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Posts
38 -
Joined
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Quote:To make things fair and balanced...either restore PFF (personal force field) or nerf hibernate..Seriously
PFF should be restored to it's former capability or hibernate (hiber noob as it is lovingly called) needs to be nerfed, and have it be penetrable by psionics or spiritsharks also just like what was done to PFF.
No attacks other than intangible attacks should ever penetrate PFF..much like Hiber..yet hiber has a advantage ...You cant be attacked and it recharges you...Tell me...what does PFF do for you? Why nerf it beyond use?...Devs,please come up with some sort of balance here.
If you leave PFF in it's current state then equally hibernate should be looked into and have a nerf or weakness applied
lolz -
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Quote:This is, to me, the biggest problem with pvp in this game (aside from the i13 changes as a whole). You have to be a pve multi billionaire to have your character be up to par, and while for some people its easy as hell to get infamy in this game (like me), new players don't know to roll farmers, or don't have the time/patience/understanding to start playing the market. Until the devs implement a new type of easily obtainable pvp IO, we aren't going to see many new player's getting into pvp.Some great info and a tasty build from PC Guy, but after some further research it seems that PvP is ludicrously expensive. I think maybe I better focus on my PvE character for now and get a little better feel for the game first (and build up some funds).
Also, playing in PVE won't really give you a better feel for how the game is in pvp. -
Damn, thats a nice build lol.
Ya, mines a brute build, so its not that easy to softcap it to everything D:. Mines more offensive, and his is more tankerish and team based.
One problem that I saw right away though, your end must be crap without a kin lol. -
Beat ya to it!
This is a brute build, but meh, you get the picture
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
PlanetKiller: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Stone Fist -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Acc/Dmg(33)
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(46)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(7)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), S'fstPrt-ResDam/Def+(17), Aegis-ResDam/Rchg(43)
Level 6: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/EndRdx(13), RgnTis-Heal/EndRdx/Rchg(15), RgnTis-Regen+(31)
Level 8: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(13)
Level 10: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(17), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42)
Level 12: Mud Pots -- Oblit-%Dam(A), Oblit-Dmg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/Rchg(34)
Level 14: Fault -- FrcFbk-Rechg%(A), FrcFbk-Rchg/EndRdx(21)
Level 16: Taunt -- Zinger-Dam%(A)
Level 18: Seismic Smash -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(19), F'dSmite-Dmg/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(42), F'dSmite-Acc/Dmg/Rchg(43)
Level 20: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(37)
Level 22: Swift -- Run-I(A), Run-I(23), Run-I(23)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 26: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(43)
Level 30: Boxing -- Stgr-EndRdx/Stun(A), Stgr-Acc/Stun/Rchg(31)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(36), DefBuff-I(36), SW-ResDam/Re TP(36)
Level 38: Granite Armor -- GftotA-Run+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), LkGmblr-Rchg+(40), DefBuff-I(40)
Level 41: Electrifying Fences -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(46)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46)
Level 47: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 13.6% Defense(Fire)
- 13.6% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 6.75% Defense(Ranged)
- 10.2% Defense(AoE)
- 4% Enhancement(Heal)
- 52.5% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 42% FlySpeed
- 146.2 HP (9.75%) HitPoints
- 42% JumpHeight
- 42% JumpSpeed
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 2.2%
- 12.5% (0.21 End/sec) Recovery
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 84.5% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Stone Fist)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Rock Armor)- 7.5% RunSpeed
