fluffymormegil

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  1. [ QUOTE ]
    By your own admission, there are certain AT's ( such as the energy stalker you just mentioned ) which outshine the rest in PvP. Why should the character you have made over however long you've had an account be technicially rubbish, in a system thats supposidly open to all players to enjoy, simply because when the AT's were changed for PvP, your AT / combo didnt get as much loving as the rest.

    [/ QUOTE ]
    Go on then, tell me how to give an Emp/Dark defender a chance of defeating someone in the time it takes two corruptors and a brute to pound his face into the carpet.
  2. [ QUOTE ]
    [ QUOTE ]
    Depends on the AT, player and how good they are. A Blaster can nuke a group of players and possibly take out a few.

    Wouldn't a solo PvP'er that could take down 3 or more villains without a scratch be slightly overpowered?

    [/ QUOTE ]

    did I say without a scratch, I meant a chance of ONE villain. Not guaranteed, not 100% of the time, just fair odds for A CHANGE!

    [/ QUOTE ]
    Given that a team of three characters can plausibly have three times (or more) as much single-target DPS as a soloist, the only way you're likely to stand a decent chance of nailing one of them first is to play an Energy Melee stalker and not get spotted.

    Quite simply: Solo PvP cannot be balanced without completely restructuring the ATs and the powersets within the ATs, so don't even bother asking for it to be balanced.
  3. [ QUOTE ]
    While masterminds can be excellent in given circumstances, teleport foe will suddenly change the MM from a tanker into a 2-shot squishie.

    [/ QUOTE ]
    And on paper at least, it looks like a good selection of AoEs turns 'em into a three-shot squishie as bodyguard damage hastens their pets' demise
  4. Because I like having an SG consisting entirely of my own characters, especially since the rent reforms
  5. Well, if you think it's a cool idea, perhaps you should organise it
  6. [ QUOTE ]
    Acro protects against far more than 90% of KB, it makes you practically impervious to KB, although I have heard that combinations of location based KB powers can stack through it I have never been KBed with acro on that I can recall.

    [/ QUOTE ]

    I'm pretty sure that boss wolves can occasionally knock you down even with Acrobatics running.
  7. fluffymormegil

    claws/SR

    I'm working on planning a claws/SR scrapper build ATM, and like all my builds it's coming out insanely focused - by level 38, I have 15 powerset powers, Swift/Health/Stamina, travel prereq, and travel power.

    What I'm hesitating over is the tension between character concept and gameplay concept. I like the idea of a flying claws/SR, using Hover+Swift+Quickness to get reasonable combat pace, but it doesn't quite fit Pointykitten's character concept (she was bitten by a radioactive kitten and thus acquired claws and lightning reflexes )

    I'm also tempted by dropping the travel power entirely and just taking Hasten from the travel pools, giving me another powerset pick.

    Here's the build up to 38, without slotting.
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Scrapper
    Primary: Claws
    Secondary: Super Reflexes
    ---------------------------------------------
    01) --> Strike==> Empty(1)
    01) --> Focused Fighting==> Empty(1)
    02) --> Focused Senses==> Empty(2)
    04) --> Slash==> Empty(4)
    06) --> Hover==> Empty(6)
    08) --> Spin==> Empty(8)
    10) --> Practiced Brawler==> Empty(10)
    12) --> Follow Up==> Empty(12)
    14) --> Fly==> Empty(14)
    16) --> Swift==> Empty(16)
    18) --> Health==> Empty(18)
    20) --> Stamina==> Empty(20)
    22) --> Quickness==> Empty(22)
    24) --> Focus==> Empty(24)
    26) --> Dodge==> Empty(26)
    28) --> Lucky==> Empty(28)
    30) --> Eviscerate==> Empty(30)
    32) --> Shockwave==> Empty(32)
    35) --> Evasion==> Empty(35)
    38) --> Elude==> Empty(38)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    02) --> Rest==> Empty(2)
    01) --> Critical Hit==> Empty(1)
    ---------------------------------------------
  8. [ QUOTE ]
    just like to comment on the dominators are fine posts.... there meant to be controlling type and like causing damage so i can see the idea behind what has been done... but how often do doms win in pvp, they dont stand a chance to be fair, to me this means they need at least a bit of a buff some how.

    [/ QUOTE ]

    Many defenders don't stand a chance solo in PvP either.

