Syndace

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  1. I have never made a defender in all the years I've played so I am on board with this thread. If anyone can speak about the PvE and especially PvP benefits of a defender over a corruptor I would like to hear your opinions. I've had a few corruptors and I have always been sold on a higher base hp, damage, and scourge. With the semi recent buff to solo defenders and me wanting to try something new I figured I try to see the good sides of them.
  2. I made one years ago and got it to 50 the old fashioned way so I'm assuming I enjoyed it. The debuffs are great and with the extra -toHit from bitter ice blast enemies will have a hard time hitting you. Lingering radiation helps keeps enemies in your rains a little longer. This is a solid build for pve IMO. If you want to pvp avoid anything ice blast as it is currently bugged or the devs just hate ice blast.
  3. Just be smart, and figure out a combination that works for you. Most builds can be IOd and customized to do well in pvp.

    If you want cookie cutter fotm search the boards for a mind/fire/ice dom, psy/em/ice blaster, or */regen stalker or even */regen scrapper with sharks.

    To be honest the best builds are the ones you enjoy playing. If you struggle with a build, die a lot, and don't like it try another combo. It took about 3-4 lvl 50's for me to find my best main pvp characters.
  4. Quote:
    Originally Posted by Supermax View Post
    I am honestly surprised as to how fun it's been. Please tell me lightning rod is also knockdown like TS, not knockback.
    It is indeed knockdown as well. Thunderstrike and lightning rod to knockback if the mob is too low level ive noticed, but this really shouldnt be an issue :P
  5. I recently went through the exact same thing, been playing for years pvp.. took a break, then came back for some pve and maybe pvp again. I made a elec/elec scrapper and took it all the way to 50. It has been an amazing character. Unless I hit up lightning rod, or have buildup/inspirations popped/crit I feel like the ST damage is a little weaker but elec melee makes up for it by having quick recharge times, endurance drain, knockdown, and aoe. Crits definatly help. Charged brawl and havok punch are awesome, thunderstrike has some nice crowd control with the knockdown (not knockback), chain induction and jacobs ladder are decent adds to aoe damage, and lightning rod is just pure awesomeness. Lightning rod really fills a lot of gaps imo.

    Electric armor has been a blast! The resistance is solid as I can withstand a few attacks from high lvl enemies/ebs/avs, the end drain protection is awesome, power sink keeps me going from mob to mob, and energize really works wonders as a heal. Lightning reflexes make buildup, energize, and power surge more readily available too. Speaking of power surge.. I have never been a fan of tier 9's with a crash at the end, but this one is worth it for sure. The best thing I've noticed about elec/elec is I can keep mobs/bosses short on endurance


    I still think about other scrapper combinations, but I think elec/elec is my best bet for what I was looking for. Loaded with damage procs it could be a solid pvp annoyance as well.
  6. Syndace

    Mu Mastery: Zapp

    Quote:
    Originally Posted by Jade_Dragon View Post
    Sniper attacks for meleers are somewhat odd. Most ranged attacks for meleers, like Hurl, use the melee damage modifier. The Epic ranged attacks are the same, presumably so they are consistent with ranged attacks in the Primary. (Or Secondary, for Tankers) Sniper attacks, however, seem to use the ranged modifier. This results in them doing about half the damage they would with the melee modifier.

    This is even worse for Scrappers, because Scrappers have a higher melee modifier (1.125 versus 1.0) but Stalkers have the higher ranged modifier. (0.6 versus 0.5) Which only brings up the question as to why the devs would give Scrappers the Stalker Patron Pools in the first place. Scrappers and Tankers share two out of four APPs, and Brutes and Tankers share four out of four PPPs, so it seems reasonable that Scrappers and Brutes would also share the same four PPPs, instead of trying to fit in the Sniper attacks of Stalkers.

    Interestingly enough, Moonbeam appears to do damage as if it is using the melee modifier, if City of Data can be believed. Its damage is 2.3 times the damage of Dark Blast. This kind of inconsistency is exactly what is wrong with this kind of kludge, the devs are giving Scrappers a certain ranged modifier, and then giving all their ranged attacks the melee modifier so that they are not penalized by that ranged modifier. It would be easier to simply make the ranged modifier slightly lower than the melee modifier across the board, and let the ranged attacks use that modifier accordingly.

    At the moment, though, if you want a Sniper attack, try out Moonbeam. You can copy over to test if you want to try out the damage for it.
    Interesting! Thanks for pointing that out.. it really answers a lot of questions I had about some weird inconsistencies with epic powersets. I was ideally hoping to get three solid ranged attackes out of the set for pvp to use as annoyance and decent dot while out of melee range. Mu bolts and electric shackles are alright.

