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AoE's auto-hitting stalkers?
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No-one said that AoEs/PBAoEs will auto-hit anything - they have a chance to miss as always, especially with reduced base To Hit in PvP zones. Non-target based AoEs, however, will knock a Stalker out of Hide, should they hit - hence their usefulness in Stalker-detection.
Try slotting some extra accuracies.
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but the only thing that makes me so angry is that my AoE's fail to work and i see 'miss! miss!' everytime
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This, btw, was your hint to slot accuracies. -
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Which AT other than stalkers can, if working in pairs bring down a member of another AT in under 3 seconds.
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2 Blappers. Should we continue? -
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Yeah it be nice to see some of the golden oldies showing the whipper snappers how its done
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In that case, consider yourselves up one AR/Dev Blaster.I'll see if I can prod the Freaks into action.
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I've found one CM is usually enough (for Stalkers without pool powers at least), 2 stacked usually means we can see them far before they can AS us.
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Most of the Stalkers I come across in Union PvP live and breathe on Stealth/Invis/both/Grant Invis - if I want to see them on my completely perception-less Blapper, 2 CMs work a charm.
If there's no Empath about, nor any perception buffs, that doesn't stop me from PvPing - you work with the tools available to you at the time. Stalkers are a one-trick pony (two if you count Placate) - if you remove their trick, then it's all too easy to smack the pony. As things generally stand, I can two-shot them and they can two-shot me... but I don't need to be hidden to do it. Does that seem fair, Shimmer?
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Oh, and happy birthday Syn
People born this month rock
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It'd be even happier if I wasn't at work, but thanks. -
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And I was clear minded the entire time;
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You weren't Clear Minded enough. -
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sadly it doesn't have -jump nor fly, just a slow and damage, its great against stalkers in PvP zones, im officially un assassin strikeable in the zones with hot feet. Hot feet really shines before imps when you have control post 24 its nice damage with containment. and well hot feet + imps zomg thats some nasty damage you got there
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Does it work against flying stalkers, or do they have to be grounded? -
Sonic = Res; FF = Def.
Similar sets, but with specific differences. -
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err, Quickness can only be slotted with Running speed enhancments. This doesnt increase the attack rate effect of quickness.
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Actualy quickness is supposed to reduce the recharge rates of powers.
MJ
Edit: Just noticed in the previous message in the thread that you also said it gave a 20% recharge reduction.
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Yes, but that portion of the power is unenhanceable. Slotting with Run Speeds affects only your... movement Speed, oddly enough; that's the only part of the power that can be enhanced. -
Follow Up is useful in long fights - normally, "long fight" would make you think of AVs, GMS, etc... except with Claws, long fight can mean "Zeus Titan" (or any mob that's vaguely robotic and resists Lethal).
Welcome to the Claws/SR club.I hope you like the taste of frustration.
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1. I've noticed the Stalker/Any-Other-AT ratio in villain side is getting quite boring, tonight there were a couple of nice Doms there, but I think I saw only one, maybe two brutes. Stalkers and Masterminds are becoming a norm in PvP. It's becoming an arms race - I don't want to go out without an empath to give me Clear Mind to boost my perception, because without it the only thing left to attack is that Mastermind ... who just went phase shifted...
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At least in part, I think the relative scarcity of Doms and Brutes is due to the comparative lack of SOs/slots, more an issue for Brutes and their defences from my experience; I'd love to bring my Brute out, but he's got nothing but red TOs in any of his slots (I work on a budget of complete frugality until need demands spending infamy/influence, usually around 30) and he'd be nothing but cannon-fodder inside a PvP zone. The vast majority of Stalkers I've played with/against in PvP pretty much live off their signature abilities and travel power(s) of choice, which don't require mass-slotting to be effective; MM's Supremacy signature power makes up somewhat for the lack of slots/SOs as well (and most seem to be content to sit inside PFF and watch their minions get obliterated...)
That, however, does not lend itself well to what I consider enjoyable PvP, as you noted; I'm doing my best to level up my Corruptor, if only to add a little more flavour to the villain's side as it's seldom fun playing "hunt the stalker" with a stack of perception buffs - the exception being Grim Rainbow- or "pound on the MM".
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2. The heroes have better understanding of teamwork and how they should work together. I don't think I saw a single Hold+Critical combination or any villains even remotely force-bubbled. In the beginning there were some ice shields, but they didn't last long. I think the problem with all villains being able to attack is that they easilly ignore the buff/debuff side of their powers, which costs them dearly in PvP (except the stalkers who work just fine solo, see observation 1)
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I'm not sure on this one. I think it's more an issue of players a) getting used to their toon; b) getting used to each other's toons; and in some cases c) getting used to Co* entirely. I've been on some great and some shocking hero and villain teams - but the consistently better teams have been on the hero side of things, admittedly. As CoV ages, I expect this to be less of a problem.