(Rock Armor)- 7.5% Enhancement(RechargeTime)
(Stone Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Stone Skin)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Stone Skin)- 3% Defense(All)
(Earth's Embrace)- 4% RunSpeed
- 22.5 HP (1.5%) HitPoints
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Heavy Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Mud Pots)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fault)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Seismic Smash)- MezResist(Immobilize) 1.65%
- MezResist(Confused) 1.65%
- 1.5% XPDebtProtection
- 3% RunSpeed, 3% FlySpeed, 3% JumpSpeed, 3% JumpHeight
(Rooted)- 4% RunSpeed
(Hurl Boulder)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
(Boxing)- 2% RunSpeed
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Weave)- 7.5% RunSpeed
(Weave)- 7.5% Enhancement(RechargeTime)
(Weave)- 3% Resistance(All)
(Granite Armor)- 7.5% RunSpeed
(Granite Armor)- 5% RunSpeed (Exceeded 5 Bonus Cap)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Granite Armor)- 7.5% Enhancement(RechargeTime)
(Electrifying Fences)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Ball Lightning)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tremor)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1407;708;1416;HEX;| |78DA9D94594F135114C7EF7461683B6DD96A299402652905A954D1B06A502451242| |996CD25D606AFD0649C929921D13713C39B4F2EF10997C4F52BE807707BF003B9D4| |B35C6A8C6F4EE0FF9B7BCFFF9C7BE6CE9D2EDD9E3784B87B4A68A13366D9714AA7E| |D5D57EAC5CD8AB436A55130CB9674172BA6296D5D0811A77069499A52E68A6ED552| |F7099E9F9737A5E51C44E6EC5B55BBF99CB52D6D69B9B9831BA350AD9AB9858A6B4| |9C709ABC1D6B65BB1B682342AEE487923C4011323B1B33B95CD9C5A7AB7B454765C| |69DF69877EB2F0DFAE0975D57C6205D0253C1701691129127A961905C24751B76B2| |200B919311A03E4450254538534367B38D5C7F57C5CAF6185F009D44BFE9AD73B4E| |151AC6084D710DBB18CED3E83338FCAAAC7F86228DD304638A109925A44E123A407| |565D7B98B46EE22C85D04B90B83BBE8047B80EDFEC03B0F2DFF8AD0FF92F19A9079| |43C8BE257C017F887BF7878417A75ABE53A4ED27A1BDC6F841E8FD45484246586D5| |D78CF83DDB6DD23744124CA111175C89C82A966F51CCDAB02F7B9658DD0B34EC86E| |10862F11BE82B672475A2BEF4B3FEF8B1F7623C6114F6C5460ED437F4107435CA5C| |6D728277B9ED00D9A503D24F6C9DCF194F18C907C4E48BD203442A14EB552E7137E| |E40784E187044DC7AABC525795DF9A4DF042A45BA576F361E8E5C3D0CBA7C00786B| |43A2D693E767D7CECFA52B478DF22BD866F3018506F66807D835C6F90EB0D72BD0C| |276738F93AE40EA9C6861E53AFA38F0865888CA82D18394A53878F314E30C6D97E9| |CD00355736AF9DC044D1D99644C316608F959C61E210D0F37A6DEC0D80875946724| |7DF5AF0DFEE01217FE9929F8EADF9DD06866E18FA7166822A760F37F5DEFE1278E5| |7082C07E1AE08225651D6513670EE32CA151C5E45B9865242A97D300E9A894E605F| |93285328D32831E84FDC47A71EC2AF0AC54009A34450A2284D28AD281D28FB28B5D| |F76EBF25B| |-------------------------------------------------------------------|
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What server do you play on?
Quote:It's a mix of both. There are PVP zones, which is basically a bunch of people fighting each other at all times, with or without teamwork. There is also arena pvp, which is nowadays mostly 1v1 dueling-type stuff, even though the occasional 2v2 or 4v4 might happen.Is it big teams fighting each other, one on one,
Quote:are there objectives,
Quote:are there separate attributes for PvP,
(If you plan to be a serious pvper, you must hate all of the above.)
But no, there is nothing like "resilience" or stuff like that for pvp.
Quote:what are a few of the most important attributes?
Quote:The only character I have right now is a Dual Pistol/Traps Corrupter and from experience in other games I assume this would be terrible at PvP.
Quote:If I want to make a character for PvP or salvage this one some how, where should I start?
Hope that helps. -
I sometime's like to do +2/8 on some enemy groups with my stone/stone, and I actually do it pretty fast (excluding travel time between mobs
).
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Well, if you do ever think of going stone armor (which I recommend you do, cause it's awesome
) here's an idea of what they are capable of. Keep in mind that I'm sure that this build can be improved in some places (like finding a way to not go over the rule of 5 with the +5% speed). There is also an alternate IO set for the 2 purp sets.
