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Posts
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Joined
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what a coincidence.. i got quite a bit of arcane salvage i wanna get rid of
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just a shame you cant taunt the henchmen of MMs
on a more ontopic note, PA drop one, mass hold other = 2 holds? Please explain to me how PA is a hold. PA is more a taunt with minor damage rather than hold. If you count PA as hold you should also count spec terror as hold so I got *gasp* 3 holds! Man I need to be nerfed now cause I am unbalanced compared to other controller types.
Anyway, to prevent a major flame-war, I never said charging in is BAD and people should ALWAYS use tactics. Some teams I have been in my role was pretty limited seeing the team was strong enough to charge in head-first, and I was only there to prevent the mob from scattering. A good controller knows how to adapt to the situation, sometimes this means charge in, sometimes this means to take it slowly and use tactics. Deceive is one of those "better safe than sorry" tactics, just like pulling can sometimes save your life (yes I know pulling can go wrong and may not be the best comparison).
As said before, if you confuse a sapper, you will 100% not get aggro even if you miss. Thats what I love about deceive, as long as you stay out of aggro range, you will never get aggro with it. -
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just a shame that when in editor screen it dont tell you power/control needs of items if you not have enough prestige to highlight it, be godd if you mouse over it even if greyed out that it would tell you this info. So as can plan ahead when base building.
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Just rightclick it and select "info", even when greyed out it will then show the full info list. I only wished they would do the same for craftable items, cause the description always is pretty vague. For instance the holodisplay.. says it will increase output of control equipment, so i thought it maybe was a 10% increase of all output or so.. instead its just a weak control aux unit, which is almost as expensive as database but gives half control. Its cheaper with energy though... -
some chars may be heavily slotted with SOs, but arent unbeatable. Each class has its weaknesses, its just a matter of knowing your enemy and on how to take him down. Not even the best enhances can protect you from build weakness exploits. Just a small example, cant hit that annoying ice tank in pvp because those armors just floor your chance to hit? Use psionic damage, not even the best ice tankers can resist/evade psi damage. Just like even when people got mez protection, it rarely protects them from fear/confuse. In pvp, fear is bout as effective as a hold I have found.
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he cant hit you if HE moves because the power is interruptible, yet with every power in this game, as soon as it is started, nothing can be done about it. Many times I have cursed this especially after you queue an attack against a mob but he gets killed before you fire it, thus attacking another non-aggroed mob you dont wanna attack. Often I have then shouted, well, not literally, "NO! NO! Don't attack! STOP! STOP!"
PS. this is also to explain to all those people who complain mobs can shoot through walls etc that they just started the attack before you moved behind an obstacle
PPS. Can somebody confirm that CE actually interrupts AS? -
wont monstersighting fit in badgehunter channel as well?
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<sarcasm> thanks for pointing out that spec terror isnt a hold, I didnt know that.. </sarcasm>
If you read right it said im not counting spec terror to the holds, because (hold your breath) it isnt a hold! However with the new terror system it practically works like a hold.
Normally i'd prefer AoE holds of course, but with the nerfs to AoEs, I'd like to apply tactics. Furthermore just confusing a sapper makes the battle easier. Enemies can also suffer from end problemsSeeing the massive recharge time now on my flash, I prevent to keep it for those times i actually need it to lock down a mob. If I can render a mob unable to fight back without using it, I will.
Only time where I am triggerhappy with my flash is when I got a teammate that can cast recharge buffs on me. Which, like i said */kin and */rad controllers already got for themselves. -
i remember with PFF on my troller i could cross the gulch in safety when i was just a mere lvl 6
bout disp bubble and leadership.. you can activate them but they will only buff yourself and not your teammates. I always leave disp bubble on when i fire PFF, just to add another extra bit of def. -
hm, i always thought CE DID interrupt AS.
I dont have icicles anymore cause i respecced them out on my ice tank. However, i see stalkers trying to AS me and i see them getting interrupted. So either they hit a key themselves and interrupt themselves or CE really interrupts them.