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4. Bloody Bay lacks rewards. This is a clear and sad point, but without the Bounty system, PvP gets dull much more easilly. I think I made less than 10 pvp reputation points during tonight's battle. With Bounty I would have walked out with maybe an SO more, now I just got bored. Also the Inspiration merchant at BB makes things boring at points (When an Ice Tank pops 5 defenses, what's a villain going to do about it? bleed on him?)
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I think Bloody Bay needs some kind of focal point for hero/villain interaction - else it turns into a "camp the meteors/camp the base" scenario, and loses a lot of potential interaction. Importing the SC bounty system would be a step in the right direction, but I still think it maybe needs a little something else.
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That's just random rambling. I had few good moments, had a great team, but all in all, I think we could improve the event somehow - both sides building teams that work as teams, getting diversity in the ranks (yeah, I'm the best to talk - Ice/Nrg blaster), moving things over to Siren's Call... something.
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As more people enter the PvP zones, more natural - and more effective - teams will develop, I have no doubt of that. As for Bloody Bay/Siren's Call... BB has maybe more scope for having running battles, where SC tends to focus around either the villain or hero base with little middle-ground after any length of time. BB also provides more scope for new players to join in, with the lower entry requirements... but I still can't shake the feeling that SC is a better zone for PvP to take place in. There's no reason not to switch it up, I guess. -
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forcefield is probarbly OK, since all the FF powers are usually activated out of combat, ignoring force bolt.
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Sonic Siphon, Sonic Cage, Clarity and Liquify are all things you'd use in combat though.
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You have to bear in mind that even as an AR/Dev Blaster, there's a lot of redrawing going on - whenever you use Web Grenade, Caltrops, Smoke Grenade, Trip Mine, Time Bomb, Auto Turret for example, not to mention any power pool attacks.
After a while, you tend to get used to it - the only one of the 4 abilities listed that you'll be using with any regularity will be Sonic Siphon (speaking from my experiences as an Ill/Son Controller) - with Clarity when needed, but you can reapply that to everyone at once, then throw in a Sonic Siphon at the end of it. I'd suggest trying it out a bit more to get used to it, before discounting it out of hand. -
Okay... I would start in with advising to drop SS, but to each their own.
If you do go for a more PvP-oriented build, I'd think about swapping SS out for Hover (with as many slots as you can spare, up to 3) - being able to take to the sky, stay there and attack from there is a definite advantage over most builds, and you'll have the speed from Teleport to your advantage as well. But I digress.
I've found it's better to have Caltrops available more frequently, as opposed to more effectively, in PvP. In PvE, it's less important, but you might want to swap out Slows for Recharges at some point, see what works for you. On the same note, I'd maybe swap out a DisDur in Taser and Beanbag for a Recharge.
TP Foe could use more slotting - it works much better with Range enhancers, and if you can squeeze them in, Interrupt Reductions and Recharges.
Buckshot I'm not too fond of as a damage-dealing power - it's weak, and you can already cycle Slug and Burst for higher Single-Target Damage per Second. As a defensive power, slotted for Knockback/Recharge, it has its uses and it uses fewer slots to be more effective. If I were to advise a more effective attack power, I'd pick Ignite both PvP and PvE - Web Grenade/Caltrops + Ignite = burny death. It's also useful against AVs who tend to root themselves... beyond all that, Ignite - as situational as it can be - is a massive injection of High Fire DPS into a slightly anaemic, well-resisted Lethal powerset.
Health doesn't need that many slots - it's nice to have them there, but I think you'd get more use out of having them in TP Foe, for instance.
Sniper Rifle could use extra slotting as well - another IntRed or Recharge would go well, if you could free up the slots.
I know Smoke Grenade is a throwaway level 49 power, but I can't really recommend it - it's just not worth the redraw animation. If it had a decent -Perception component, I might be more inclined towards using it, but as it stands... I'd choose just about anything else. -
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Another one would be Anna Marsden and Synaesthetix, as well as Hannah and Syn, just the older brother/younger sister-esque chemistry they have going.
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The development of the relationship between Syn and Anna/Hannah have my vote for most memorable RP moments I engaged in in CoH... even though the entire Anna 'arc' developed out of what initially looked like a flawed RP session, and developed though a storyline that involved few (and was at times handled a little clumsily on my part) it culminated in a fantastic impromptu finale between Syn, Anna, and Emma - possibly the finest example of true freeform RP I've ever been involved in, in truth: emotional without being angsty; deep without being overcomplicated.
