-
Posts
577 -
Joined
-
the ice/cold maybe on teams, the sonic/dark can duel only certain builds, and yes on the psy/em
-
well for starters get some knock back protection fro IO sets, get ice epic, jump, speed, tactics, Get your phants and perma PA, and try to ground and debuff as many players as you can.
-
I for one welcome our new n00000bish freedom RV overlords from other servers.
-
I for one welcome our new n00000bish freedom RV overlords from other servers.
-
I for one welcome our new n00000bish freedom RV overlords from other servers.
-
I for one welcome our new n00000bish freedom RV overlords from other servers.
-
-
like barrier said but the MM is hard to play effectively.
Also the arch/em is you best overall pvper in the list above -
yeah barriers right. youre not gonna get anymore dmg like before nor that much more mezz out out domination. All you get is KB protection and a sec off of a mezz put on you, which can be mostly remedied by KB res IOs and acro. Also at the max 400% recharge, dom will only perma 3 or 4 times then you lose it due to DR.
And mind/fire is still the standard for doms in PvP. Its high burst DPS, well rounded disruption, and 30 sec fiery embrace makes it on par with most blasters in most situations. -
Yes archery has excellent burst dmg and its good that your EM, and with an emps fort and AB it can pump out loads of DPS. Plant is a decent controll set vs melee. so if she keeps you buffed and healed and u fight near her drop downs things should go smoothly. Tell her to avoid using long animation time attacks near the ground, try to lay down well slotted carrion creepers vs brutes and stalkers, and avoid dominators by running toward base.
As an Emp she has to run from everyone in the zone, as a blaster you have to switch targets super fast as in the only defense ur wife has is ur offense. So if you see a dom or corr attacking her you need to swtich to that target and either quickly kill him or make them run and phase to save ur wife. In zone PvP it's good to test the waters kinda get an idea of where the baddies are and determine a safe root back to base when you guys are outnumbered. If there's a lot going on, as in your base is being camped, it's recommended that you invite players onto your team and organize ur damage and call targets to spike (it's a good idea to bind a key to call spike targets). Villains have healers to... try to kill them or make them phase before killing their damage toons. If they phase start to dmg to their doms or corrs, when their healers come out of phase go back to killing the healer. try to kill corrs first, then doms, stalkers/brutes, and last MMs. most MMs can be ignored. -
I agree with MrLiberty. Also Gaussian's Build up proc has to go as well; replace with rectified for more perception. Don't fake the stats with that Build up proc or the regen from Rise to the challenge. 99% of the time both things are not going to be in play in PvP. So Your regen is at 63 hp/sec and dmg at 85% which is sub par. Your +HP is near cap which is good. Aidself is slotted poorly, i recommend replacing the interupts with recharges and adding a 6th slot for one interupt. Rage is poorly slotted and not able to perma. Strength of will is the cornerstone for WP in PvP w/o it you might as well go with Inv or Fire. End recovery seems quite low for a WP tank, my Inv has as much recov. It seems you went all out for +def which might help you vs SOed or poorly made builds, but high end pvp builds will chew through that def like bubblegum. Looks like an expensive build for not much output. I can give you a WP/EM build to examine or copy for SuperStrength upon request.
-
-
Quote:That's not going to happen... what are you gonna call that power? icywebs? and power boost with hibernate has no concept there. But if anything power mastery might get FA and we'll see a whole new ice mastery EPP with hibernate, a def shield or permafrost, hoarfrost, and maybe freezing touch or greater ice sword, and or frozen aura. That'll will make def have an edge over corr if they can heal 580 and still have another heal going on. It's nice vs spike when ur emp is across the map and hibers down (and it helps with insp management in 1v1s). If they get permafrost, which has a good amount of dmg res and slow res, then defenders can pump out DPS in 1v1s vs slows. it's too early to say tho. But "hiber is in a pool with powerboost or webnades" is broke in concept, which the devs love to follow, and for power balance as well.cold/psi.
if hiber is in a pool with powerboost or webnades.
otherwise, we are back to square 1.001.
if power mastery got focused acc though, that would basically make defenders 100% viable again.
other than FA in power mastery (but thats not likely since Power has five powers already) i suspect this
Ice Mastery;
Freezing touch or Great ice sword (both of which have great activation times and dmg)
frozen armor or permafrost
Hoarfrost
Hibernate
and maybe ice slick, block of ice, or frozen aura (if they need a 5th.) -
for zones:
devices blaster (not including ice) + emp troller with the emp having some decent dmg
spines/regen/weapons scrapper + therm or rad troller
psi,fire,sonic,or rad/EM blaster + Fire/SS tank with taunt
elec/therm corr + sonic/pain corr with one corr having webnade
sonic/therm corr + mind/fire dom corr having webnade
SS/fire brute + sonic/therm brute having taunt and webnade
two spines/WP stalkers with BU AS and throw shark, but that might get boring fast.
there are more duoing combos but these are very effective overall and simple enough to use for zone pvp. Also all combos need to spec into either phase or hibernate as well. GLHF. -
roll a fender after rogue comes out. If you have to fend now, roll a cold/dark or rad/psi
-
It's a decent attrition type dueling build... but on teams lacks the range or disruption on teams a psi/em or psi/dev can put out.
