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Posts
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Joined
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Does fulcrum shift break the fear effect? In other words, will a terrorized mob attack if fulcrum is used on it?
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I have the Intel 80gig SSD and windows 7 64bit. Works great for CoV/CoH. Got my SSD off of Newegg for $219 (OEM so no fancy box or adapter kit 2.5->3.5).
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Quote:LOL, in fact, that is how I use it on my stalker (I think I might have pioneered that technique a long time ago; I have discussed in previous threads from years back).From what I've heard and what I saw with a teammate once is that it's only bad if you treat it like a toggle (though it is). It becomes a useful control tool when used as a sort of click power to get enemies off of you or a teammate and then turn it back off.
Yes, I nominated for worst power and I find it useful. However, the toggle/click method is using the power in a way that was probably not intended. Also, the same sort of thing applies to /da's CoF and OG. -
7 pages and no stalker /ea Repulse and /kinetics Repel?
Repulse is really repulsive. -
So why leadership over fitness for /wp? I thought the +perc and IO was enough for /wp. The only reason why I would pick leadership is if I was a dark/ or /dark corr/def or some other toon lacking a to hit power.
As far as melee's go, the +perc from leadership is nice, but not at the expense of staming/hurdle/swift or health (at least imho).
I have a spines/wp (spines may be a little more endo hungry than elec). I find that I am running out of endurance (or getting low such that I would have to turn either SS or SJ off for a bit), now mind you my play style is attack attack attack. I would never fiteklub this guy (at least seriously); spines just does not have the juice to take down big targets, elec might and therefore would probably need stamina.
My elec/reg would get leadership though. Low endo usage, no +perc. -
Yeah, that noob keeps popping inspirations. Totally weak sauce. I would never do that.
<heads back from hospital and shakes fist, he'll not kill me this time> -
Quote:I would settle for stalker placate working.Way too many things i disagree with.
- The rep system is dumb and therefore should not be cornerstone of a pvp merit system. It fosters dumb play and lowers the overall skill level expected of a player engaging in PVP. The goal should be having a system that teaching newbies how to play by rewarding intelligent gaming. The rep system gives you optimal results when you cycle through targets sequentially. No good pvp team does this; it's dumb. People don't learn to evade when they are never targeted. People don't learn to spike coherent if there are no good evaders. Either the system for PVP merits needs to be objective-based (ie, capture the flag, team wins, final match kill differentials, etc) or contribution based (ie, warhammer-style rep where healers get "rep" depending on how much they heal and who they keep alive).
- If you remove the critical effect from stalker patrons, AS needs to be buffed. Either through raising the base damage or lowering the DR curve on damage for stalkers. Back in the day, one hit after getting AS'd meant you were dead on a squishy. The interrupt time on AS should be used when calculating the base damage.
- Kheld damage is ok. As much hell as I give them kheld players, the problem at this point is that all the kheld data points are coming from really inexperienced players that have yet to learn how to build one adequately. It's essentially like saying that Regen is a bad secondary because Demon Slayer dies on it.
- Speaking of Regen; scrappers needs to be looked at after another zone pvp revamp. The current rule-set makes them far too easy to play in a zone environment. Regen needs to be looked at too, as it is currently the only viable scrapper secondary.
- Offensive toggles cause travel suppression. Either their recharge should be tripled while in a PVP zone, or suppression should last only during the first 4 seconds of being toggled (my preferred fix).
- Remove base resists from No DR matches. We've been asking for this for over a year. Curious Observer told us back in i13 that it was the most requested change back then; can we please get that done?
Regens are powerful, MoG needs either an increase to the recharge time, or maybe an acc/to hit penalty while in effect.
Def (sets in general including epic shields) do need a boost, 5% elusivity buff seems to be about right. -
I do a variant of this. Along with the 3 cents, I have 2 ACC IOs and an acc/slow IO. Plan on replacing the acc/slow with something but it works well as is.
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You could use the vet pet (small buff one). But he will die even sooner now.
Or use shivans. -
spine/wp + sharks = lotsokills/hr
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Tried looking, maybe I'm not looking hard enough. Anyways, hero stats is catching it. However, as far as I can tell, it is around 15% chance to proc rather than 20%. I will need to do more research to make sure.
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Hi all, trying to monitor this proc, how do I do this? I have healing delivered monitored. Don't see it firing. I also check the combat logs, as far as I can tell, don't see it there either.
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Quote:My poor lovely kin will never see the light of day in RV anymore.Bingo. I'm built for for buffing, survivability, and evasion. i13 comes along...and DR hurts of course, but the HD and TS severely limit my potential to say the least. I started to type out a lot more here, but I'm going to refrain from e-raging regarding the dumbing down of PvP.
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Quote:10s right?I've noticed KB does /not/ share a timer with holds (this is obvious) where holds take a lot longer, (I've noticed it takes 8 to 10 counts using the 1 mississippi or 1 thousand method). KBs are on a completely different timer entirely, probably about 6 seconds, if that. I've been able to KB someone, hold them as they flip themselves back up, and then KB them again just as the hold ends. Not that any of the know-hows out there need to know, just for the nubs if they need it.
Also, this. lol
Also, why not slot levitate for damage? You have power push for knockback for god sakes. -
Quote:Are you full tilt boogie as well?I have been PVPing my Mind/Nrg for years now and the playstyle has much changed due to the mez system change but my love/hate relationship has not allowed me to drop TF. It's crazy that /fire's 3 ranged attacks take the same time to animate and do much more dmg combined but TF can be devastating if used right. TF should always be second in your attack chain *unless you have the mace* so as to not get caught animating.
On Mezmera I power push them to test their kb resistance. If they can be then it's easy times. Most times you will have to deal with blasters and the only real way to mez them is to kb and confuse them if they cant be kb'd you're in for a long day. Either switch targets or go after them harder OR just make a /fire dom. I start it off push/tk depending on their kb resist, TF for the hax stun if you can kb them, dig in with your best attacks, dont forget a confuse, and lastly push them again if they can be to get more attacks in. -
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Use it as a click power 'toggling on the off', works great as a means of damage mitigation.
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Generally /EAs take the medicine pool. I had aid other on my /EA stalker. Not slotted of course as I was using it to get to aid self, but it does NOT suppress hide when used.
Imagine a team of spine/ea stalkers all with aid other in the arena... -
Versus a /fire, or fire/ (melee types only) and defs, controllers, lead with power push (count to 10 in your head, that's when you can knock'em back again).
All others, probably levitate then dominate. This has the funny combination of hitting nearly the same time due to levitates travel time. Next comes damage until they are no longer mezzed. After that, hit PB and confuse. Damage damage damage. -