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Which one were you again?
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george best -
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Ya but for us students not friday and saturday nights after 8pm.
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Students? Friday and Saturday nights are for people who have money.
In a similar vein (and incidentally: hi everyone, I'm not dead and I'm still around to school you o/), I'm really opposed to the idea of all matches having to take place on one day - for people who have real commitments (i.e. not students), it's harder to schedule everything around one PvP match at a set time. I'm not the first person to say it, I won't be the last - but I am the most eloquent and I am a [censored] legend (and you know to pay me attention by now) - but I'd appreciate a little flexibility in the setting of matches, such as giving people time-windows to fight in. If that involves a little more planning and sets things back a little, then so be it - I'd rather see something well-organised with a later date, than something rough around the edges, sooner.
I appreciate the idea and fanfare of an opening night, and the more teams who can fight the better - but not to the point of being exclusionary. If you have to pad out the event, why not throw in some exhibition matches, or similar? That way, there's no pressure on people feeling they have to turn up, and you're not jerking everyone around if you have to alter dates again (and it can happen, even with the best of intentions). You know it makes sense.
$0.02
<--- important enough to be post #5k -
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Aw, I remember the days Syn used his MASSIVE INTELLECT to troll people.
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sup
ps also wang -
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Force Mastery has too many weaknesses to be useful in PvP, definitely in arena
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How you work that one out?
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Large teams, you can stack enough +Res with use of support toons, nullifying the major benefit of FoN (which isn't up often enough in most arena fights to be massively useful). Small teams, Snow Storm proves more useful than most anything in FM. In either situation, you don't want your major damage dealer sat in PFF, and if they must duck out of the fight for a time Hibernate has much more going for it in terms of kill-denial - especially for a toon without any self-heal outside of using insps.
Of course if you have a specific strategy in mind that uses FM, then ymmv; it's not a bad APP by any means, but in 9 situations out of 10 I'd prefer to have IM in my back pocket. -
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Also, isn't Force Mastery a bit better than Ice for team PvP? IIRC all Snowstorm does with a Kin and a Healer on the other team is inflict -fly and drain your end bar.
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Unless you drop Snowstorm on the Kin, of course. Force Mastery has too many weaknesses to be useful in PvP, definitely in arena, and even in zonal; Hibernoob is just too useful as a kill denier to be ignored and Frozen Armor stacks well with Fort.
If I were planning a pure team PvP Fire/Energy and inf were no object, I'd probably roll with this:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Acc-I:50(A), Thundr-Acc/Dmg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(17), Decim-Build%:40(37)
Level 1: Power Thrust -- FrcFbk-Rechg%:25(A)
Level 2: Fire Blast -- Acc-I:50(A), Apoc-Acc/Rchg:50(3), Apoc-Acc/Dmg/Rchg:50(5), Apoc-Dmg/Rchg:50(9), Apoc-Dmg:50(17), Apoc-Dam%:50(36)
Level 4: Build Up -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-Rchg:50(7), AdjTgt-ToHit/Rchg:50(7), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-ToHit:50(43), GSFC-Build%:25(45)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(48)
Level 8: Combat Jumping -- LkGmblr-Def/EndRdx:32(A), LkGmblr-Def:32(48), LkGmblr-EndRdx/Rchg:32(48), LkGmblr-Rchg+:32(50)
Level 10: Bone Smasher -- Acc-I:50(A), C'ngImp-Acc/Dmg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(45)
Level 12: Aim -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-Rchg:50(15), AdjTgt-ToHit/Rchg:50(15), AdjTgt-ToHit/EndRdx/Rchg:50(34), AdjTgt-ToHit:50(43), Rec'dRet-Pcptn:20(45)
Level 14: Super Jump -- ULeap-EndRdx:50(A), ULeap-Jump:50(37), ULeap-Stlth:50(40)
Level 16: Health -- Numna-Regen/Rcvry+:50(A)
Level 18: Blaze -- HO:Nucle(A), Thundr-Acc/Dmg:50(19), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(23), Range-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(37)
Level 22: Acrobatics -- EndRdx-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Fire Ball -- Acc-I:50(A), Ragnrk-Acc/Rchg:50(27), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Dmg/Rchg:50(29), Ragnrk-Dmg:50(29), Ragnrk-Knock%:50(31)
Level 28: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 30: Super Speed -- HO:Micro(A), HO:Micro(42)
Level 32: Inferno -- Acc-I:50(A), Armgdn-Acc/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dmg/Rchg:50(33), Armgdn-Dmg:50(34), Armgdn-Dam%:50(34)
Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 38: Total Focus -- Acc-I:50(A), Hectmb-Acc/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Dmg/Rchg:50(39), Hectmb-Dmg:50(40), Hectmb-Dam%:50(40)
Level 41: Snow Storm -- EndRdx-I:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(42), P'ngTtl-Rng/Slow:50(42), P'ngTtl--Rchg%:50(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Rchg+:50(46)
