Warhamster

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  1. Warhamster

    New Doms

    I have to say I'm impressed. The changes are quite literally game changing. I did respectable before, but good lord the new damage output, combined with 3 layers of control make it no contest vs blasters now. I can cage, knockup, and hold the target, then phase/hiber myself if I get in trouble. The cage shuts down their aim/bu, so we're pretty much on the same playing field regarding damage and I have the control that they don’t. It's like cheating now lol.
  2. Warhamster

    grav/psi in pvp

    I do agree that the learning curve is steep on this build. The cage for 1 v 1 arena and zone is outstanding. Vs a blaster its on the same timer as Aim/BU, so you can perma shut it down when you see him popping it. Thankfully the changes to DP only effected recov, so its most useful feature of shutting down well over 1,000 points of regenned hps on a tank or scrapper still exists. Only a very new player that doesnt watch what debuffs are on them would allow themself to run out of end, the the nerf is not so bad. You'll love what you do to regen scrappers, psi is the absolute solution to them.
  3. I approve of this message. In RV with DR, my IO'd out ss/inv brute has 3100 hps, 46% smashing/leth resist, 38% psi, 34% fire/cold, 28% tox, 20% energy/negative. For defense she has 23% fire/cold, 20% smash/lethal, 15% energy/negative, 3% psi. Perfect villain side taunt bot she most certainly is.
  4. The new rule of 5 IMO for DR zone you should be aware of is, dont slot more than 5 pvp IO's. Base accuracy is far more important now than it was before, even if you have a high global acc bonus and +to hit. 60% acc in a primary attack power with an acc check is just not acceptable. Use that 6th slot for ether acc/dam hami or acc IO.
  5. My dom is actually Grav/Psi and I've never had problems hitting the toons you mentioned. With 95% or greater base acc on all my attack powers, 101% base acc in my hold, +65 global acc, +17 to hit bonus from tactics and kismet, and poison ray, def is the biggest joke ever. Even the mighty IO'ed out shield tanker eats pavement quickly if I land poison ray on him.


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    I've dueled Dutchrad several times on my mind/psi, never had a trouble with him. Same with stormies. Mind gets an autohit hold with TK so opponents with -tohit toggles are not a big deal if you know what you're doing. Like someone already said, Shield tanks and elude are the biggest PITA but even then you can hit through their defense reliably with Dominate/Levitate/Mesmerize since those have no positional component.

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    makes perfect sense, but to put it context, my fire/elec who could hit people through pff 25%-35% of the time before the nerf had issues hitting dutchrad (albeit without tactics) when build up or FoN weren't up.

    yeah in the end i won those matches, but the same can't be said of my grav/fire. that thing couldn't hit [censored] when toggle'd and facing rock armor.... hence why the people that were initially saying "grav/energy will be great!" need to stop sniffing the glue.

    yeah, mind allows you to get away from those issues, but i'd be curious on how a storm plays out against your toon.... :-( i wish my acct was active..

    but warhammer and tf2 are actually fun.

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  6. That's some strong talk for someone who failed to mention that the vast majority of hero toons we have to face in zone (tanks and scrapper) still sport damage typed res. The devs tried to fill in some holes here and there for i13, however psi still carves through certain toons like butter. Perfect example is regen scrappers, though there are certainly others. Psi is the perfect counter to the whole set. They pop IH? DP halts their regen and recovery completely. Pop MoG? Psi continues its same damage. I laugh like a maniac when someone pops MoG. Usually at the point they pop it, its only a matter of 2 or 3 attacks and they drop dead.

    Currently Elect does tend to outperform psi in zone vs squishy targets with low base hps and low regen simply due to its burst potential. However vs scrappers and tanks, psi is without a doubt the king simply due to drain psy. Completely stopping regen for 30 sec blocks on a toon with high regeneration = over 1,000 points in damage that was not regenerated during that time. This doesn’t even take into consideration the fact that most melee toons will run out of end in 15-20 secs and detog themselves to death. This is under the current system, and will probably be too powerful, likely requiring a nerf under the new one with such a large damage buff to psi incoming.


    ******Have you PvP'd at all since I13? Damage type doesn't mean a damn thing anymore. Squishies get a free 40% resistance to all types of damage just for entering a PvP environment, and their APP/PPP armors now have defense or resistance (depending on which armor they have) to everything. All that matters now is how much damage you can output, not what kind. Organized team PvP is no longer about the buffs and debuffs (free base resists and and diminishing returns have ensured that) but rather about 1) how quickly you can spam a target with damage until heals are no longer effective (if DR is on), or 2) how well you can time two AS's after the squishy has been KB'd (if DR is off).

