Necromatic

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  1. I like dom Ripper. -30% which is enhanceable. Does good damage, 90deg arc, knockdown, recharge base is 12s and duration is 13s.
  2. I would like to be able to delete items directly from my market tray. The reason, I would like to give them a fair chance to sell at 1 inf, but if they don't, it would be handy to right-click and delete them rather than getting them and then deleting them.
  3. Quote:
    Originally Posted by ConFlict View Post
    Very.
    I like /FF with force bubble for this purpose.
  4. Necromatic

    doms in pvp

    I've been noticing a mind/thorns hanging out in RV doing pretty good.
  5. Necromatic

    Freedom RV!!!

    Quote:
    Originally Posted by _Lith_ View Post
    Yeah this?

    Don't ever say that in regards to PvP again. Teaming is not cheating. You getting killed =/= ganking.
    Don't take my post seriously.

    BTW, you bring up a point I've always wanted to elaborate on. A common TEAM tactic is $Target and attack. Am I wrong? Zones mind you.

    Where is the strategy in that? Especially after I13. Concept wise, I dare someone to crack open a comic book where there are two large factions and show me this tactic in action.

    Not a one. Usually, they match-up.
  6. Necromatic

    Freedom RV!!!

    To all the lucky gankers who got me, good job.
  7. Necromatic

    Freedom RV!!!

    Thanks all to those who have transferred to Freedom. Last night was the most populated I've seen RV ever. How many were there? More than 50? You have made the experience most enjoyable.

    To all the noobs I pwned, don't worry, you'll get better.
    To all the lucky gankers who got me, good job.
    To all the fools I kill-stealed, har har.
    To those who kill-stealed me, damn you.

    All this pvping is hatching more ideas in my head. Damn need to lvl up some toons. This has got to boost PVE as well.
  8. Necromatic

    Pvp server!

    More feed for the frenzy!
  9. Demonic used to be good. Well, at least for my /EA. Now I can see it only being useful for /DA, /Regen and /Elec.

    On my /EA I tried this: hit Overload, demonic and Shadow meld. Made absolutely no difference in the amount I was hit (opponents were SS, and possibly aim'd built-up blasters).

    Before, I would have about 60s of you can't touch me which was great for going against huge hero huddles.

    *sigh*
  10. Quote:
    Originally Posted by macskull View Post
    All mez except fear and confuse are on the same timer.
    Fear too? CoD wrong?
  11. Well, let's assume no ED for a particular power. Then it is up to the user to slot however way they want. In your example, a tier 9 blast slotted for pure damage would be cool. However, you are not slotting any recharge or accuracy which would be its own limitation.

    Sure, some powers would be POWERFUL, but given the enhancement system as is, I don't think any power would need to be adjusted.

    I'm not sure what you mean by unenhanced in pvp. Also, why restrict to tier 9's?
  12. Hello all, had an idea about a 'signature power'. Just quickly skimmed over the other thread by Ultimus.

    This is a bit different and a lot more simple.

    A signature power is simply one power chosen by the user to be free from ED (enhancement diversification) restrictions. The power is either from primary or secondary pools. The choice can be 'respeccable'.

    Acquiring a signature power could be an award for a task force, or accolade achieved or level achieved or whatever.
  13. Side note, I've gotten equal number of drops whether I was teamed or not in zone pvp. My best drop was when I was teamed.
  14. Necromatic

    Spines/WP PvP

    This is what I use, does fine:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1403;701;1402;HEX;|
    |78DAA5944B4F135114C7EFF469CBF44529A5949647C102A5851A4C7C24BA104D886|
    |D52D220468D75800B1D99B4A4D3A0EC70EF4A17AE50233E56C6F858E93791F03170|
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    |3DA922D77D9D834D7845708D1A74CB5B2B4A42C54B7CD86B4135DE382DC900D5B16|
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    |512B1B765BB67607E06853F0FFC127D4D3718B7B80A2183508E3AB84D36B8C75C67|
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    |158E79F2B8E61867099EB88635EA10EEE433B99C55AEB744F097354CF65F27E815C|
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    |F06D798E11A79AE917F4D3886DF8A826AAEC0A32F32C270CC39E5993BE11972FDFE|
    |3EE10F1E51FADBE2A14D2B2EF5358249A3A0E49FA0FF7ABEEADD0FDDB7E487B72A8|
    |8584659C1E54D945BB8BC8D7207E52E4A0DA5F34DEF9E22740E0F741EE502CA4594|
    |C718E4C5AFA507454709A0045142286194284A3FCA20CA3E4AE7176B4AF481|
    |-------------------------------------------------------------------|
  15. Can I get a little more placate?
  16. Necromatic