Another note worth mentioning, in i19 I'll be taking Teleport foe, Teleport, and a slot mule CJ/stealth with a GotA: 7.5 and/or a LotG 7.5.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
PlanetKiller: Level 50 Science Brute
Primary Power Set: Stone Melee
Secondary Power Set: Stone Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Stone Fist -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Acc/Dmg(33)
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(46)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(7)
Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), S'fstPrt-ResDam/Def+(17), Aegis-ResDam/Rchg(43)
Level 6: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/EndRdx(13), RgnTis-Heal/EndRdx/Rchg(15), RgnTis-Regen+(31)
Level 8: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(13)
Level 10: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(17), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42)
Level 12: Mud Pots -- Oblit-%Dam(A), Oblit-Dmg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/Rchg(34)
Level 14: Fault -- FrcFbk-Rechg%(A), FrcFbk-Rchg/EndRdx(21)
Level 16: Taunt -- Zinger-Dam%(A)
Level 18: Seismic Smash -- F'dSmite-Acc/Dmg(A), F'dSmite-Dmg/EndRdx(19), F'dSmite-Dmg/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(42), F'dSmite-Acc/Dmg/Rchg(43)
Level 20: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(37)
Level 22: Swift -- Run-I(A), Run-I(23), Run-I(23)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 26: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31)
Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(43)
Level 30: Boxing -- Stgr-EndRdx/Stun(A), Stgr-Acc/Stun/Rchg(31)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(36), DefBuff-I(36), SW-ResDam/Re TP(36)
Level 38: Granite Armor -- GftotA-Run+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), LkGmblr-Rchg+(40), DefBuff-I(40)
Level 41: Electrifying Fences -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(46)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46)
Level 47: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/EndRdx(48), Armgdn-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 13.6% Defense(Fire)
- 13.6% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 6.75% Defense(Ranged)
- 10.2% Defense(AoE)
- 4% Enhancement(Heal)
- 52.5% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 42% FlySpeed
- 146.2 HP (9.75%) HitPoints
- 42% JumpHeight
- 42% JumpSpeed
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 9.9%
- MezResist(Stun) 2.2%
- 12.5% (0.21 End/sec) Recovery
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 84.5% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Stone Fist)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Rock Armor)- 7.5% RunSpeed
(Rock Armor)- 7.5% Enhancement(RechargeTime)
(Stone Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Stone Skin)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Stone Skin)- 3% Defense(All)
(Earth's Embrace)- 4% RunSpeed
- 22.5 HP (1.5%) HitPoints
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Heavy Mallet)- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Mud Pots)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Fault)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Seismic Smash)- MezResist(Immobilize) 1.65%
- MezResist(Confused) 1.65%
- 1.5% XPDebtProtection
- 3% RunSpeed, 3% FlySpeed, 3% JumpSpeed, 3% JumpHeight
(Rooted)- 4% RunSpeed
(Hurl Boulder)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
(Boxing)- 2% RunSpeed
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Weave)- 7.5% RunSpeed
(Weave)- 7.5% Enhancement(RechargeTime)
(Weave)- 3% Resistance(All)
(Granite Armor)- 7.5% RunSpeed
(Granite Armor)- 5% RunSpeed (Exceeded 5 Bonus Cap)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Granite Armor)- 7.5% Enhancement(RechargeTime)
(Electrifying Fences)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Ball Lightning)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Tremor)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
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My stone brute can finally get teleport
(not really related to pvp, but thats pretty much all I got).
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This thread:
-Typical Dev stroking for adding a small change that should of been added ages ago
-Typical bitter pvpers/people not understanding that they are just bitter pvpers
-People insulting/flaming people for attempting to have an opinion/critiquing what so many of you consider to be a "perfect game", even while said person is obviously trying to back out of the argument
-No pvp news
i am dissapoint -
*edited the first post so people won't stop reading at Remove all IOs or Nullify IOs in a pvp zone*
The reasoning behind me saying this is that i13 can ultimately be traced back to i9, and the addition of IOs. At first it wasn't a problem, and it wasn't really a problem even in i12, but the casuals saw that they were bad, blamed it on the billion inf IO builds, realized that they could never get a build like that because they didn't have the time/patience/farm skillz, and instead of adding some way to reliably improve your character by pvping, the devs just went ahead and made almost every build worthless. Now we have another problem, the devs will most likely never get rid of DR and pvp resistances until they find a different way to close that gap between highly IOd characters and hardly IOd characters, which really sucks.
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Quote:I highly doubt that they will revert it back to i12 pvp. NCSoft is way to stubborn, (just like every other mmo company that makes a big time mistake) and if they were going to do it they would of done it already.
The reason this gets suggested so much is because it's the simplest solution which would require the least amount of effort to maintain balance in the future.
Quote:No. You'll notice that heavily-IOd builds weren't nearly as necessary as they were before the I13 changes. Reverting would solve that. IOs are fine - if you put the time and effort into getting them, your character should be better. It really is that simple.
Quote:No. Slows should slow, damage powers should damage. Adding secondary effects to powers that shouldn't have them is a bad idea.
Quote:You do realize that none of the rewards you listed interest dedicated PvPers, at all (except perhaps the base items for base raids, but it'll probably be I30 or so by the time those get re-enabled)? Things like free 50s or free accolades might, but other than that, no.
Quote:There is already an inspiration vendor at the arenas. While it would be nice to have an in-UI inspiration store (especially for the /arenalist command), I don't think it'll happen.