    ******way wrong on the psi again.
    elec, in zones, outperforms psi by a huge margin. psi only starts to compete against elec in sustained fights in the arena.
  7. To clear a few bits of miss info:

    Dimension shift for doms lasts for 8 seconds now unslotted, and is the most effective way for a dom to flat out stop Aim/BU and spikes

    Anyone having issues hitting def toons in zone has a crapotastico build. I think allot of this is stemming from people who incorrectly believe its a good idea to 6 slot PvP IO's in powers with an acc check. Base Acc in zone is very important now under the new system and nerfing yourself with a hot 65% acc in a power = hard to hit def toons. With base acc at 95% +, a high global acc bonus, and +to hit bonus, def is so bad as to be laughable for none t9 toons on anything that actually poses any danger to you.
  8. what game are you playing where anyone needs -def lol. Def is a joke now. With easy access to +global acc and +to hit, the only thing not in a T9 that I ever have trouble hitting is a perfectly IO'd out for def shields tank.
  9. I have a question, if someone could test it that would be great. With the 4 sec capped hold duration now, is there any use for acro? Under the new system, is acro reducing hold duration below 4 secs now for squishies?
  10. The chance for the placate is not worth the loss of a good mez, considering if they are effected by the sleep it messes up your chances to land a hold for the next 15 secs. This is especially true vs squishies, where you'll always get the full duration of the 4 sec hold, vs a pidly 2 sec sleep. (since most good builds take health) The KB more than makes up for this though.

    On a side note grav still takes the cake, what with having access to KB, hold, and dimention shift though when it comes to dueling. Being able to flat out stop Aim BU everytime its up is a thing of beauty.

    [ QUOTE ]
    Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.

    On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.

    [/ QUOTE ]
  11. PvP psi doms will have to drop shock wave now, and run dart, blast, subdue, and mind probe for attack chain. Stinks that we'll be losing the big -rech we used to be able to dish out. However, the massive damage increase on the chain will more than make up for it me thinks. I absolutely eat regen scrappers now, cant wait to see how bad it is after the changes.
  12. Agree. Hold res is huge now on squishies. Dont leave home without acro.

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    There is one big thing that accro gives that most people dont take into account....the hold res....if you like haveing controller holds lasting the full amount of time on you then don't take it..me on the other hand could not take it lol. You really need that hold res..unless your Rad and you have AM. But yea make sure you take accro on a corrupter. Because if i was a troller and found out you did not have accro...i would perma hold you lol.

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  13. Warhamster

    i14 Stalker

    Slot your AS with 3 lvl 52 Acc Dam IO's, and 3 damage procs. Every other attack power you select will be only to get set bonuses from, as you'll never be using them.

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    I'm pretty much settled on spines for the 2 range attacks, trow Fish makes 3, Or can they get the Web nades?
    I'm thinking /Nin or /WP

    What do you guys think?

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  14. Warhamster

    i14 Stalker

    primary means nothing in team arena. You are there to AS and AS only, anything else means more time to get back into hide. There is a new technique that RPVP is using that currently makes the secondary irrelevent as well, with almost a 100% chance to escape and only requires 2-3 greens per escape if you're being spiked after an AS. I can personally confirm that it works very well. Once everyone figures it out the only thing that will matter is the ability to run through cane and bubbles.

    So to sum up, pick any primary, for secondary pick ether EA or WP.
  15. Very good point. As you insinuated, perhaps the better approach to the question is are the other powers in that epic pool better than those offered by a res set?

    From the Dominator standpoint poison ray is ridiculously good. Combine that with a still reasonable PFF for doms and I guess I have my answer.
  16. Global Name: Warhamster
    Home Server: Freedom

    1. 10

    2. I

    3. 10

    4. D

    5. 3

    6. 9

    7. A

    8. True

    9. D

    10. While balance will never be achieved in this game, in my opinion it will always offer more than all the other MMO pvp games currently on the market due to Travel Powers. (this will probably change shortly due to the 2 new competitors coming soon) The lack of a queue system for arena hurts this game, but after playing all the games that do offer this, it was easy to come back to CoX just due to the flexibility and enjoyment that travel powers offer. From a sit down and play standpoint, I can enter the zone and know I'm not instantly dead if confronted by overwhelming odds like in Warhammer Online and the equivalent. Escape is not only possible, it is likely. This still applies after the addition of suppression, it just takes a bit more skill to achieve.
  17. Its my understanding that squishies in zone pvp start off with a base 28% resist. With a res shield, I believe you can get up to around 44%.