    I wonder if this is working as intended or if the devs missed something..
  7. Syndace

    Mu Mastery: Zapp

    Wow... that kind of ruins the whole set for me. Shame.
  8. Syndace

    Mu Mastery: Zapp

    Hello scrappers! ..and hopefully castle. Can someone explain the purpose of this power and if it's currently bugged? It does damage in both pve and pvp that is about the same as mu bolt, but it has a 7.33 second activation time as opposed to mu bolts ~1 second activation time. The power looks neat I suppose, and I would use it if it behaved like a normal snipe but the damage is sub-par and the incredibly long interuptable animation time makes this power seemingly useless. The endurance drain isn't worth the activation time either.

    Is this power bugged or just forever doomed to be one of those neglected powers that will forever suck? I've been working at getting my elec/elec scrapper over villside JUST for mu mastery and Zapp is very dissapointing imo.

    Thanks
  9. Does anyone notice on a dominator that sleet cannot be used after a phase power triggers the phase supression? So sleet is on the phase timer.. is this working as intended or a bug? It is really inconvenient.
  10. Quote:
    Originally Posted by Strike_Katana View Post
    Eh. I read this, got a laugh, and got over it. That was all it was posted for. The Lawls.
    Exactly. I'm still baffled by the rudeness in the pvp community here.
  11. COOL STORIE BRAH!

    No but seriously it was amusing, we all get a kick out of angry noobs. On that note what the heck did the OP do to warrant a response like this?


    Quote:
    Originally Posted by Vexington View Post
    No one cares about zone in general or your personal experiences there that lack relevance.

    Next time you want to post something so uninteresting, at least make it shorter. Then I'd actually read more than three lines and have something more specific and critical to say.

    What's Virtue?
    No one cares about selfish ****** bags in general or your personal trolling here that lacks relevance.

    Next time you want to post something to make yourself look tough, at least make some valid points and use logic to shut someone else down. Then I'd actually read more than three ignorant words to see if you have something more specific and critical to say.

    What's E-peen?
  12. That guy was just overracting.

    There is a contact, a few missions, signs in front of pvp zone entrances, and even a dialogue box upon entering a zone that all say "HEY THIS IS A PVP ZONE YOU WILL GET ATTACKED BY PLAYERS". People who throw a fit are just butt hurt they have social issues and can't deal with other people.
  13. Extra defenses here and there are good, but if you have extremely high recharge (mine on mids has 97% recharge bonus) you can get that wonderful heal down to a 15 second downtime. Add hasten into the mix and now you have a 40% hp heal every 11 seconds. I think the heal is definatly what makes the set.
  14. Welcome back! Your selected powers look pretty solid. (didnt look at sets) I would start planning a build without fitness as i19 will make the fitness pool inherent. I went with the concealment pool for phase. Also, ice mastery is absolutly superior to the other sets when it comes to pvp IMO. Hybernate is what it is, everyone has it, but frozen armor actually provides a squishy with 10% elusivity which is nice (for a defense armor), and hoarfrost is AMAZING. Nothing quite like having an amazing heal plus capped hit points. Sleet works very well but its hard to land and I think its currently bugged by being on the phase timer. Sometimes its fully recharged but unusable... I notice this happens a lot after I phase/hyber.
  15. The initial shock is hard to grasp.. but think of it this way: If you do love the game at least it got changed up so now you can be involved learning the new system. Gives ya something to do right?....

    I have played a long time like you, we all have. After about a year of this new pvp and the few balances they've had along the way I adjusted. Its not too bad, I want to get my hands on some pvp ios.

    So here is my rant, I've played in zone at least two hours every night for the past three months. Not one. Single. Drop. I capped 400 rep real quick and average 20-30 kills per sitting. WHAT THE HELL DEVS. Not only that, since i4, reputation is still USELESS!

    There okay
  16. Quote:
    Originally Posted by macskull View Post
    I can time my offensive toggles. I can predict a mez (because knowing that you'll get mezzed every 15 seconds isn't exactly hard, nor a prediction, but an observation of the way things are). I can't make my toggles recharge instantly so even if I'm hit with an instantaneous sleep (i.e. Mesmerize) I'm stuck waiting for a few seconds for my toggles to recharge and then another 3-5 seconds for those toggles to activate once they're recharged. At that point I'm already almost 2/3 of the way through the mez suppression window and I have done nothing to my opponent that entire time.