Level 47: Hibernate -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(50), Numna-Heal/EndRdx/Rchg:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[u]Set Bonus Totals:[u]- [*]+8% DamageBuff[*]+5% Defense(Energy)[*]+102% Enhancement(Accuracy)[*]+70% Enhancement(RechargeTime)[*]+2.5% Enhancement(Slow)[*]+5% FlySpeed[*]+140.1 (11.6%) HitPoints[*]+9% JumpSpeed[*]+MezResist(Immobilize) (Mag 2.2%)[*]+MezResist(Sleep) (Mag 2.75%)[*]+16% Recovery[*]+48% Regeneration[*]+7.56% Resistance(Fire)[*]+7.56% Resistance(Cold)[*]+2.52% Resistance(Energy)[*]+2.52% Resistance(Negative)[*]+5% RunSpeed[/list]
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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No self-heals as in any decent PvP team the blaster should be getting the focus of the Emp/Therm, no Power Boost because this build doesn't really gain much benefit from it, Conserve Power in case of sappers/drainers in a small-team environment, and Assault to squeeze out the very last drop of damage you can. Only downside is that this build will retail at around a billion inf, at a cursory glance. -
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Another thing was SB ..should a troller spam it or wait til someone asks for it
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If you're playing a Kin, everyone on the team should be SB'd for the majority of the time spent in combat - no exceptions. If anyone complains about having SB then they're a freak of nature and will have SB rammed down their throat until they re-educate themselves.
IMO, the only area where you have scope to be a little slack as a Controller is in keeping people ID'd, but even then I think you should make a point of keeping the other squishies ID'd against mez-heavy foes (especially if the squishy in question has de-mezzing powers). -
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All random teams as best pos balanced.
Syn will testify to that
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i.e. emps, therms and kins on one team, MMs and stalkers on the other (this will be KS's team)
DON'T LET KS PICK TEAMS -
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I DO have Shadowfall...
Albeit I must say that using Howling Twilight seems weird; it having such a long recharge and all...
[/ QUOTE ]I have mine slotted with 3 Recharges and 1 EndRdx (and Hasten and a handful of +Recharge set bonuses) for precisely that reason - such is the cost of having an autohit disorient in your arsenal. -
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However i hear alot of people saying thorns is rather weak damage, but if i look at the set it isnt that bad? Both ranged and melee they have imho decent (sadly lethal) powers, including a KD and Immobilize power. Add Aim to this, its not that bad?
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Aim is the certainly the jewel in the crown of /Thorns, especially when you combine it with the inbuilt -Def of the set; as far as damage itself goes, it's probably worth noting that Union's first PvP Dominator was a Plant/Thorns, and he didn't have any trouble getting his kills even before the numerous Dom buffs since then. -
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very nice though not all MM powersets get shadowfall..
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...but the OP is asking for advice with his bots/dark...
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^this -
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PvP zones, if memory serves, are filled with NPCs willing to shoot up anyone that gets too close... just like any other zone for that matter... and one thing I learned when traversing zones, is that traveling with bots can be a bit of a problem; especially if I don't want to shoot every baddie on the way.
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With Shadowfall (and you will have Shadowfall, plus bonus points if you have a stealth IO), mobs in PvP zones are easily avoided as far as movement is concerned. I have a series of macros in my trays that mean I'm only ever a keypress away from All>Passive/All>Defensive, but in honesty it's very rarely that I'll use those for the pure purpose of travelling from point to point even if I'm in WB. The main problem I find I have with mobs is when I'm actually fighting and I invariably tag a boss or two with a few untimely AoEs, whereupon I'll tend to deploy some firepower (say, Tier1 henchies) at the mob whilst focusing the rest on the PvP target, although it depends on the situation; if I need to focus everything at the player at the risk of dropping to the mob then I'll do it 9 times out of 10, though each to their own.
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Having fly as a travel power is all good and swell when it comes to getting from mission to mission, but I'd really like to know if there's any secret to traveling with bots on PvP zones.
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Personally, I use a combination of Fly and SS (with -KB IOs, though before Inventions I managed without) because that works for me - I can generally gauge at what point my pets will autoport to me when I'm SSing around, and use that knowledge to my advantage; Flight allows me to chase out the invariable handful of support toons and blasters that opt not to go SS/SJ. Group Fly is far too slow, an enormous end drain, and horrible for teammates, not to mention the fact that bots travelling behind will eventually drop out of the GF radius and plummet to earth; while there is a workaround, it's incredibly inefficient and not at all suited for PvP. Teleport I just find to be a horrible travel power - it's good for getting away and that's about it, it makes for a really stilted PvP experience; no less so with Group TP. SJ is as good a choice as it is for any PvP toon in terms of manoeuvrability, but I find it does lead to henchies reappearing in mid-air and taking falling damage as a result - not a great situation. What it boils down to is that an MM will never be as mobile as any other toon in PvP, so the trick is really to pick your fights carefully so as to do as little travelling as possible.
