cocomilkshake

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  1. i'm tired of how many changes devs make to 'balance' pvp. whatever. i'm sick of having to make new toons just to keep up with what's hot in pvp. don't give a damn anymore. how about i make a nice little rpg hero with a nice little description of how it got its powers and then venture into the pvp zone and STILL SUCK.
  2. Quote:
    Originally Posted by Rigel_Kent View Post
    I'm not aware of anything changing in the game that could possibly dislodge Fire/Kin as top dog in farming. Team size settings favor solo builds like Fire/Kin. Nerfed XP on all-boss custom groups does the same. Knocking the Fulcrum Shift buff down to 20% only hurts non-farmers and corruptors. Electric Melee for scrappers and Radiation Blast for blasters are so-so.
    agreed. the question now is. plant/kin > fire/kin ;D

    betch don't even defend that boring *** fire/kin. plant roxyoursox.
  3. Quote:
    Originally Posted by Necromatic View Post
    I hope one wasn't me, but what you described sounds like it. Lately, been practicing dissecting hero huddles with a jumping shark attack against one of the foes. The attack is timed so that you fall behind terrain when it activates. The net result is a big glob of damage from seemingly nowhere. If the target runs (best case), you can chase and when hide is back up (thank you 8 sec timer), you can crit again doing even more damage. Since I'm spines, I can throw in a little more -movement. When stalkers see other stalkers attack targets, they have a tendency to focus fire, so... moar sharks.

    The counter is easy, a hovering blaster can target the stalker and keep him out of hide and out of your hair. An emp can keep ya well healed. And finally, have that tanker taunt.

    -Zoobait
    i'm sorry, but who the hell has a full-on teaming mentality in zones like RV? and, you won't always have that selection of heroes *willing to team with you* just to handle stalkers. this isn't pve where people actually seek out others' ATs to accomplish a task. you mainly go pvp solo. i've asked plenty times for teams with a "sry solo atm" tell being sent right back.
  4. ok so i understand the stealth caps but a few ppl told me that combining superior invis + group invis + stealth io would bring an ill troller past stealth cap (si alone does this) and that the remaining invis would go as a buffer for other people's perception? please explain this...i am sick of trying to understand the concept!
  5. cocomilkshake

    i16 and you

    my first 50 came about just before ma/ae was introduced so i am not familiar with farms outside of ae and come i16 i need to know where they are/which are the best ones to do for a 50 kin? please share
  6. Quote:
    Originally Posted by Solo_One View Post
    fighting mms is pve+

    i dont consider it pvp, even against "skilled mms".

    to the OP topic: psi blast doesnt need a nerf, just the placate proc.
    denial. "pve" henchmen are controlled by pc. sore'd loser
  7. cocomilkshake

    Levitate vs Lift

    Quote:
    Originally Posted by Enantiodromos View Post
    Did you note the person you're quoting points out that Mind IS left with soloing ability?

    I trust you're aware that spawn size scales to team size?

    I trust you're aware that what distinguishes ST DPS from AOE DPS is that the latter's power scales directly with spawn size, wheras the former does not? And that the game caters overwhelmingly to team play, wherein spawns then are very large? And ST Dmg is drowned out by all those AoEs taking x8 to x10 damage output multiplers because there're 8 or 10 mobs present?

    And Plant doesn't toast Mind into ignominity. It toasts it into oblivion. The comparison:

    Seeds, Roots, Entangle, Giant Fly Trap, Carrion Creepers, Spirit Tree
    Vs
    Mass Confusion, TK, Mesmerize, Levitate, Terrify, and Confuse...

    That's four 5-star powers, a 4-star, and a throwaway, vs one 5-star power, four 3-stars, and a 2-star.

    And no, it's not the ability to lock down spawns with X bosses in X+1 applications of two powers (MC + Confuse), vs the ability to lock down spawns with X bosses in X+2 applications of two powers. (Seeds + Strangler). Unless one's really soloing (which has been acknowledged a specialty of Mind), this emphasis on instant lockdown of ALL bosses is unwarranted. Not to mention that that comparison misses the fact that [MC+Confuse] is going to be availabel half as often as [Seeds + Strangler].
    AGAIN. Really, Enantio, Really?

    QUIT THE DRAMA. Ruined yet another thread. I'm sick of you.
  8. QUIT THE DRAMA.

    You went off topic too fast. Who cares about your stupid bickering. I came to this thread to learn and the only posts that actually showed me something valuable were the first couple ones.

    GET OVER YOURSELF.


    In response to Entantio and his genius followers.
  9. Quote:
    Originally Posted by EmperorSteele View Post
    Here's the deal. We all know that Seeds of Confusion is slightly overpowered, especially in conjunction with Plant's other AoEs and compared to the only power like it anywhere else, Mass Confusion.

    One might think that a nerf for SoC would be in order. Something drastic to make it barely a shadow of it's big cousin: Double the recharge, and halve the duration, range and # of targets (though widen the cone to compensate). And then lower its Accuracy, too (which, along with recharge, is the main balance-obliterating portion of SoC's numbers) Maybe even take this a step further and remove/reduce the damage component from Roots. This would definitely make people pause before saying that the set completely obliterates Mind Control (at least, when based on two similar powers)

    But is this the only way? Certainly, people who love Plant love it for what it is, and wouldn't be too keen on the nerf bat coming down hard (or at all, even if they did admit it was OP... that's why they like it!). Also, how far down do you bring the numbers before you cross the apparently fine line between "overpowered" and "gimp"? Perhaps a Buff to Mind is the better answer.