    Tweaks and fixes

    Quote:
    Originally Posted by __Divine__ View Post
    My rad would be so OP....i probaly would not lose to anything. This will never ...ever...ever...happen. If it did ...rads.... especially corrupter rads...would be very popular.
    Which one? The no offensive toggle drop? Remember its effects will be suppressed if mezzed. But yeah, maybe a little OP.

    This can be balanced in other ways, ultra high end cost and no toggle drop.

    No toggle drop and suppressed on damage received for a sec or two.

    No toggle drop on mez, but shorter ranged and with line of sight checks.

    Toggle drop but with some lasting duration.

    Toggle drop but fast recharge and cast time.

    EDIT: Each line from the above is to be taken as an OR.

    Not to change subjects, but patches need to addressed too.
  17. Necromatic

    Tweaks and fixes

    Quote:
    Originally Posted by macskull View Post
    I was musing today during class, so I filled a page of my notebook with suggestions and new ideas. As in the past I'll try to say not only why the changes are a good idea, but how they will benefit everyone in the long run.

    MECHANICAL CHANGES

    * Remove travel suppression (i.e. the arena option, not remove PvP TS and replace it with PVE TS). This does not significantly change balance nor hinder someone with slow reactions, but it does bring some of the fast movement back into the game. With no TS, there is no need to be suppressed when attacked because your opponent will be able to catch right back up to you when their animation is finished (right now, many attacks trigger suppression that is longer than suppression caused by being attacked, which makes no sense if you're using it as a tool to enforce fighting). Keep a 2-second duration unresisted suppression for being hit by a melee attack from a melee AT, except in TS-off arena matches. This ensures melee characters are useful in both being able to stay with a target, and helping keep the target near them (in conjunction with taunt) so their teammates can assist them.
    * Cut in half, or remove, heal decay. Heal decay in its current implementation makes getting a kill as simple as "attack until the target dies," and the outcome of a fight should not be as predictable as "spam damage." Coordination should be rewarded, not random attacking. HD and TS combine to make the PvP experience sluggish and awkward and reward teams that bring ranged characters with fast-animating and fast-recharging attacks instead of rewarding teams that bring a variety of abilities. In short, if you want to appeal to the current PvPers and make the system more fun for everyone in the process, something needs to be done about either TS or HD, and preferably both.
    * Reduce PvP base resistances for squishies from 40% to 20%. This change would allow the base resistances to still be meaningful, but would allow resistance buffs (Sonic/Therm shields, World of Pain, orange inspires) to become more sought-after and commonplace. This change would negatively impact the survivabilities of squishies, but the removal of travel suppression and heal decay would more than make up for it by allowing the player to get out of a bad situation more easily.
    * Further reduce the ranged damage output of melee ATs - currently many melee builds are able to put damage similar to a Blaster, but they have twice the HP, self-heals, and looser DR curves to keep them alive when they are targeted. I'm not saying they shouldn't be able to put out ranged damage, but they should not be outdamaging dedicated ranged damage dealers - that's what melee range is for.
    * Increase the damage scale on Assassin's Strike. For an interruptible power which requires you to be in melee range to execute to barely take off half of a squishy's HP is just plain silly. It doesn't need to be where it was at before I13, but it does need to have some merit other than its status as a "signature attack." Currently, some Stalkers are skipping AS entirely and instead focusing on spamming sharks at range.
    * Loosen the DR restrictions on recharge, damage, and defense, as well as slightly increasing the amount of allowed resistance on squishies - they still have less HP than a melee character, so the same amount of resistance or defense will not get them as far. Boosts to recharge and damage mean builds built around a certain performance level (faster recharge on AM or Domination, for example) will not be unfairly penalized, and ATs focused on damage (Blasters, Stalkers) will benefit more from damage buffs.
    * Boost PvP base resistances of VEATs and Khelds from 10% to 20%.
    * Give Banes elusivity in Cloaking Device, if it is possible. Banes cannot get defense in meaningful numbers on their own without a lot of investment in IO sets, and even then they have no resistance to back their defense, which is often shredded through like it's not there because of the lack of elusivity. Widows fare a bit better, but they still lack meaningful resistance.
    * Bump elusivity granted from 10% to 15 or 20%, which would give us a middle ground between the perception of "too powerful" we had in I13 and the perception of "too weak" we have now.
    * Add -maxspeed back into slow powers, though tone it down from the PvE numbers. This ensures that one application of a slow will have a noticeable, but not large, effect, and you don't need to stack multiple slows in order to produce meaningful results.
    * Return a portion of Blaster damage (not necessarily 10% like it was before I13, perhaps 5% would be better) to being unresisted. Likewise, return Scrapper and Stalker crits, as well as Corruptor Scourge damage, to being unresisted. If possible, make a portion (10%? 20%?) of Defender debuffs unresisted, so as to players a reason to want Defenders over Corruptors in some situations in PvP again.
    * Reduce the -range from taunt powers to 50% or 66% (currently at 75%) or make the -range require a tohit check and not stack from the same caster. Taunt powers should show the caster a hit roll on the taunt itself, instead of just saying the power is autohit and then informing the caster whether or not the taunt was successful.
    * Refigure AoE damage, treating AoEs as a single-target attack - factor their damage based on activation, tier, and recharge time. For example, Inferno is supposed to be a very high-damage attack, but most people skip it these days because all it does is tickle your opponent and drain your own endurance.

