Syndace

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  1. Syndace

    Let's speculate!

    Since controllers have every control primary and +1 (illusion), I would think the devs would give doms a +1 that controllers do not get. It will be focused around domination I'm sure. The easy route here is dark.. but that's kind of plain. Maybe we will we a brand new control set? I'm sure they could rehash a few things from Time Manipulation into a Time Control set.
  2. Yet another build to critique! As much as I would love to finish my mind/fire, I have a lvl 51 mind/energy that is accoladed, mostly IOd, and has incarnate stuffs. I have a make shift build now on live that does well, so I thought I would try to improve upon it.

    My main questions are:

    1) Are the patron/epic defense armor's worth it? I have ice armor currently and I have noticed that most IO'd characters tear right throught it anyway.

    2) I do not have TK currently, is it worth it and does power boost effect the duration?



    Below is the build, there is still a lot up in the air that I may change. I'm going for hard control and hard hitting attacks. I built mostly for damage (almost perma +40% w assault), max hp (1422), recharge (%77.5), range (~35% w alpha slot), damage proc's, and functionality. All opinions are welcome and I am not forking out the cash for apoc sets etc.




    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tornado of Souls PvP: Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(21), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(23), FtnHyp-Plct%(37)
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), ExStrk-Dmg/KB(5), ExStrk-Dam%(7)
    Level 2: Levitate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(42), ExStrk-Dmg/KB(43), ExStrk-Dam%(43)
    Level 4: Dominate -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(7), GladNet-Rchg/Hold(9), GladNet-Acc/EndRdx/Rchg/Hold(9), GladNet-Dam%(11), UbrkCons-Dam%(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15), CoPers-Conf(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(19), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(21)
    Level 14: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx/Jump(50)
    Level 16: Super Speed -- QckFt-RunSpd(A), QckFt-EndRdx/RunSpd(43)
    Level 18: Telekinesis -- EndRdx-I(A)
    Level 20: Acrobatics -- EndRdx-I(A)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(34)
    Level 26: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29)
    Level 28: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(29), Mako-Dmg/EndRdx(33), Mako-Dam%(33), HO:Nucle(33), Dsrnt-I(34)
    Level 30: Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Phase Shift -- RechRdx-I(A)
    Level 35: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
    Level 38: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), ExStrk-Dmg/KB(40), ExStrk-Dam%(40)
    Level 41: Hibernate -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(42), Numna-EndRdx/Rchg(42)
    Level 44: Hoarfrost -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(45), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(46)
    Level 47: Sleet -- Achilles-ResDeb%(A), RechRdx-I(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-End%(48)
    ------------
    Set Bonus Totals:
    • 28% DamageBuff(Smashing)
    • 28% DamageBuff(Lethal)
    • 28% DamageBuff(Fire)
    • 28% DamageBuff(Cold)
    • 28% DamageBuff(Energy)
    • 28% DamageBuff(Negative)
    • 28% DamageBuff(Toxic)
    • 28% DamageBuff(Psionic)
    • 0.94% Defense(Energy)
    • 0.94% Defense(Negative)
    • 1.88% Defense(Ranged)
    • 2.25% Max End
    • 42% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 77.5% Enhancement(RechargeTime)
    • 17.5% Enhancement(Range)
    • 5% FlySpeed
    • 202.2 HP (19.9%) HitPoints
    • 7% JumpHeight
    • 7% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 10%
    • MezResist(Held) 10%
    • MezResist(Immobilize) 14.4%
    • MezResist(Repel) 1000% (10% chance)
    • MezResist(Sleep) 10%
    • MezResist(Stun) 10%
    • MezResist(Terrorized) 10%
    • 10.5% (0.18 End/sec) Recovery
    • 96% (4.07 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(RunSpeed)
    • 4.08% Resistance(Smashing)
    • 1.58% Resistance(Lethal)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 8% RunSpeed


    Code:
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  3. Quote:
    Originally Posted by GageEndaI View Post
    I always thought that stalkers were a bit too cheap. Two hit kills are really fun and all, but it just seems too easy at times. I see the big flaw in the brute (not enough buildup) and have been looking at scrappers instead. I don't really want to try a tanker, I fairly like the blap factor of scrappers (and brutes in pve).

    Mostly I just like the idea of a dark attack because of that -acc that comes with it. I'm doing the research, but the builds are all evading me. Soon though I should figure out what the hell I'm doing. Heh.
    Stalkers actually require a level of skill now, and two shots haven't been around since i13 like Kool_Virus said. I never made one for the same reason pre i13, but I recently rolled one and it's at lvl 35. I've had quite a bit of fun in Siren's Call. You have to find the right moments to fire off attacks in favorable situations, or you are toast. They are still kind of cheap, but are easy to retaliate against.