    For one, reduce the recharge and increase the accuracy on Total Dom and MC. That would balance out one of the main problems with Mind when compared to every other set, and give it a steady stream of containment*. MC in particular should affect an even larger # of targets (say 25) with an increased chance for Overpower criticals. That way, it would claim its place as a Tier 9 power when compared to Seeds.

    *: If Plant gets a power that's better in almost every way than a T9 power, then Mind gets to have it's own distinct AoE advantage by having less down time on its hard controls. Fair's fair, especially considering Mind lacks steady containment that's present in almost every other Controller set, as well as the -constant- extra damage and agro mitigation from a pet.

    I don't think anyone would argue against the fact that a tier 9 power should be better than a tier 5. The question is, how do we best accomplish this?

    Or maybe do nothing. Let "Mind" continue to be undervalued (and underplayed), which only helps them shine more when you do find one. After all, the LAST thing I wanna see is Mind/Kin PL farmers clogging up PI and AE lobbies.

    What do you guys think?

    (Because we haven't had enough mind vs plant discussions this week =P)
    mind underplayed? uh no. check pvp zones. almost no plants.

    god i hate when ppl complain about an AT unless it's absolutely totally over-powered. if you ask me fire/kins are everywhere take up your issue with that boring AT.
  10. cocomilkshake

    Plant/Kin advice

    my plant/kin (johnnie davie) uses posi blast in roots and fire blast. i rarely used any purps seeing that it was effective enough without them (just 2 soulbound allegiance for plant - one was +chance buildup) i dont think i have a mids build on me for it but pretty much same as boring old fire/kin just a few modifications for spirit tree/seeds. (use sets that give good globals)

    -pretty much treated roots as aoe blast like fire ball (went fire for mastery..def good for +aoe)
  11. cocomilkshake

    i16 zone changes

    Quote:
    Originally Posted by ConFlict View Post
    Sadly both are most easily dealt with by running to drone safety, or as I call it pulling a Chido.
    bahahahaha
  12. cocomilkshake

    Orisinal

    Hullo, I decided to be orisinal and not do ill/therm, so can someone that knows what they're talking about please post me an ill/storm mid build that I can review for hours at a time? Enlighten me, please!!!!! ;]
  13. cocomilkshake

    dom dom dom

    This is my first real PvP toon and I absolutely need help designing a build for it..but more importantly..the sets that I should use for it. I know purps are great but I'm sure slotting all purps isn't good overall.

    My dom is GRAV/NRG and I heard only 4 powers are pretty useful in GRAV for doms so I can focus more on the secondary aspect.

    If someone can take some time and post a build with ideal sets, I would greatly appreciate it. I'm freaking lost.
  14. So in zone...same rules as arena? I'd have to wait 5 minutes between attacking someone in hopes of getting a drop?
  15. Oh god, don't tell me these are the same rules for zone? If I farm the mobs in RV.....how does it work then? I can deal with drop rates sucking...but freaking timers? wth. Too weird.
  16. Wait a minute, let me get this straight. (I a noob ww person)...if you post your salvage at 1, not only will it sell faster (duh, minimum bid) but you'll actually sell for more? Like, if someone bids 1mil on salv but yours goes for 1...you'll get 1mil-ww charges?? o.o

    There's a catch somewhere..
    Sick of being poor.
  17. I love how devs add things in too late to work. It's like they don't think, but then again they are humans so I guess it's alright for mistakes to be made.

    Just...how old is this game now? Lol.
  18. cocomilkshake

    Mistrust

    Argh. Yeah I guess I'll look into that trading salv/enh between toons then. Thanks for the info all, greatly appreciated!

    Just wishful thinking, that little storage safe in base/city bldgs should so let people transfer their own money between their own alts

    Oh well, maybe CO has it
  19. cocomilkshake

    Mistrust

    The SG thing seems like a safe way to do it...but still you can't transfer inf right? Just place enh bins and salvage racks.. bah. Never made an SG myself this will be interesting.

    And yes, the GMs do have a way of finding out. It's called the chat and they can search for chats and agreements between two people (have you never been flagged for cussing out someone? Duh.)
  20. cocomilkshake

    Mistrust

    Why in the world is this the only game I've played so far where it's impossible to transfer influence/infamy between YOUR OWN CHARACTERS without needed a stranger to help you out? And even then, let's say you do find someone and that person happens to keep the money or log off, do the GMs even help you out with anything in reimbursements??

    How the hell am I supposed to give money to my lowbie toons??
  21. Wth are you talking about? I have a 50 plant/kin and his SoC do NOT cause me aggro. The only aggro you do get is if you get too close to cast SoC in the first place. Do it from a distance and once SoC is out they just stand like morons.
  22. I know somewhere small NCSOFT can start:

    Adjust Superior Invisibility so it actually gives the +1000ft bonus it says it should give to the controller. WTF. It should be better than hide if going by the power's description. I think illusion trollers deserve it.
  23. cocomilkshake

    ill/sonic

    So I made an ill/sonic (lvl50) for pvp. Any advice on what powers I should keep and which to skip?

    I'm worried about Superior Invisibility..it's not slotted yet for extra/global stealth and I'm easily perceived by anyone with tactics. Wtf? Online it says it's +1000 ft of stealth....someone explain this please, and what I can do to actually bypass +perceive!