    CHANGES TO THE PvP MEZ SYSTEM

    * Standardize cage durations across all ATs, somewhere in the neighborhood of 12 to 20 seconds. Remove the built-in immobilize (or, see next point).
    * Return mez protection, but grant squishies a base mez protection of, say, mag 6. This would allow them to stay functional if at least one mez (and in many cases, even two) hits them long enough for them to respond, instead of being insta-mezzed and spiked as is the current case. As part of this change, the PvP duration of mezzes would be capped at a relatively short duration, something like 10 to 20 seconds. This eliminates insta-mez that could happen under the old and new systems, would allow mez stacking to overcome protection, but would not cause a mezzed state to last a very long time (plus the mezzed player could use a Break Free if it was necessary). This change has the added benefit of allowing powersets based on offensive toggles (Rad and Storm, namely) to not be as frustrating to play. If a player's mez protection gets overcome, the same situation as current applies (offensive toggles drop, but defensive toggles do not, and toggles do not suppress).
    * In addition to the above change, damage on mez powers would again be re-figured: higher than current PvE values, but lower than current PvP values. This allows mezzing ATs to both contribute damage-wise and contribute to mez stacking for a short time.
    * Telekinesis becomes repel/hold like it is in PvE, but the magnitude of the repel is lowered (or the amount of repel protection a Break Free grants would be increased), so you wouldn't need two Break Frees to overcome it. Additionally, add repel protection to Sturdies ("you are sturdier and more able to resist damage as well as enemy teleportation and repel effects").
    * Add KB protection to the list of effects powers like Clear Mind and Clarity protect from (perhaps 9 or 10 mag KB protection, same as Increase Density). ID would still be useful because of the +res and TP protection, while the other powers listed are useful for the +perception and such.