-
Tanker punches and debuffs generate mag 4 taunt for 13.5 sec. This Mag 4 is then increased the tanker 400% AT mod. All squishie ATs debuffs generate mag 1 taunt and if the debuff does dmg, it tags on another mag 1 upping the overall taunt mag on the mob to 2. So sleet for example causes twice as much threat as snow storm. multiple debuffs comming from a single power could have double the mag as well. Another thing to consider is threat decay. If a scrapper puts on a mag 3 threat on a mob while the mob is under your sleet debuff, that mag 3 will rapidly decay lower than 2 if the scrapper stops atacking and the mob will come after you since your debuff does not decay in threat till the debuff is over. Same goes for tanks relying only on gauntlet.
-
I don't think the above is entirely true. Rep does not go down by getting killed. Rep does go down over time like 1 rep per 24 hrs i think. You cannot gain rep on the same person if you've killed him with in 10 min of the last kill. 5 pt rep bonuses on top of the 1 rep per kill is most likely rewarded when the player you killed has spent a certain amount of time in a PvP zone with out dying. I believe this is true beause i've recieved 5 pt rep bonuses from players that had less than 20 rep when i had 380 something rep.
-
Quote:
Originally Posted by black_barrier
as a sole move, giving us no base resistances creates a lot of issues.
first, yeah the damage stuff goes nuts. i can three shot fire scrappers if they have no base resists on no dr matches with my fire/elec if my procs go off (basically warned the person, yet he insisted).
so yeah. how do we fix that?
dr on damage needs to remain an option. i cannot three shot a scrapper with shields off if i pop reds under freedom's standard rules since DR curves down damage to the point where anything past a 2 reds and BU is wasted outside of a team situation.
if we get a no dr resists option, it needs to be separate from the standard settings and the dr curve on resists needs to be increased. in other words, we do not need base resists nor dr caps on resists. we do need DR caps on damage in order to account for the damage changes from i13.
the other options would be for the devs to look at outliers such as shout, thunderstrike, tf and every other 2.5s+ animation which creates crazy burst potential, but i cannot back this. this is the easy way out.
so the real questions are:
how do we prevent scrappers and people without base resists from getting two shot in no-dr matches outside of team situations by blasters and doms with huge damage bonuses?
how do we make sonics and other resistance buffing toons viable without breaking 1v1 situations (which the devs are obviously focused on)?
can we get a "duel setting" in which DR on damage is maintained, and other dr caps and base resists are removed?
can we get a "team vs. team" setting where DR on damage is not present, nor are there any bases resists or any of the DR caps?
needless to say, these settings would also be TS off and Heal Suppression Off. I dared the devs to datamine how many matches are run this way vs. with standard settings and tell me that it's not a significant portion of matches (especially when looking at team vs. team matches).
Quote:Or you could run with DR on and everything else off. That way you don't have to worry about popping a zillion reds and three-shotting things, squishies still have the resistance cap of around 45%, but you'd get mileage out of Sonic and Therm shields.
I'm a genius i know :P j/k -
if it's possible for you, id build for positional so that you can be well rounded for any situation, such as psi dmg.
-
from highest to lowest
Taunt
Brute Taunt
Tanker Taunt Auras
Brute Taunt Auras
dmg/mezz attacks
pool/epic power dmg/mezz attacks
side note: the more dmg a tanker attack does the more threat the mob recieves. In PvP the longer a tanker animation is the more likely the target will be put under the effect of gauntlet. -
Quote:Even though Neeto had some stuff wrong he is still pretty much right. Its not the players fault that there is such a difference between pve and pvp. And anyone who fools themselves into thinking there are not arrogant lippy people in pve that could run people off they are just fooling themselves. It not attitudes it mind sets in gerneral. The problem is that most people get to feel god mode in pve and can easily get wrecked by something with some actual intelligence that can be easily defeated. Those people who enjoy the laid back casual pace of pve will never EVER get into pvp regardless the changes that can be made or incentives added.
As for why I am ornery, I am a fricking guinea pig in a lavender suit. How could I not be ornery?
I have to admit, i think ur right con i'm just being spiteful. though, to be fair, players can still turn up diff and especially at low to mid levels it's not godmode. The devs just doesn't have an idea of what players want so they give them everything and and dumb down complicated things like PvP, ofcourse. But if they invest time and work into PvP content and fix a few powers, there'll be room for the 1337s and the noobs or even a mix. So the same player choice concept that went into PvE could be made for PvP with added content. And yeah dude they are not gonna overhaul the PvP system again, work with what you got. -
To Con and Mac, I know my post earlier made me sound like i'm a n00b. I think Con knows i've been around pvp since i4, been through the ladder, test, and some other player hosted events, arean drama, freedumb dramas etc. And yeah there were certainly some stuff i said earlier with that "test PvPer" perspective in mind. But most things i said about post i13 PvP came from the a more balanced general population perspective. Most CoH players want only to advance their toons in a certain setting. Story, challenge, game play, and PvP comes second.
For example i've seldom seen anyone sitting near an NPC and reading what they got to say, if there's a team wipe most teams quit, when i use taunt and LoS to tank no one recognizes what i'm doing nor recognizes the fact that CoH is one of the only MMOs that allows players that much freedom in playstyle/tactics. They only want me to run 2 inches in front of an AVs cod piece and get ****** in the face. What we have are a bunch of egocentric sore losers that do not have the ability to take self blame nor responsibility. In order to work around this we need PvP content that allows the losers to blame either a bad situation, bad luck, or "bad" teammates they don't know personally. This way their egos will not be buttt hurt and they'll continue on PvPing and might actually get good at it sometime later. So please read over my earlier post with that in mind.