    The problem with visable melee in PvP is when you fight any ranged character because they can kite you. You will only be able to get a few hits in, so you have to pick the powersets with higher burst damage/mez to make your hits count. A scrapper with KM or MA seem to be pretty popular and effective. Greater fire sword/headsplitter crits are nice, and good /SS tanks actually pack quite a punch.

    Just my thoughts..
  4. Yea, brutes are not good at all in pvp. Maybe /regen will be decent simply for the annoying to try to kill factor. I can see a dark/WP stalker being pretty good if you are set on that combo.
  5. Syndace

    AS-Less Stalker

    Quote:
    Originally Posted by Jibikao View Post
    Well, I've tried throwing stars from Weapon Mastery and those attacks DO NOT critical. I've submitted Bug Report 3 times. Yes, I am surprised that Fireball critical for Scrapper assuming the other 3 epic sets don't critical. That's what my concerns are.

    Yes, I do know Stalker gets 100% critical from "most" ST attacks. Some AoEs have 50% and I know one has 30% (Spine Burst). I can't remember the exact number but Spine Burst doesn't have 50%. And now we have Burst doing 100% critical from hidden.

    I just want them to add critical to Epic sets. And I am surprised that Scrapper can critical with Fireball and not with other epics. Can Scrapper critical with patron sets assuming they never change the coding? They didn't change the coding from scrapper to stalker so I am assuming Scrapper can critical with stalker's patron sets.
    If they nerf Burst I'm gonna be pissed. I rolled a KM/Nin as a pvp/pve hybrid largely based on the pve burst 100% crit capability. Otherwise I dislike stalkers for pve alltogether.
  6. The patch notes where Travel supression is removed and pvp bugs are fixed.


    Oh wait...
  7. Quote:
    Originally Posted by goesto View Post
    thanx for the good advice.

    was convinced on several of those benefits. Your info defintely convinced me completely.

    What I wasn´t to sure about was the Elec set in general and how domination affected it since, like I mentioned I really don´t know much about dominators and wasnt sure how to fit in those comments I bumped into about Elec not receiving much benefit from domination.

    Does domination also affect those powers from your secondary that have mez effects?

    Still trying to find my place in the AT.
    My elec/psi is only 10 right now. still very low. Just checked out Jolting chain and at low level I definitely expected more of a freezing rain behavior, but it only knocked them down once thats it, then they attacked. I expected a more continued behavior. Kind of meh so far. hopefully that will improve.

    Will try a few more combos.
    Thinking mind/elec , mind/fire , ice/energy.

    Does any combo in general do ok in pvp? or is there any I should not use.
    Mind/fire is amazing in both pve and pvp. Mind/elec is a lot of fun and great pve but not as strong pvp. Ice/energy I dont have much experience with but I do have an ice/fire that is incredible pve/pvp along with a mind/energy that is great again for both.
  8. Time control/Titan Assault plzthx
  9. Quote:
    Originally Posted by Tokyo View Post
    It's funny how people default to name calling when they lose an argument, ain't it?

    Besides "psuedo-intellectualism?" Really? it's basic math brah, just thought it would be easier to understand with some maths...besides there's no such thing as universal truths.
    There is no spoon.
  10. Quote:
    Originally Posted by Lone_mutant_ View Post
    Elementals / Ion / Rebirth / Reactive
    This but I prefer pyronic to match the whole /fire thing. Pyronic activates a little faster doesnt it? And I'm not sure if the damage numbers on follow the activation time rule or not.
  11. Quote:
    Originally Posted by LuxunS View Post
    Which at this point looks like its never going to happen; two rounds of incarnates and we haven't been asked how it's affecting PvP at all. If they were going to do it, they should have done testing after alpha was released and again with the next 4. Broad, sweeping changes worked so well the first time....

    Pessimism aside, an open PvP server would be awesome and perhaps breath a little bit of extra life and flavor into a repetitive game. If this idea ever was on the table, there are a few issues that have to be overcome for it to be successful.

    1. Size of the game world vs player population. Currently there are 3-6 zones in each level range where someone could do missions or street-sweep. This would have to be consolidate to get any actual pvp going.

    2. PvP ruleset kills PvE. Unfortunately I13 pretty much killed any chance of mixed pvp/pve content. By essentially splitting pvp and pve into 2 separate games, it would be difficult to bring them back together.

    3. PvP rewards are not good enough. For a PvP server it should be a viable option to level through PvP. That's pretty much impossible with the way the reward system works.

    Ideally if I had the power, this is my version of a PvP server...