    QoL SUGGESTIONS

    * Give Defenders an Ice epic pool (for example, Flash Freeze/Block of Ice/Frozen Armor/Hoarfrost/Hibernate) for PvP and PvE equality with other low-HP ATs - yet another reason Corruptors are preferred over Defenders for PvP today is because Defenders must take Phase due to their lack of Hibernate.
    * Boost Defender base damage (perhaps this could apply to PvE as well, which would be seen as a buff). Rework Vigilance to provide a meaningful benefit in PvE as well as PvP (for example, replace the end discount with a +special).
    * Give Hover more protection to -fly effects, so one Web Grenade cannot drop a flier out of the sky.
    * Introduce PvP minigames (capture the flag, king of the hill, etc.) with meaningful rewards such as merits, temp powers, or PvP IOs.
    * Give PvP kills boss or elite boss XP, subject to the same timer as PvP IO drops. Provides an incentive for non-50 characters to participate in PvP, but is substantially slower than leveling via PvE, so will not be abused.
    * New arena maps (Grandville, Thorn Isle, St. Martial, Praetorian zones).
    * An in-interface arena store that lets participants purchase inspirations and temp powers from the /arenalist command (once the participants have joined, of course, so as to prevent someone from listing an empty match for the sole purpose of buying inspirations and then quitting out).
    * "No base resistances" option for arena matches.
    * An arena or PvP instance queue system, a la CO. Such a queue would allow a player to create or join and then continue doing whatever, and would randomly pick teams based on AT (in an attempt to balance teams as much as possible) and start a match once the queue is full. The queue would have search/matchmaking restrictions based on critera such as desired team size or desired arena rules.
    * Cross-server zones and arena, please.
    Hey, where is the /traps QoL?
  18. Necromatic

    Tweaks and fixes

    Quote:
    Originally Posted by EmpireForgotten View Post
    Mac suggestion fixes my biggest frustration. If the "Mag 6" Proteciton isnt put in, there needs to be SOME way to allow offensive toggles to stay toggled while being mezzed.

    Retoggling hurricane every 10 seconds (2.5+ second animation) is irrirating. Also, the slow cap and the -range cap needs to be lowered. Add a buff to range in a Kin's ID. This would allow Kins to be useful again (+speed to counter slow ID to counter -range). Hey, even allow kins to increase the range of attacks (Maybe half of boost ranges power). You can make it not stack if that would be too overpowered.
    Yep. Either a base mag 6 (maybe 4 would be better), or allow offense toggles to stay on with their effects suppressed, or better yet, add a meaningful duration to toggle effects.
  19. Necromatic

    Corrupters.

    Well, my sonic/dark is no slouch when it comes to -to hit. However, unless I'm fighting controllers, its pretty much useless. Now, I don't arena much, mostly zone which as mentioned earlier poses additional problems for the toggle debuffer.

    In most fights against BS scrappers or SS tanks, my -to hit from both darkest night and fearsome amounted to nearly NO affect on their chance to hit.

    Fighting blasters is completely different from the above. When I meet a blaster in the zones, the first volley is usually an exchange of mezzes. So, I lead with fearsome or howling twilight then fearsome. Then I need to heal, and then darkest night. By that time I can easily out damage him until AIM or build-up recharges. Hopefully, I can out heal the amount of damage he does to me vs the amount of damage I can fit in against them.
  20. Necromatic

    Corrupters.

    [QUOTE=AresSupreme;2438505]
    Quote:
    Originally Posted by black_barrier View Post

    on that same note my storm/dark fender wrecks most everything ive encountered. Even SS cant hit through my lovely debuffs
    Is this before or after I13?
  21. Necromatic

    Corrupters.

    My sonic/dark did good for a while. Good self heal when it hits. Defense based melees are tough to fight.

    Blasters are fine to fight except psi/, stupid placate is twice as worse for a /dark since you have to quickly target and hit your heal to survive.
  22. 1. Create a new fury variable in addition to the old one, call it new_fury. old_fury represents the original value and is unchanged. new_fury dissipates at a rate much faster then old_fury, maybe 2-3 times faster and should be completely gone in 5-10s.
    2. new_fury grows quickly. It grows by the percentage value of the damage received (after res) relative to the brutes max HP.
    3. Total fury = new_fury + old_fury.
  23. Necromatic

    Read this thread

    I know it's costly, but bring one of each over. I hate it when one side runs RV.
  24. Necromatic

    PvP

    Quote:
    Originally Posted by SonicBang View Post
    leveling new toons sucks!!
    ^2