Bout stealth.. "as long as you dont get near", I have yet to find the tanker that prefers to "not get near" -
if i'm correct both the basic telepad and basic rez ring take up 50 energy and 25 control. On top of that each beacon to a zone (for teleporters) take up 5 or 10 control. We had to buy a few databases to keep up enough control to let the pads and rez ring running
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count me in for that one mate
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SS is faster, but SJ is pretty fast itself. The thing I don't like about tp is that it is too inaccurate
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aoe holds.. just a minor note illusion controllers only got 1 aoe hold (not counting spec terror) and i disagree charging headlong into the fray is always the best move.. sure it helps every once in a while, but it all depends on your powerset/team and with the wrong powerset/team it ends in faceplant city. For instance a */ff troller like me is less likely to rush in headlong rather than a */kin or */rad troller simply cause of the buff/debuff ability
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chilling embrace or icicles doesnt knock a stalker out of stealth afaik, however they both are good for interrupting an AS aimed at you. Also the glacial armor +perception buff allows you to see stalkers while hidden. I love playing stupid acting as if i dont see them, they come close and... peekaboo! i see youuuu... Personally, for BB I'd go with CE. Why? well tbh i never really like icicles for 1 reason. However the main reason is because CE prevents enemies from running away too much from you. Also I believe the CE "ticks" are faster than the icicles "ticks" though im not sure on this one. However like i said, CE prevents running to a degree you cant keep up, which is very handy against stalkers. Stalker sneaks up, tries to AS, doesnt work, you retaliate, stalker tries to run, CE slows him as you just keep pounding on him.. of course this doesnt work with tpers
Stealth makes you invisible till you are at melee range. Seeing a tanker would like to get in melee range i wouldnt suggest it for tanks. However a little tip, get air superiority + fly for travel power. Its great for getting those sneaky buggers that try to fly away from you. The -fly buff from air sup and ice patch make a great combo. Combined with CE which prevents em from running from ice patch, it makes your foes sitting ducks. -
doc quarterfield indeed is insane.. i done it with stage but that was BEFORE the badges got turned out
must say i like faathim's one (the saga of lanaru the mad) the most.. started it with a team with bout half team saying "myeah i can only stay on for like 4 hours so dunno if i can finish" at bout 8ish (pm), we ended at 4 am, everybody being insanely tired yet nobody dropped cause it was just too much fun to do lol
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I'm up for it mate, you know how to reach me
btw, last time i done this one it took us only 2-3 hours to complete.
fun fact: i got group fly (hami raids are good for SOMETHING :P) -
yeah, i always confuse malta sappers
teammate: "sapper!"
me: "just a sec.."
*confuses sapper*
*sapper saps the whole mob*
*blinds sapper, now leaving the whole mob without fighting strength*
me: "there ya go, enjoy.." -
superior invis + PFF FTW!!!111!!
anyway, illusion control has pretty good control but works different and really needs some adjusting for the controller. It doesnt work with mass holds, immobs etc like other controller powers. PA is great to keep aggro away from you and keep mobs busy. My fav tactic is to cast PA behind a mob, let them aggro a few, sorta "herding" them. After they are busy fighting PA, cast spec terror in the middle to fear them (the "new" fear is a great holding power). Use blind or flash to hold those pesky guys that evade the above or if there are some tough bosses around you deffo dont wanna slip away from your control. After that I just let my phantasm, spec wounds and later on my psi tornado/blast clean up the mobs.
O and gravman, if you say illusion control aint that good a "controller" power, I'm never gonna fight mother mayhem with you again :P -
repulsion bomb in my FF secondary.. only times i used it was to have "water balloon" fights
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would like to see 2 ice/ice tanks duke it out as well
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And SO is just an abbreviation of Single Origin (type of enhancement - training, dual origin, single origin and Hami O).
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dont forget the eden and sewer ones -
doh read this too late due to the fact ive been at post office all night waitng to buy tickets for rolling stones and then went to bed shortly after (ironically 11 am :P) ah well better luck next time i guess
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the last times i used the nukes.. they look cool but couldnt even put a dent in weak enemies, let alone hami..
second of all, holding strategy has proven to work, but it has also never succeeded since i6 (on both US and EU servers) due to the ridiculous amount of people needed.
about the lag, remember that there are 2 kinds of lag, now the rockets will be the clientside lag due to massive animations to be displayed. However if you have alot of people in the blob attacking hami, you will get serverside lag. This means that you are slowed, but hami is equally slowed. This is because the server cant cope with the calculations in time anymore, which also means he cant calculate hami's attacks fast enough anymore.
However I like the idea of a combined raid on test server (though due to lack of discspace I cant use test server)
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yeah the gradually pulling out of heroes was the plan last time as well, cant see how you can maintain a decent DPS otherwise. Indeed it wont take long with a well organized turtle, but sure it will take bout 30 mins - 1 hr to clear all mitos (hami tank team + 16 blasters = 24 heroes = 24 mitos which is almost same as initial spawn). If in that moment hami isnt attacked he will surely be back to full health after mitos. Like I said, that ambush-trigger will be reset at some point and seeing hamidon is quite unique it might reset once he reaches full hp. However if it indeeds spawns only once at 50% then clearing mitos and letting him regen isnt a prob. My suggestion would be to clear mitos first go, if he then respawns em again when he hits 50% try another tactic that costs less time (so hami can be prevented from regenning). Maybe an idea that while you clear mitos, people keep casting -regen buffs on hami?