (A) Empty
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Set Bonus Totals:- 2,5% DamageBuff(Smashing)
- 2,5% DamageBuff(Lethal)
- 2,5% DamageBuff(Fire)
- 2,5% DamageBuff(Cold)
- 2,5% DamageBuff(Energy)
- 2,5% DamageBuff(Negative)
- 2,5% DamageBuff(Toxic)
- 2,5% DamageBuff(Psionic)
- 7,25% Defense(Smashing)
- 7,25% Defense(Lethal)
- 7,25% Defense(Fire)
- 7,25% Defense(Cold)
- 19,4% Defense(Energy)
- 19,4% Defense(Negative)
- 6% Defense(Psionic)
- 8,5% Defense(Melee)
- 25,4% Defense(Ranged)
- 8,5% Defense(AoE)
- 29% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 18% FlySpeed
- 301,4 HP (29,6%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Repel) 2000% (10% chance, in PvP)
- 31% (0,52 End/sec) Recovery
- 154% (6,54 HP/sec) Regeneration
- 2,52% Resistance(Fire)
- 2,52% Resistance(Cold)
- 18% RunSpeed
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Quote:On a Regen they are (mostly) not. Read Umbrals post above to see why.I don't think the Regen bonuses are really worth it on Regen/Willpower based builds, as it's only a very marginal improvement, which would be hardly noticeable.
On a WP they make a very noticeable difference, trust me on that. That doesn't mean the +regen bonus is always the best choice, of course. -
Quote:Still I (and others) managed to get Immortal before they changed it. On my Defender!Ten million (the Unbreakable badge) is doable. If my calculations are correct, it'll take about as long as it'll take to purple out your Warshade. The problem badge was Immortal (used to be one billion points), which would have taken about 60 years of playing the game as intended.
Ok, my activities to get it involved farming and that's probably what you mean with "playing the game as intended". And I agree, that the requirement for Immortal was probably too high when it was introduced to the game. We had discussions about it on the forum and I guess I'm not the only one who received a "working as intended" answer when he/she asked about it in a PM.
In the end I decided to get Immortal anyway. Not despite the high requirements but BECAUSE of them. It was one of the 3 rarest badges (Leader, Immortal, Empath; not including special badges like Bug Hunter) and you really needed to put effort into it to get it.