    It's one thing when you can do something to avoid having your offensive toggles dropped, but it's another thing entirely when there is nothing at all you can do to prevent them from dropping short of avoiding fighting anything with mez.


    Probably. If you ignore concessions to players (i.e. options to turn off HD, TS, DR) the only positive PvP-related changes that have been made since I13 are the arena tweaks we got in I14, namely selectable maps. Unfortunately, while selectable maps is a nice feature and everyone's glad to have it, I don't know a single person who wouldn't give that feature up to have some semblance of pre-I13 PvP back.
    You do have a valid point, and I will agree it's annoying on a rad to fight a dom/controller. I have one solution. For those that don't know, toggles work by applying a buff/debuff over and over again in ticks. I know for those offensive toggles the ticks are pretty quick. If they made it to where the debuffs last a little longer and make the reapplication of the power in longer intervals.. the enemy could be debuffed for a duration of time after the offensive toggle wears off. This actually makes more sense to me in both pvp and pve. If you get mezzed, the enemy still has a duration of debuff applied. This at least gives you a chance to try and reapply the toggle.

    Then again.. I'm not a dev and this would be considered something "minor" by them soooo yea.
  17. Quote:
    Originally Posted by LuxunS View Post
    If you look at what you quoted, those are all sets with offensive toggles.
    Ahh I read what he typed wrong, ty. Offensive toggle dropping makes sense to me. I guess I play dota too much. :P

    I shouldn't have called it "skill" my bad. Timing my offensive toggles right by predicting a mez is just something I adapted to. I have a rad, and it is still very very good. I dunno you guys should give it a chance, you know you kind of like it otherwise you wouldnt be here.. right?
  18. Quote:
    Originally Posted by macskull View Post
    No toggle dropping, eh? My Storms, Colds, and Rads would like to have a word with you.
    Maybe I missed something, but I was aware that mez's do not drop defensive toggles.. unless you are talking about total endurance drain.

    Quote:
    The only improvement over the old system is that a squishy doesn't need to carry a tray of Break Frees if they don't have an Emp/Sonic/Therm/Pain, but if you think that a 4-8 second mez you can do literally nothing about is balanced then I really don't have much else to say to you.
    Exactly, one shouldnt be required to have fair play in pvp with reliance on break frees. I use the same mind/energy now I used back then. So you are saying a 10-20 second permamez, even on tanks, is not overpowered? Mez should be something you can't do anything about, but for a short duration of time. Only doms/controllers can hold for 4-8 seconds and even then most people have acrobatics which cuts that time in half. Same goes for all melee characters with an armor, or characters with buffs from emp/sonic/therm/pain.

    Quote:
    In short, the people that thought mez stacking was broken either needed to figure out how to use inspirations, find the "invite to team" or "accept invite" buttons, or put more pressure on mezzers.
    I was well aware of inspiration use. I could actually stack mezzes more quickly on my mind dom than most people could pop break frees. Someone shouldn't have to pop 5,6,7 break frees to get out of a mez, but thats just my opinion.

    Quote:
    Apparently these things were too hard, so now we're stuck with a system where powersets that rely on offensive toggles are largely worthless, a Stalker can hold a Tanker without having to do anything other than click one button, and a target can do literally nothing while they're mezzed except wait for it to wear off and hope they don't get mobbed before it does.
    Offensive toggles take a little more skill to use now. Which sets actually RELY on offensive toggles? Arctic air works just fine on my dom, I usually wait till after the first mez to activate it and counter with some delicious confusion. Yes a stalker can hold a tanker in one shot, but so what? Stalkers have a 2 second base duration, enhanced about 3.8 seconds. A tank's armor reduces mez time by 100% so that hold becomes 1.X seconds. A one second mez? Is that really broken? I get mezzed all the time in zone on my tank, and have plenty of survivability to back away from a bad situation if I need to. Sometimes mobbing and ganking happens its a part of pvp, and happens to everyone.


    Just to be clear I am not trying to pick a battle with you, just stating my opinions as I happen to disagree with you :P Am I the only one here that sees the devs moving (very slowly) in the right direction with pvp?
  19. If you don't like playing Fotm's I have a few suggestions you might enjoy. My first suggestion is ice/fire just because I made it two-three years ago NOT wanting to be fotm mind/fire. Turns out it works well. The key to ice control for my build is damage. Since ice block has a longer activation time than other holds it does a good bit more damage. Slotted with purple/pvp procs for damage, plus the 10 second bonus damage to all you get from firey embrace, makes it quite beastly. Spamming fire blast, blaze, incinerate, ice block, and chilbain can knock out most squishies pretty quick. Poisonous Ray, melt armor, or sleet from the epic pools provide -res which just makes the build so much sweeter. If you want to know more message me!