    - Everyone has to make a new character, upon character creation you choose one of 3 sides to fight for. (Resistance/Hero, Villain, or Loyalist) 3 sides instead of 2 because in my experience 3 sides find a better balance among player numbers; any less usually ends up lopsided, any more diluted.

    - All characters start and progress through the same zones to encourage PvP and prevent spreading of the population. A good progression might start in the new galaxy city, followed by the hollows, then Praetoria to 20, Faultline to 25, Dark Astoria to 29, St. Martial to 34, 35-39 RWZ, 40-44 Grandville, 45+ Peregrine. The level range in a zone should be locked, ie you can't get into a zone until you're within the proper range, and exemplared if you're above the range. These zones were chosen for their appropriate size, story-line significance, or cool factor. Zone selection doesn't really matter, as long as it's limited.

    - There should be 3 safe areas, Pocket D and Ouroboros, and your SG Base, that's it. Some other mandatory ones are hospitals should be like the villain one in WB, and that no power room in the AEs. Remove any drones from the other areas. This way the population polices itself. There is AE if you want to pl someone or farm, but there can always be someone waiting for you.

    - Strike and Task forces should be added to the LFG tool. Any mission that requires a zone not available on the PvP server should be accessed through ourobors crystals. Any hunt missions on TFs should be removed, because they're pointless anyway.

    - Add a PvP queue to the LFG tool. This allows a chance you'll randomly be ported into someone else's mission. PvP in this manner should always consist of equal numbers; if you're solo, you'll only get a solo player in your mission, etc. If you defeat the mission holder, you are teleported out of the mission. If you are defeated within your own mission, you will not have another random player enter during that mission (to prevent griefing but not making mission soloing a completely safe route). The same rule applies per mission in a strike force. If random enemies enter your mission, the mission cannot be completed until those enemes, or yourself are defeated.

    - Killing a player should net rewards equal to a mission completion bonus. This makes leveling through PvP viable.

    - The current PvP ruleset would have to be heavily modified or removed to allow for fun play. Also, until its properly tested and balanced for pvp, incarnate abilities/powers should be suspended.

    At least, that's what I think. But i'm a noob.
    This would actually be really neat imo.
  12. Gravity is a solid set for PvP, but you might find Icy Assault lackluster. Any primary can be good, and I believe the most favored is mind control. Grav is still nice but icy assualt is pretty weak in the damage department.

    My personal favorites are firey and energy assault because of solid damage numbers. I've seen a few thorns out there. All ice blast type sets after i13 just got hit with a major nerf bat. They all do very poor damage compared to other sets.


    If you are set on grav, one of my old friends had an amazing grav/thorns. I've seen grav/fire's and /energy's do well too.
  13. Chill son.


    They said they had something special planned for doms. We have too many already, go venture out into other AT's!
  14. Quote:
    Originally Posted by PC_guy View Post
    fendurs aren't gettin poison
    Ah you're right I got ahead of myself there. I'm curious to see the numbers on a fedner's thermal radiation as well...
  15. Poison corrs and trollers? Within about 4 seconds one of these can hit a single target with -res -def -regen -heal -dmg and -special. On top of that Venomous gas! I'm curious to see how this toggle works.

    Energy aura now has awesome status? Freedom RV will be littered with psi/poison corrs, and KM/energy scrappers now? Just a guess, let's see what happens in 4 months.

    If SR gets it's numbers modified for a tank, those might be annoying. Also with a higher HP base, regen brutes might be annoying too. Still, lol brutes.

    Ice armor on a stalker will be interesting I guess. The new T9 seems useful with the +regen/recov/res and hyber is still an option as an extra T9.

    Annnnnd I'd be curious to see if the -toHit numbers on blaster dark blast/manipulation would be worth much. I would think fire and psi still are the kings but hey who knows?



    and yes I know "lol pvp is dead" so you don't have to litter this thread with doom comments. I know you will anyway and its okay, I love you pvp community.
  16. Quote:
    Originally Posted by je_saist View Post
    Okay. Question.

    Just how many people do you think are actually interested in this?

    Are you aware that from the launch of Issue 4 Colosseum in May 2005 to the release of Issue 13 in December 2008 the percentage of the player-base partaking in "PvP Content" never rose above single digit percentages?

    Are you aware that after the release of Issue 13 the existing PvP-player base says the community SHRUNK and that PLAYERS LEFT THE GAME?

    I can give you one good reason why the devs shouldn't create an Open World PvP server: Nobody Cares.

    Oh, and for the record, this has been suggested before, way back in 2005 when Issue 4 was launched, and again when NCSoft bought City of Heroes from Cryptic.
    Pvp is has a low pop, we know! Don't be so neg. It's still fun to dream! I think open world pvp would be awesome in certian zones.