Quote:In short, return things to how they used to be and go from there. This is honestly not a hard concept, but it would require the devs to admit failure on their part, which probably will never happen. -
I see a lot of posts these days about how bad pvp is, and while I agree with them to an extent, not that many people seem to make suggestions on how to fix it, besides the typical "derp, roll it back to i12!". So instead of just sittin there saying the same stuff over and over about how bad it is, I decided to take a step in the right direction and offer the devs some ideas on how they could change it. I strongly encourage you guys to read everything before posting.
First of all, the devs need ways to attract new players into pvp, which they failed to do when they added all of those penalties and made a lot of powersets worthless.
Add new pvp enhancements that drop on a rate of about 1 per 3 kills, more or less. They will be no trade, and specific ones for each powerset and power. They will be exchangeable for other enhancements that your powerset uses. Other then that, they'll be special enhancements for some powers, like increased stealth for hide, longer dot duration for fire powers, and mainly secondary effects and procs. They'll give minor set bonuses, and they'll have the same % change of regular SOs. (A couple of these will be able to be placed into a power multiple times, like the stealth ones for hide.) (There will also be HOish pvp enhancements.)
Examples of some of the special enhancements that could be made:
Fire Blast: DOT duration
Hide:Stealth
Bitter Ice Blast:Chance for Immobilize
Golden Dragonfly: Chance for non-resistible (bleed) dot
Stone Melee: Chance for +Recharge
Scramble Thoughts: Chance for 5 Second Placate
Fire Imps: Chance for +2 imps
Lightning Bolt: Chance for sleep
Have offensive powers rely a LOT more on they're secondary effects. Like the slows from ice powers/spines, the dot damage from fire powers, the -recharge from psi powers, KB/stuns from energy powers, -res from sonic, sleep/end mod from electric, -tohit from dark, status effects, etc. Have the powers that do minor secondary effects do a tad bit more damage (like katana, NB, rad, and DB), and even more for powersets that dont have secondary effects (AR, Archery, etc.) but overall lower the damage of pretty much everything a bit also.
Increase the radius drastically and have most offensive toggles afflict the enemy with a strong slow/taunt (the taunts only for scrappers, brutes, and tanks) for 5 seconds upon entering it. This would make melee characters/going into melee way more viable in pvp. The slowing thing wouldn't be able to stack (looking at you, fire manipulation and DA). Quills, hotfeet, and other certain powers wouldn't get the severe 5 second slow, but will still slow. Powers like mud pots and chilling embrace will have a larger radius and a longer slow time.
Regen and SR for scraps are SoL.
More rewards for the more dedicated PVPers. These could range from costume pieces, badges, SG base items (for pvp meeting sg based pvp badges), temp powers, and more. The majority of the rewards I listed will be awarded from system created arena matches with entry fees, but there would of course be even better rewards for the really dedicated pvpers.
Add an inspiration vendor during setup period when you start a match with inspirations on. Because it takes skill to use the proper insps, and you need to encourage new players to learn that. Of course, if you were to use insps during setup, they would get removed when the match starts.
The Basics:
No more dirty DR, treacherous TS, horrible HD, default resistances, worthless status effects, crap cages. Adding these didn't help new players, it just gave them more stuff that they gotta learn about before they can be actually decent in pvp.
Increase the max health pools for most ATs.
Along with cages lasting for about 8 seconds, make it so caging a phased player will un-phase him.
Re-implement status protection. Give ATs like fenders, corrs, non-dwarf khelds, and trollers base protection points to most status effects.
Increase status effect times drastically. Controllers would get the longest ones, doms would get the second longest, and then everything else.
ATs:
Stalkers: Stalkers are, to me, pretty damn balanced. Sure, things like sh4rk5 would have to be nerfed into oblivion, but still you can pretty much leave them as is. Increase the damage of AS to compensate for the higher health pools. Stalkers would also now be able to skip stealth, and slot hide for 2 stealth enhancements, or just pick up stealth and slot either hide or stealth for 1 stealth enhancement.
Brutes: Increase fury generation, decrease fury degradation by a lot. You could also add like a 5-10 second buff (+damage, regeneration, recovery) when a brute hits max fury, but there would also have to be maybe a 10-20 second period where you couldn't gain rage after it (it would be either a passive or click type power).
Masterminds: MMs wouldn't really need that much new changes. Have new MMs get a command to put their pets into BG mode, because it pains me to see lvl 50 MMs that don't know what it is (even though the free kills are cool).