My only regrets are that it kinda killed off attending GG meets for me - for various reasons, I just couldn't get back into them afterwards; I also regret opening up the Pandora's box of dimension-jumping, which became so prevalent immediately afterwards it seemed like everyone and their dog were going to bring back an alter-ego. -
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Wouldn't touch rain of fire in CoH on my blaster as it tends to mess up teams somewhat, however in CoV with the fact there are no tankers but a large amount of people, both corruptors and masterminds, with dark secondary, I find rain of fire and ice storm both quite useful.
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Rain of Fire + Tar Patch (best if slotted with slows) = PvE carnage, especially if you can get them cycling at around the same speed. -
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Blasters for the win!!
Precision Rangers for the win!!
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Precison Rangers for the replying-to-every-post-made-by-another-Precision-Ranger. -
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Try finding a Dark Armor brute... I think you'll find you can down those pretty easily. I know I get that done to me rather often.
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Dark Regen is a useful tool for a /DA brute or Scrapper - I know that a DA successfully spamming Dark Regen can lead many players a merry dance... until they run out of Endurance. -
The best way I've found to deal with Brutes is to hit them hard and fast, so they don't build up too much Fury in the process; if the fight goes on past 40 seconds or so, I'll drop off and reconsider my options. Similarly, Brutes on lower HP might look like easy targets, but if they have a self-heal or spare greens then you might be chewing floor pretty quickly. The majority of fights I've had with Brutes have been with my Blapper, which normally results in a swift victory as long as I chomp on a few BFs first. I had similar problems as you encountered with my Claws/SR Scrapper, except it ended in a stalemate with me hardly scratching them, and them rarely touching me. I have, however, seen Brutes get mezzed by flying/hovering Controllers, which may be possible with Ice Blasters too.
If you're going to use range with any character, make sure it's real range - a few hundred yards can be raced down pretty quickly even with just Sprint, if you plant yourself - so keep moving. (I've dropped many an unaware Corrupter hovering in position above a battle by sneaking up behind them when they thought they were safe in the air.) -
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Shame about today then... At the most 5 heroes in the zone, i counted 12 villains not including MM pets camped outside the hero hospital.
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Listen, we told you - we were there to get down and boogie. -
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Siren's was amazing last night, i walked away with over 150K debt but loved every minute
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There was a great atmosphere in Sirens last night - lots of banter, but no insults; lots of PvPing, but no (real) complaining - exactly how CoH/CoV PvP should be. Many thanks to Dreamreaver and Devellis (sp?) especially on the CoV side for an entertaining evening. -
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On melee attacks, only a few blaster secondaries have toggle drops in them. Generally it's 100% to drop one toggle, and then the chance goes down the more toggles they have. Brawl also has a 30% chance to drop one toggle.
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Specifically (main toggle-dropper emboldened):
Devices - Trip Mine, Time Bomb;
Electricity Manipulation - Charged Brawl, Havoc Punch;
Energy Manipulation - Energy Punch, Bone Smasher;
Fire Manipulation - Fire Sword, Fire Sword Circle;
Ice Manipulation - Frozen Fists, Ice Sword.
IIRC, Trip Mine and Time Bomb have a higher chance to remove secondary and tertiary toggles because of their difficulty to execute in battle.
Other toggle droppers are, I believe:
Force Field - Force Bolt, Repulsion Bomb, Repulsion Field;
Kinetics - Repel;
Storm Summoning - Lightning Storm;
Peacebringer - White Dwarf Strike;
Warshade - Black Dwarf Strike.
Not sure if Storm's Thunder Clap drops toggles or not, but I think that's it for CoH. -
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Even at level 40 an MM is no serious threat...
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At this point, I'd just like to point out that there's more than one MM secondary, and at least one of those secondaries can be damned scary by level 40. Solo, you're still hosed - but in a decent team who can keep you alive, I sincerely believe there's still a place for a good MM... the only problem is finding them. -
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what about Increase Density ? has anyone tried it ?
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It works against Tp foe no idea about hurricane sounds like it should
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IIRC, I believe someone once told me that stacked ID works against Hurricane - not sure if that was a theory or something that was tested and proved to be right, though. -
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I wouldn't have thought PB with 3 slots was such a bad idea mind you, more so for PvP so if you do get dropped you can get the power back as soon as possible.
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More so still - you can stack it, for greater mez protection. -
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Luckily, my choice of the pulse rifle helped me finish off the enemy before then finished me off, whilst keeping other minions down with force bolt. Perhaps the pulse rifle my be a little useless in PvP (which is the buld i am aiming for) but for now in PvE, i think im going to stick with this.
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Agreed. I picked up PR Burst with the express intention of dropping it in the mid-30s - but for the last 25 levels, it's meant I can finish off low-HP mobs whilst the bots focus on the next major target. -
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im starting to regret choosing a mastermind as my main charicter, it was fun from level 1 to 15 but now iv hit 20 its just ugg
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I picked up my MM at the start of the day at level 21, and 11 hours later he's at level 25 - "ugg"?