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Quote:Accuracy, cast time, recharge, and grounding should have nothing to do with the mez duration. From the i13 changes the patch notes it was clear EVERY mez power is supposed to be either 2 or 4 seconds. This power has a 4 second base duration at lvl 1 but for some reason it scales with level up to 5.96s at lvl 50.Well, you also have to consider the low base accuracy, the cast time, the recharge time, and the fact that you need to be grounded to use it. I think it's a fair tradeoff when comparing it to Fossilize, which is part of the same set.
Besides there are other really broken 'mez' powers out there like Soul Storm and TK that I'd worry about first.
If you think it is fair, then by the same logic my ice control dom should have a 6 second base immobilize to compare to ice block (same as fossilize).
I'd vote this power for being the most broken. Stalagmites can reach the full 10 second mez duration before supression kicks in. I would really love to hear a dev's input on the matter among other things but I know that will never happen. -
Stalagmites has an almost 6 second base duration as a stun. I thought any mez from doms/controllers in pvp was 4 seconds? 11 second stun ftw/l?
Update 6/30: creating a list of mez powers that do not follow the 4 second rule:
Controllers:
Mind Control: Total Domination, Terrify, Mass Confusion (7.45s base)
Radiation Emission: EM Pulse (7.45s base)
Dominators:
Earth Control: Stalagmites (5.96s base)
Earth Assault: Fissure, Seismic Smash (5.96s base)
Electric Control: Synaptic Overload (7.45s base) -
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For teh lulz we should cry in this post till it is over 9000!!! How does the red headed step child get attention? Crying. Lets do more of that until we get SOMETHING. I'm only half serious here...
I remember in one of those ustream's a dev mentioned that pvp oriented missions would be fun. I agree! So lets see something! If that takes off and more people play, maybe they would be motivated to make more pvp balances and content. I dunno... but I like the energy of this post. -
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How do you like it? Any tips on playing it and slotting? I just made one and its at lvl 28. I plan on PvPing for sure even though it's barely alive. I still enjoy it.. and have hopes for dev love STILL. lol
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That was a pretty good arguement for Teleport. I just made one a little bit ago myself and have him at lvl 28 now. I have to say though, I do like the extra 2% defense from combat jumping along with the ability to slot a knockback IO in it. 2% is like another IO set bonus to me. *shrug* I also really like hasten, it's nice for when you really want placate, build up, the heal, caltrops, and AS to come up faster. I'm sure it will be nice for blinding powder and concentrated strike as well.
I will post a rough build when I get home. I'd be interesting in seeing others as well. -
Quote:I've learned to watch the buff bar very carefully. So yes even though the damage is delayed, the icon on the buff bar is not. As soon as those little pink psi blast icons pop up I usually phase/hyber as I know impending doom awaits.This is a point I've repeated about a dozen times in this forum.
If you look at the damage of a Psi/EM blaster it is comparable but slightly less than a Fire/EM blaster. Both blasters spend a similar amount of time animating their attack chain (psy around half a second less) though fire will deal slightly more damage.
The difference is, the fire damage comes in as the attacked are launched, where as for Psy, Will Dom + Psi Dart hit about the same time as you fire TK. In both cases attackers spend near the same time in animation firing these attacks, the only difference is when you see the damage come in.
Once you learn that, you'll understand that any situation where a Psy/EM breaks hiber, a Fire/EM could have done it too. Its just people still don't associate icons on their buff bar, with the damage they will be receiving, and are likely to react more proactively to the fire damage that is dropping their HP bar, than the Psi damage that is incoming, that will do the same.
Where you see the true advantage of Psy damage is in a team setting where you have multiple psi blasters firing off Will Dom/Dart/TK at the same time and having someone try to out heal that as it significantly cuts down on the margin of error one can have for getting a heal off. (Something that seldom if ever happens in RV)
Or if I am on a dom and I know where the little guy is.. I trow confuse/hold, heal, and retaliate much harder. There is nothing more satisfying than having the my ice block hit with both 33% chance procs going off. 350+ dmg hold? Yes please.
But yes when there are 2+ psi blasters on you its pretty much game over unless you have your max hp way up there. -
Barrier isn't that great. I build for the +toHit in all of my builds so.. wait 10 secs then win. DR rocks barrier
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Freedom has always had the most consistent PvP.
VIPs get one free server transfer a month. Not bad use that! I will be willing to move if the VIP server is the new pvp home. -
If the devs made some fun PvP events/missions/zones/rewards that would appeal to all then maybe the PvP population would rise.
*shrug* -
Most characters can be good. I've seen some pretty nice sonic/pains in zone. They are better on teams. The basic advice if you want it to be stellar is: accolades, IOs, level shift, and either phase/hyber to escape a spike.
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I am inclined to agree even though all the arguments here are lol. We all know psi blast on blasters, concentrated strike on scrappers, and sharks on stalkers are overpowered. Live with it and take some countermeasures to protect yourself from those three. (self heals/phase/hyber)
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Tough is much > than weave because of the +res to all damage in pvp. Defense on it's own in pvp, especially the small amount from weave, is not worth much. That 6% gets hit with diminishing returns too. Unless you can back it up with other defense sources, heals, a stalkers hide, or some resistance.. weave sucks imo.
Phase can be used offensively and defensively and will buy you time to regen some health. Other than that I can't help you much I can't stand melee characters in pvp. Then again.. fite club.. haha -
Well I like all these ideas.
I wish I wish I wish I wish I wish I hope I wish I pray the devs will do SOMETHING with PvP. Anything. Recluse's Victory only goes so far. I like the way the OP put it, its like a back n forth game of tag. Arena takes too long to setup and there is no real purpose for it or stat tracking.
I never quit after the i13 fiasco, and I continue to have faith that one day the devs will give us some pvp endgame that is a blast, but that's just me.... -
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Quote:I mostly threw this post up here so I could add to the sea of suggestions that are around. You are right about the change, however a buff to flash freeze is worth throwing a post up that will probably end up lost in all the suggestions. They beefed up burn for firey armor so who knows!Unfortunately this smashes the Cottage Rule to bits and means people who have taken either and slotted them are now forced to respec in order to move their now-dysfunctional enhancements in one or both of these.
Just remove the damage from Flash Freeze, remove the few second delay in the Sleep and drop the recharge to 45 seconds or so would fix it and make it well worth taking IMO.
Stick a Domination effect into Arctic Air (20% chance of a second confuse or so) and maybe a 12.5% -Damage into Ice Patch (so it does something even when nullified by teammates and is more in line with Quake which does -ToHit).
A lower cooldown and no delay in sleep would be great. Kind of a bummer the reactive interface proc disrupts the sleep too. -
Because Flash Freeze is one of the most useless power in the game... and devs you know it needs some love;
Switch the mez effect of flash freeze and glacier. Flash freeze now is a ranged aoe hold with a damage component. Glacier is now a pbaoe sleep with no damage component. There are numerous benefits to this in my opinion. The Aoe hold can be obtained at an earlier level, the sleep won't be interrupted by a damage component or interface procs, ice would have a hard control to open a fight with, the sleep would actually be useful solo or on small teams or to control a stray mob... etc. It's a very easy change everything else about those powers can remain the same. Just my opinion.
Win. -
This is a good thread I was wondering about this.
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All the drop rates in this game are borked. Then people who get the purples and very rares reply to threads like this saying "oh just get them with hero villian merits or emp merits". That is a silly response. I dont have an extra 100+mil infamy to spend on very rare merits nor do I have anywhere close the villian merits needed for a purple IO. Drop rates in this game are just bad. I feel your pain so I thought I would add a rant. That is all.