Dominators: Their holds will be longer, sleeps make you sleepier, and roots make you rooty-er, which is all good in my book. They're the controller-blaster hybrid, so thats what they should be, the perfect balance of damage/holds. Domination should be a lot harder to achieve (but with a lot less degradation), but when they do, they'll also get the old +damage along with the current affects of domination. Increased melee damage from the melee attacks in the assault pools.
Corruptors: I haven't really played them that much in pvp (aside from my rad/kin who does pretty good as a end-drainer/support these days) but from what I can tell they'd probably be O.K. with the changes I listed above.
VEATs: Never bothered to level one past 20, so I wouldn't know what changes these guys need.
Blasters: Higher HP for other ATs, lower damage for blasters, and more effective status effects would (hopefully) make it so people don't immediately go for the powersets who can put out the most damage/give up on ones who can't. Increased melee damage, and electricity, fire, ice, and mental manipulation would all get the 5 second extreme slow added to their offensive auras (blazing aura for fire), making lolBlappers semi-viable in pvp.
Controllers: There mezs, cages, debuffs, slows, pets, and for some powersets damage should all get a much needed buff, so Illusion and Mind won't be the only useful primaries on teams. They're secondaries would probably be O.K. with the changes I listed above.
Tanks: Tanks would of course be really durable, but with rather low damage, the way they were meant to be. My only tank is level 38, so I can't really comment on they're status in pvp right now.
Scrappers: To me, scrappers would be O.K. with changes I listed above.
Kheldians: Never bothered to level one past 20, so I don't know what changes these guys need.
Defenders: I love the new inherent change to these guys, and the changes that I listed above would make them great for support/buffing again.
And thats about it. Tell me what you guys thought about them, what was the good, the bad, and the just plain insane. Or just commence with the flaming, idc.
TL;DR: TS babeh -
i went with soul for gloom (awesome single target attack) and darkest night, which helps if ur going for the meat shield route
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(Taken from some dude's sig)
50 is a journey, not a destination -
lol who says u cant have both? (well S/L at least)
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u] -
there is no real universal meeting place for villains on freedom, but you can find most of the villain community in cap
either begging for farms or on the BM. -
WM and BA are great sets, the reason they aren't talked about on this board that much is that they were proliferated over from tanks recently. They are both pretty much similar but WM does more damage, but battle axe has better mitigation IMO.
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I would go with something like recharge or resistance or something like that, I don't have much experience w/ elec but when I do play them I try to drain their end as fast as possible, and more resistance means more time to do that.
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Medicine would be a waste of 2 powers IMO.
First because its most useful for defensive sets, and seeing as how WP doesn't have much defense you will be getting hit a lot and having it interrupted a lot.
Second is that that means that you will be constantly clicking it a lot looking for that lucky break wasting about 13 end a click, which probably wont be so much of a prob with QR and stam, but still noticeable.
Third, it only heals 293 health unslotted, which in my view will be VERY small and unnoticeable compared to a level 50 WP w/ unslotted HPT's health (1798),
Last and most importantly, w/ 3 slotted for heal fast healing and RttC (set to 3 critters because looking at your posts it looks like you solo a lot), you will get a grand total of 598% regen(44.9 health/second) meaning it will take you about 6 seconds to regenerate what aid self heals, and seeing as how it is a non-interruptible passive that is a constant steady flow of 2.5% of your health per second and how aid self has a recharge of 20 seconds, a cast time of 4.33, an actual recharge of 24.33 seconds (powers don't start recharging until animation is done), an interrupt time of 1 second (trust me, thats a long time in the thick of battle), and only a 19.6% heal unslotted, the math shows that u will have regenerated 60% of
your health in the time it takes aid self to recharge, 4 times as much as the healing power of aid self, not even accounting the possibility of being interrupted; don't even get me started with max critter count for RttC(10) and health, which is 77 health a second.
On the other hand, tough and weave would be the best choice and I haven't seen many WP brutes without it, I wouldn't really recommend leadership because the defense buff is really small and the end drain coupled with running all those toggles would be a beast, but you could always take it if you feel a lack of damage/acc in your attacks.
Anyways, I hope this helps and I hope you have fun w/ your brute. -
Thanks for ratin my build Werner, and I've reworked it to effectively put me close to the S/L soft cap, without sacrificing much, and reworked some of the gaps/errors in my
previous build (ie: putting a heal/end instead of heal/rech in Earth's Embrace, which got that down to a 300 second recharge alone) and was wondering if u could take a look at this new build, if you could it would be much appreciated.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
edit: The blank space is for the Shield Wall unique -
I just respeced into this great stone/stone brute build and i wanna see how it stacks up against tanks and stuff in terms of survivability so it would be really cool if u could run this build through ur machine werner
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]