    I'm not sure about your numbers though..
  17. I am trying my luck with a /nin stalker. So far at lvl 35 messing around in Siren's Call it has been fun and viable. Lots of missing from blasters/doms which is nice. When I hit 50 and get IO set slotted I'll let you know how PvP is outside of the kid's pool. Anyone with +toHit is annoying, but the heal + invis is nice. So in my minimal experience on a melee:

    Stalker:
    1. Ninjitsu


    From what I've played against in zone and the occasional arena on my doms, I'm going to take a shot at what I think is 'good' on other melee AT's. I still think any dom/blaster/defender/corruptor/SoA is better but that's just me. I say a tanker with invuln that is slotted/accoladed will be your best bet for surviving imo. Those are the most annoying to kill from a dom's perspective.

    Tank:

    1. Invuln
    2. Willpower
    3. Shield Defense

    Scrapper:

    1. Regen
    2. WP


    And brutes suck.
  18. Quote:
    Originally Posted by OmniSurge View Post
    3 whole pages of WAAAAAAAH! Gotta love the internet.
    Thanks for your contribution!
  19. Thanks for the input everyone, I've started a list in the original post. What other bugs are out there that we know of? Not gameplay or mechanics issues.. just bugs according to official patch notes and such. Any powers that are using the incorrect damage scales and such? I thought there were a few out there. Was the placate bug ever fixed for stalkers?

    I'm happy they took the Dom/Troller epic sleet off the phase timer that was nice of them at least
  20. Quote:
    Originally Posted by PC_guy View Post
    Does this really surprise you? With all the other bugs and broken things that have been in game since i13, ate you really that surprised that
    Something isn't doing what it is supposed to do?
    Actually, yes. Pre i13 we delt with perma mez, the TK/levitate bug, one shot kills from stalkers, etc etc the list goes on and I can't remember it all. I never minded it so much because the devs always released updates here and there to fix things. They removed one shots, fixed TK/levitate bug, etc. Then i13 happened and we adapted to the new system (or ragequit). I always thought i13 was a step in the right direction minus some things. (TS mainly) Then we delt all new issues like fossilize, CS, soul storm, newly broken TK, etc. Fossilize was fixed was it not? The also adjusted things like defensive toggles not dropping from mez.

    So, yes I am suprised because historically the devs HAVE adjusted many things to improve the quality of pvp gameplay. The bugged mez duration seems like one of those things they should have fixed but lately there has just been no pvp love at all. If a red name reads this thread they should agree that these are bugs or append something to the official i13 patch notes letting us know stalagmites and controller mind control are an exception to the 4 second base mez duration rule.

    BUT WAIT that's too much work and not important because only 30 people or so pvp in this game now. Anyways I've said enough, there is no point in whining more...
  21. Quote:
    Originally Posted by MrLiberty View Post
    For some reason the AoE Controls in mind control for controllers only are longer as well.
    (Terrify, Total Domination, Mass Confusion)

    Its just been the way it is since the mez system was changed.

    Also, like Fiery said the more "Broken" Mez would have to be TK being completely auto hit and unresistable and Soulstorm which provides unresisted Knock up if you are near the ground and hit with it.
    ...Wow, Mind Control for controllers is crazy too! 7.45 second base duration. So I guess the 4 second rule is out then...?

    I think TK is fine as long as the duration of the hold is reduced, and yes I know soul storm is broken too. IMO soul storm isnt as bad as sitting stunned/held on the ground for 10 seconds.
  22. Quote:
    Originally Posted by _Exit_ View Post
    This is the one comment I have seen in one form or another over and over and over that absolutely baffles me and makes me laugh...

    PVP is PVP's reward...

    If I wanted to play against nothing but NPC's I would stick to playing Final Fantasy/Kingdom Hearts/or whatever whack a$$ console game you prefer, hell go play Dragon Age or Marvel Ultimate Alliance or something...

    Kicking someone in the face and knowing they are sitting at home behind a PC crying there hearts out or lusting for the fight is the only incentive I ever needed...

    Nubtears taste like Tigers Blood baby....and its all WINNING...
    This is true and I see your point. I suppose my frustration is shared with others with the lack of dev attention to PvP. They used to semi-regularly update minor things here and there to balance powersets and fix bugs for pvp gameplay. They do not do that much anymore. But this is old news and you're right I need to quit whining
  23. So this will get lost in a sea of posts but here goes:

    According to i13 patch notes, all mez durations were changed to 4 seconds base for dominators and controllers and 2 seconds base for everyone else. Stalagmites has a 4 second duration stun base at level 1, but for some reason scales with level up to a 5.96 second base duration at lvl 50. When enhanced the stun can reach almost 12 seconds versus all other ~7.8 second enchanced holds.

    I am pretty sure this is a bug....