    The point to this post is, if all you're getting out of the resist shield is 16% extra resist, what exactly is the point to taking a resist shield now? I understand that def is crap after the nerf, however is the loss of only 16 points of damage resist per 100 that big of a deal, considering you would have a chance with a def shield (however small) of avoiding entire packets of damage from an incoming spike?

    Am I missing something obvious here?
  18. Sweet, thanks for adding me to the roster, oh wait...

    Test is @hellora
  19. That's messed up yo, I'm not on the current roster?
  20. Warhamster

    KB pvp question

    In almost all cases a knockback is much better than a hold. With holds only lasting 3-4 seconds vs anyone who is actually a pvper, you'll find that knockback vs a squishy can buy you between 4-6 seconds depending on how high they are when you hit them with it. This effectively doubles your ability to disrupt incoming damage over someone without kb.
  21. Warhamster

    i14 PvP Tests

    Ya but 95% to hit with no outside buffs? Vs a toon that spends its entire secondary on defense? What happened to the concept of elusivity? They just decide to 'cancel' it? At least if you're resist its almost impossible for a single person to take away all of your resist with a debuff. Defense needed a nerf but come on that is way overboard.


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    well should've seen this one coming from a mile away. It was an obvious thing that was going to be nerfed, def based toon or not.

    Hint: when you and ya buddies are playing on certain build that is almost or is unkillable, by anyother build, and more and mopre keep popping up with added brags of how uber they are, the writing is on the wall. Gotta be beyond blind to see this one not coming.

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  22. Any hero on Freedom that has been annoyed by Riraven's knockbacks or a finishing AS by Blood Mark that is interested in a little relief, I have a Fire/EM Blaster that just hit 50. Sooo, I now have my first lvl 50 Hero that I can bring to RV. If any of you (or anyone else for that matter) could find the time to private message me a mids IO build for a fire/em blaster that would be greatly appreciated. Money is no object. Thanks again.
  23. Warhamster

    i14 PvP Tests

    This is actually some kinda rumor that has been rolling around. Divine had heard this too so we tested it. The second packet of damage in AS (the greater one) is actually unresisted on live currently. We tested on live and test. The first packet of damage is resisted and the second unresisted. My target used oranges in the test to confirm this to be the case.


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    P.S AS got buffed.

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    Really? In what way? And awesome, btw.

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    It's no longer unresistable.

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  24. Warhamster

    i14 PvP Tests

    i14 Testing Update:

    Def debuffs now remove a great deal more def than before. Vs a ice epic shield blaster my lift power needed 70% chance to hit. After a Poison Ray hit I had a 95% chance to hit. 95%??? Why do the devs always overdue everything? I ran another test with my stalker vs a EA brute. Tactics BU Assassin Strike. 95% chance to hit. So def went from being the best to going right back to being terrible where it was prior to i13 lol.

    PFF Finally got to test this vs multiple toons. Vs a blaster with tactics 57% global acc and a 92% acc slotting in the same attack he popped BU Aim and needed a 49.84% chance to hit. My dominator was running both shields CJ and Mnvrs. This is better than I had hoped. It would appear that stacking +to hit is close to pointless. The same situation tested earlier vs that stalker with just BU 100% acc AS and 50% global acc resulted in 48% chance to hit. I was expecting that a blaster could get into the mid to high 60% range so this is good to see thats not the case.

    PFF vs a rad was VERY interesting. 45% global acc 95% acc in power rad debuff on me he needed 43% chance to hit. This is big as he's not on a 10 sec timer like the blaster was at his good chance to hit. Popping Aim the rad went up to a whopping 54% chance to hit.

    -Acc in Rad increased HUGE in i14. My hold is slotted 101% acc with 45% global acc and +17% to hit from tactics kismet. 95% chance to hit without his debuff 35% chance to hit with it on me. Holy crap! If I used Poison Ray on him my chance to hit jumps to 78%.

    Big changes incoming. Looks like defense is out and debuffs are now king. Welcome to the new i14.
  25. 2 is enough to stop it unless the tank/brute is smart enough to slot for knockback mag...