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Also, you say TP Foe isn't needed... may I ask then how should I 'catch' enemies that are afar? My first guess is to use a hold and try to take them out then, but it's just a guess...
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Unless the target is flying or TPing around, the last thing I'd use is a hold (as it's a fair bet that a Flier/TPer won't have Acro as well). For squishies, I'd set my pets onto attack target and once the target is in range for their attacks use Howling Twilight then a Tar Patch underneath where they fall - especially amusing on Blasters in PFF. For anything with mez protection, Fearsome Stare usually does the trick. Personally, I'll always throw in Web Envelope/Cocoon if it's available to me. Sad to say, but any kind of skilled player who is determined to escape will nearly always manage to do so from a similarly skilled /Dark MM - providing that they have enough BFs in hand, that is. -
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IMO with the dark secondary tarpatch you can tp foe them onto tar and then start wailing ,one of the mian drawbacks with a mm imo is a lack of mobilty, tp gets around that a little with tar pacth you got a way to keep them were you want them , its not a must but you would be doing yourself no favours by not having it
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TP Foe is completely unnecessary for a /Dark MM in PvP - anyone who's worth a damn in PvP will easily escape from a successful 'port, and anyone you can trap with TP Foe you should be able to tag without it. (What you really want to keep people on Tar Patch is Web Envelope/Cocoon from the Black Scorpion set, which is obviously a little limiting if you've already selected another patron.) You have far better uses for your power choices and slots than bothering with TP Foe which is basically nothing more than a nub-trap for a /Dark MM, although there's probably a strong case for a /Traps to take and use it. I've been PvPing with my Bots/Dark since CoV came out, before Bodyguard, and I've never wanted for TP Foe in Zonal or Arena PvP; there are better ways to get around your lack of mobility, which is more an issue in the zones than (most) arena (never take an MM to an Eden fight), mostly involving using the game engine to your advantage. -
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blasters and regens: Overpowered !!!!
I don't like whining but I just got to say this because its bothering me to much. In pvp I find that regens are getting to overpowered and with this whole defiance change its happening to them aswell...
Now since the IO's came out regens got the chance( and they all do it) to make their regen rate so high its not normal anymore combined with dullpain and fast healing they are in my eyes the most overpowered set in all CoH and CoV.
Why ? Well first of all lets take the controller, they rely on the power of containment but since everyone can have a hold resistent to the roof combined with bf's they can't be held anymore or not long enough so controllers are still powerfull but they are the underdoggs since everyone is getting resistence against there greatest power... Scrappers got critical strikes so they got in one hit more damage but I don't see no crits resistence or any of that kind so now I wonder, is it still all that fair. I know holding someone is something powerfull but how can someone get enough damage done unless you are a rad or kin with -regens.... also kins power doesnt even fase regens these days, because of the regen and rec rate....
Same with blasters they shoot out that much damage and now they get a boost ? What the hell is wrong with this game, are we really turning into WoW ?
Most blasters can 2 shot trollers so why the extra boost, in my opinion they got enough damage anyway. Also while i'm at it lets talk about /fire brutes and fire/ tanks double build up O.o ? That must be the reason why everyone is making one these days because it can spam so much damage that its not normal but still the controller gets no boost. But we troller players still got to cope with end problems, stun problems and all that stuff. YES, we can fix most of it with IO's but don't forget other Archtypes can do it aswell so i'm really hate fighting blasters and scrappers these days everyone is getting a boost, but controllers ? No they are to strong well lets see that if you are that squishie with low damage before contaiment kicks in but that power isnt even getting used these days only in PvE, I like to hear other trollers players opinion about this.
I'm not a whiner but I just had to say this !!!!!
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feel-good comedy post of 2007 -
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It effectively grants perma, almost complete damage mitigation for every spawn bar the bosses.
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... until you get "Miss...", "Miss...", "Miss..." firing off - then you get instant debt. -
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I have to say some builds have made compromises for Domination.
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Indeed - don't suppose you'd mind posting your build here, DefUser? -
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I've already claimed Goldar but I was hoping to find people to claim Lord Zedd, Rita Repulsa and the rest.
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# Do not copy the names of or refer to existing fictional characters from outside of the games. Please bear in mind that as well as comic characters, this includes those from other media, including movies, books, television shows and games. Please note that alternate spellings or variations are also to be avoided no VV0lv3r1n3, for example.
