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Posts
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How does sudden death work for arena? I have a pretty good idea of what happens but I'm not sure how it works exactly. There is a sudden death, then a second sudden death timer. What exactly goes on during the two? They seem like a blur to me. Sudden death happens, then one of us die in a blink of an eye.
And to go on record, sudden death blows! They need to either remove it or give us the option to turn it off. -
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Another small suggestion. You'll want to throw the apoc proc in flares and the glad smashing proc if possible. I know the PvP proc is costly, but the purp proc is pretty cheap blue side and it will go a long way with flares.
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I totally see the point, I just don't agree with it. I find burn a completely useful power when I need it. I don't expect it to be useful in every single encounter, and that's what I think the problem is that people want their cake and eat it too. You expect it to be a excellent power at all times. I don't and find it extremely useful the times I do need it.
The one idea I think is good is to make it more like rain of fire and have a avoid effect instead of fear. Mobs shouldn't want to stand in a burning patch of flames, but I don't think it should send them running around like idiots. A burst effect would be too much IMO with FE and burning aura. Keep it dot and replace the fear with avoid and the power would be much more user friendly.
I like the biased good bad list as well. Let me add some good points to that list of you don't mind:
The good:
Great "oh ish" button when you get more than you can handle
Great damage for immobilized targets (and we all know imm powers are in short supply /sarcasm)
Great for targets that arent effected by the fear component
Immobilize protection
Great for stalkers in PvP (yeah I know, lol pvp)
The bad:
Refer to Bill's post -
I tried the debuff patch but got rid of it seeing that the only people dumb enough to stand in it were easily killed without it. I figured water spout would be good enough. As far as the hold issue, I don't really have one. Anyone with half a brain can work around that rather easily.
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Not really, only thing you'll really be loosing is some recharge and s few pvp bonuses if you slot it like this:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-Dam%(5)
Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40), ExStrk-Dam%(42), Apoc-Dam%(42)
Level 2: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), GladNet-Dam%(11), UbrkCons-Dam%(11)
Level 4: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(25), KinCrsh-Rchg/KB(25), KinCrsh-Rechg/EndRdx(27), KinCrsh-Dmg/EndRdx/KB(27), KinCrsh-Acc/Dmg/KB(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(19)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(13), Zephyr-ResKB(13)
Level 12: Stalagmites -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40), Acc-I(42)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17)
Level 18: Power Boost -- RechRdx-I(A), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(23)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), Hectmb-Dam%(50)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34)
Level 32: Animate Stone -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33)
Level 35: Sniper Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), ExecCtrt-Stun%(37), ExecCtrt-Dmg/ActRdx(37)
Level 38: Power Burst -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43), GJ-Acc/Dmg/End/Rech(46), GJ-Dam%(46)
Level 41: Water Spout -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(46), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(50)
Level 44: Shark Skin -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
Level 47: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Vengeance -- Krma-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination -
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Quote:God forbid I expect outside help in the form of a team member in a MMO...I'm glad you can grab your pocket controller and use it all the time...
It seems like people look at everything that isn't great and forget about the good aspects of a power. I use burn to my advantage and make it work for me rather than cry about how a perfectly functional power is broken. If there was a power I would want looked at in FA it would be the tier 9 or a shorter recharge on FE and consume. Burn works fine for me. What you think a power should do doesn't make me or anyone else wrong. It's called opinions, we all have them.
Quote:Instead, the power could be reworked to work ALL the time. Wow, what a concept that is. Sorry to be a little cranky about it... I've been grading too many papers lately, heh. But seriously, what design justification makes it okay for an attack power that is supposed to add to a set's offense to be so situational? -
Personally, I think burn is fine. I have it on my fire tank and brute and use it regularly. On my tank I just wait for a troller to use a immobilization power like fire cages, lay it down and watch the numbers tick away. Its also great when I get overwhelmed and need a "oh ish" button. On my brute I grabbed electrifying fences and immobilize them myself, lay down a patch and watch them burn.
I can see why people might think it's a bad power to solo with, but on teams its full of usefulness IMO. -
Don't breakfrees have repel protection? I haven't used them in so long I'm not really sure anymore.
EDIT: Break Frees: Frees you from many sleep, hold, immobilization, disorient, fear, confuse, and knockback effects and boosts your resistance to repel, taunt, and placate effects for 30 seconds. This inspiration can be used even while under such effects.
-10 Magnitude protection against Hold, Sleep, Stun, and Immobilize; -5 Magnitude protection against Knockback, Knockup, Fear, and Confuse; 50% resistance to Taunt and Placate; 25% resistance to Repel -
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Defense is basically pointless on a blaster. Mids doesnt show the actual numbers you get in zone. Lets say you get soft capped ranged def on your blaster. You'll be at about 20% in zone.
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Yeah, DR hits recharge pretty hard. 75% is more than enough.
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I tried to make you a build with most of the powers and IO's you had in the original. This is what I came up with:
Click this DataLink to open the build! -
Bonesmasher is a waste of a power choice. Drops it, grab super jump and switch swift for hurdle. Personally, I'd try to fit some -res procs in there as well. You're going to want acrobatics and at least 1 more -kb IO.
EDIT: Try getting 41 points of kb protection if possible. -
Quote:They saw this and felt bad for the PvE'rsOriginally Posted by SupermaxIt's surprising they even added the feature,
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Quote:Gotcha, makes sense. Personally my toons usually don't cost more than about 700mil. I don't use purples (except procs) or pvp IO's. PvP drops, as scarce as they are, are enough to fund most of my new builds. My earth/nrg dom, psi/nrg and nrg/nrg blasters, and my kin/elec didn't go over 700mil and they play quite well. I have a nrg/pain corr and a fire/therm troller in the works that should run about the same amount. I just dont have the patience or time to play the market. One less "downie" barrier has to worry about.Barrier is trying to say that if you spend all that time power leveling a new toon on a new server and not transferring it, you have to come up with the money for the standard 1-5 billion IO build from somewhere. The serious players market pvp to get that money. If they had just transferred the toon, they would not have had to market pvp. This equals less competition for Barrier while he gouges impatient noobs eyes out in the black market rolling his inventory.
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Other then possibly its flashfire powerboosted , fire/kin doesn't have much going for it. Your better off rolling somthing else.
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Then, as soon as you were done they would nerf it into the ground.
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Well, time bomb takes a few seconds to actually lay down right? I figured that could be replaced with a animation where you pull out a grenade, actually pull the pin and lob it like they are taught to in the military. That would require a new animation since all of the nades I can think of in game are just kind of thrown. If there is a pin pulled I've never noticed it. And if they do actually pull a pin make it more obvious then it is currently.
Anyway, just a thought. Either way I think its a great idea. -
Great idea.
But wouldn't it kind of be like a grenade? You throw a bomb and it goes off after a couple of seconds correct? Although your idea sounds good, maybe use a animation where your toon pulls out a grenade, pulls the pin and lobs it at the targeted destination. Then after a few seconds, BOOM! They can call it something like... grenade. -
Quote:I'm not sure if I remember correctly but I could have sworn they said ill wont be ported over to vils and things like poison wont be ported over to heroes. I could be totally wrong about that, but I vaguely remember reading something on those lines.Originally Posted by _Divine_Speaking of which yall think ILL on Dominators is going to be any good.
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Isn't that how the hero side works ATM? Almost all easy mode ranged regin's and tanks with a few squishies here and there. All they need is the base TP option and you've almost perfectly explained most of the regular blue side PvPers.