    Some other non fotm dom builds I've played around with and really enjoy in pvp were mind/energy, grav/energy, and elec/elec. Mind/nrg provides amazing control with powerboost and does some solid damage. Grav/energy is a little slower but a LOT of fun. Elec/elec is actually pretty amazing if you build it right. Synaptic overload (the confuse) needs to be fixed for pvp, but the damage output is suprising. Build up, charged bolt, lightning bolt, and jolting chain makes a pretty suprisingly effective ranged attack chain.

    To answer the title though.. I would have to go with ice/mental just because -recharge is still pretty powerful and arctic air is nasty if you are smart with it. Drain psi should give you the end recovery to keep arctic air running with all of your other toggles.
  20. Syndace

    Brute as damage

    Quote:
    Originally Posted by Valkyrie_EU View Post
    -Brute's have AoE Taunt.
    -Brute's have Punchvoke.
    -Brutes have Aggro-Auras.
    -Brutes have the second highest hitpoints in the game.

    To me a brute is clearly meant to be the tank on the villain side. While I tolerate it, I would have to lie if I had to say I dont find this "I dont need to tank cause I'am a brute" mindset many people have a bit anoying. If not the brute who else is going to do the job?

    Just because brutes are a bit more offensive then tankers dosnt mean they are not tanks anymore. When I play my two brutes I always run in first to take the alpha and I always take the time to taunt away the enemies from my teammates if they are in trouble.

    Of course that dosnt mean you are supposed to just be the punching bag and do nothing but spaming taunt whenever its ready... thats not even what a tanker should do, because thanks to punchvoke dealing damage draws a lot of aggro too. But the common brute I see on "Zukunft" which dosnt care for the squishys on his team, cant take an alpha and dies in seconds once he gets some beating because he pumped all his slots and power picks into attacks is hardly more then a leecher or a liability IMHO.

    If you dont want aggro, a stalker, corruptor or blaster or something like that would be a much better choice, cause even a scrapper should be able to take on at least those three enemies the maintank cant because of aggro cap.

    I'am sorry if I sound a bit harsh, I would never flame, kick or lecture some player just because he dosnt play the way I want him too... but in regards to your question I thought being honest with my opinion would be more helpful then some "its fine do whatever you want".

    All this is in regards to at least a +2x8 difficulty setting though... at +0x1 hardly anything matters and you are free to do whatever you want and nobody has the right to complain.
    I disagree.

    You forgot:
    - Brutes have fury as their primary inherent.
    - Brutes have melee damage as their primary powerset


    All the other things you listed are secondary to assist the inherent. Look at their damage cap, highest in the game. Brutes *can* be good tanks depending on the set, but don't *have* to be tanks.
  21. Quote:
    Originally Posted by ketch View Post
    *sigh*

    Somethings look so good on paper. I really had my hopes set on some PB'ed Linked Minds, but having just hit 41 today I noticed that LM isn't affected by Power Boost. There's a very small resistance component (1.7% to psi, thanks a lot) that puts it into the category of powers PB can't touch. Looks like I'll have to spend a respec...
    Truth, psi mastery turned out very very dissapointing. The armor and mez resist are nice.. but other epics have way more options. Mind Link is poor for doms. You cant enhance the recharge time, and power boost does not effect its defense bonus like ketch said.
  22. Mind/nrg doms are great. Considering I've seen em mentioned a lot I'd even say its becoming somewhat of a Fotm. Do a search of this forum there are a lot of helpful posts
  23. Quote:
    Originally Posted by Neeto View Post
    since the devs won't fix random OP'd powers in pvp.
    They're just REALLY REALLY slow about it. More of them should ACTUALLY pvp to see what the hell is going on in thier game because sharks are pretty ridic
  24. The way mez works now, is the way it should be IMO. There is no toggle dropping anymore so anyone being held in one shot isnt broken, its balanced. Mez armors reduce the time you are mezzed, so tanks brutes stalkers and scrappers arent mezzed as long as others. The base mez durations in pvp are 4 seconds for controllers and doms, 2 seconds for everyone else. Enhanceable of course. Hold stacking and toggle dropping was horribly broken IMO.
  25. You know I would join you to check it out, but I'm not paying ten bucks per character to move over...