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Just doing a quick few figures on Red Tomax with the res of the Sonic set and found something interesting out. Sonic Barrier and Disruption Field works out (when fully slotted) to give a 42% res to smashing lethal damage. This added onto a brutes smashing / lethal damage res (generally 42%) works out at 84% res to smashing / lethal damage. That surely can't be ignored?
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Sorry to say, but for most of the game it pretty much can be ignored - having resistance up near the caps is great, but you can and will get by on much less with a Brute. Whilst it's nice to have it's not at all necessary, nor will it speed you up that noticeably - unlike having a Kin around. In the few instances where you do need more survivability, it's usually better not to be hit than to have greater resistances (LB -res grenades, for example) - /Cold - or if you are hit, for there to be someone around able to heal you - /Thermal.
Is /Sonic useful for RSFs/LGTFs? Very much so, but not primarily for the benefit of the Brutes on the team.
Like I said, please don't misunderstand me: a well played /Sonic will benefit any team, just don't expect every Brute on the server to be knocking down your door. -
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But I think sonic has the potential to be the brutes new best friend. Not only for the debuff powers but also for the shields and mez protection.
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(my highlights)
Not many Brutes need mez protection, is the problem with that.The occasional few instances in CoV where you get hit with fear or confuse can be remedied by a BF - or in most cases, just by waiting it out. Kin, Thermal, and Cold will always be a Brute's best friend because they provide more than just a res shield and occasionally-useful mez protection - don't get me wrong, I love the set (and have an Ill/Sonic 'troller and a Rad/Sonic Corr), it's just that whilst /Sonic's not a bad partner for a Brute by any means, it's far from the best.
Personally, I'd much rather have a Sonic on my team when playing on Corruptor-heavy teams - Sonic Dispersion really comes into its own when you need a little more survivability and mez protection. -
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You need a res based shield for arena end of
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I have intentions to do some zonal PvP with him
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The focus would be on zonal support
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great post phil thanks for reading the thread -
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Well I accept all the above points - but they are coming from people who at least dabble in PvP.
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By their very nature, they'd have to be.
Don't take it from me though, listen to what this guy has to say about PvE builds faring okay in PvP Zones:
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(Although I would disagree with you, being a PvE teamer I avoid that pool like the plague normally, and the few times I have taken a squishy into a PvP zone and engaged in combat I have done ok actually)
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Sound familiar? -
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HOwever, that all changes in PvP. Why the heck would I want to enter a PvP zone with my laisez fare non min/maxed, PvE build toon?. Im fighting at a huge disadvantage.
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Really? I do it all the time.
Seriously, I mean that - I regularly take my PvE-spec, IO-free Fire/Kin Corr into RV and WB to PvP with and I honestly don't notice the difference 95% of the time. I'm entirely sure that if I took that character into a high-level arena match I'd have my backside handed to me time and time again, but that's the big difference between the two - the zones, despite all the FOTMs and trashtalk, are a lot more forgiving in terms of ability and build than the arena is. I'm not a regular PvPer, nor would I ever describe myself as being in the top-flight, but I do have a great deal of experience which is usually what sets me apart from my opponents.
And as we all know, the only way to learn how to ride a bike is to skin your knees a few times. -
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I have never ever ever been stunned on my regen with resilience + integration
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^ this -
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Would you kick a /thermal off a team just because he was Radiation primary? Why?
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Definitely not, largely because my rl and frequent pvp partner has a Rad/Thermal and as a duo (with my Fire/Kin) we regularly clear the deck of heroes in RV. It's not a first choice for damage-dealing, but as a Thermal in group PvP you'll largely be buffing anyway. For those instances you don't have to buff, Cosmic Burst is a damn nice combination of ST-damage and mez. Focus on your secondary, definitely pick up Cosmic Burst, and consider picking up Irradiate for the scary debuff it has - whilst less than useful in most Arena situations, being able to mass-debuff groups of heroes before laying in with Melt Armor is an effective Zonal tactic (especially if there's someone around to save your [censored] during and after).
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my friends (all Stalkers and most being Em/Nin)
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No comment. -
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Anyway, you guys can scoff all you want. All I know is I was *held* using that very skill.
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Not a chance in hell. If you definitely had Integration running and definitely hadn't had it de-toggled, then the only likely explanation for what happened is that a Dom (or possibly Corr) had a number of holds on you already, and the Stalker hold just tipped the balance and broke Integration. Most assuredly, Spirit Shark Jaws did not "rip though" your mez protection, and trying to argue this will only get you ridicule.
Unrelated, but also probably worth mentioning in giving you PvP tips, having seen you in Warburg - using your Defender elec nuke on a /Dark MM (or a team huddling around one) is pretty much a complete waste of time: most of what little damage there is will be dispersed over both Shadow Fall and Bodyguard (and I didn't really notice the end drain).