    That's OK, because CoX's PvP is not designed to be a one-on-one activity (consider Stalkers).
  9. [ QUOTE ]
    But as said its definately not pvp "duel" friendly

    [/ QUOTE ]

    PvP duels in CoX are not balanced and probably cannot be balanced, so that doesn't really matter
  10. [ QUOTE ]
    I just find it highly amusing someone later on in that thread thinks /Devices was overpowered before ED...

    [/ QUOTE ]

    Almost everyone was overpowered before ED, even AR/Dev blasters. AR/Dev happened to be much less overpowered than everyone else :/
  11. The DEF caps are meaningless unless you're facing titanic amounts of DEF debuff or enemy tohit buff; they're something on the order of 200% IIRC, and more than about 90% is total overkill in any conceivable situation.

    The resistance caps are:
    90% - tanker, brute
    85% - peacebringer, warshade
    75% - everyone else (scrapper, blaster, defender, controller, mastermind, stalker, dominator, corruptor)
  12. [ QUOTE ]
    MaXimillion - the ice patch is almost perma with 1 Recharge.

    [/ QUOTE ]

    Insurance never hurts at higher levels where critters with -Recharge attacks are more common...
  13. [ QUOTE ]
    bha i think all aoe hold powers need a buff... they are weak, slow, bad acc and bad duration.... totally helpless in every builds

    [/ QUOTE ]

    AOE holds are the same hold magnitude as other controller holds - enough to hold a lieutenant, not enough to hold a boss unless you get a critical hold or stack it with another hold.

    Their recharge time is very long, because it is not intended that you use your AOE hold in every fight. Rather, it is intended that you use it to make a difference in fights you would otherwise have trouble winning.

    Their accuracy is quite poor, because an AOE hold is a tremendously powerful capability. (Spectral Terror is also very powerful, but it has its own drawbacks - not least of which is that there are several critters out there that have high protection or immunity against Fear effects, while high protection against Holds is quite rare.)

    Their duration... eh. It's enough to let you run away, or to let the fire blaster use Rain Of Fire safely, or the fire tanker use Burn in the traditional way, or for a */kinetics controller to string together Fulcrum Shift and an epic AOE for some juicy damage.

    Most of the time, you don't need them. When you need them, you really need them.
  14. Slot Swift for Fly speed instead of Run speed, obviously (yes, I know Sherksilver says you can't.

    There might be a better place for the last three slots in Blizzard, or a better use than damage. Does Blizzard have a Slow component, and can it be enhanced?

    I'm not convinced about the Concealment pool, in general - I'm not sure I've ever built a toon where there was nothing better to take than Stealth and Invis.

    I'd slot the holds for Recharge instead of End Reduction.

    There's no point in slotting Fly for End Reduction - even with End Reduction it still uses too much End to fight with it on, but the recent cost reduction means that even without Stamina you can leave it running forever.
  15. [ QUOTE ]
    I don't see why you would want to skip it either. You will get all the powers you will want to have and you will be able to fit it in.

    [/ QUOTE ]

    I guess I could skip Howling Twilight instead, yes. That's probably more sensible, and given I've taken Hasten, skipping Stamina would probably constitute gibbering insanity.
  16. I'm pondering my Necro/Dark MM's build (looking forward here, she's currently 11th level), and I'm wondering, do I need Stamina to:
    a) solo effectively at the higher levels
    b) contribute usefully to a team when facing particularly powerful opponents?
  17. Take it at 47. Slot it at 48. Love it.
  18. Is it my imagination, or are tankers a bit pathetic pre-SO? From where I'm sitting, it looks like the shields aren't solid enough to keep out significant aggro (5 +0 minions is enough to put me in serious danger of faceplanting) and the attacks aren't hard enough to solo at a sensible pace.
  19. fluffymormegil

    Fire/Ice Blaster

    [ QUOTE ]
    Personally I don't like mez protection for squishies, but many swear by acro, so take if ya want.

    [/ QUOTE ]

    Acro won't do much to stop you from being Held, but it will help keep you on your feet when the Knockback starts flying - and that's a godsend, because there are plenty of things that get a bit spammy with the Knockback.
  20. [ QUOTE ]
    I'm just saying you can still do better without, I never have it in any of my alternative blasters any more to me tis such a waste of space

    [/ QUOTE ]

    One Rikti Drone is enough to persuade me that Aim is worth a power pick.

    One Tank Smasher is enough to persuade me that Build Up is worth a power pick.
  21. [ QUOTE ]
    Of top of my head the NPC's that can see you are
    Rikti drones
    Nemesis snipers (altho i do think stealth helps with those)
    Knives of artimus
    somebody said longbow do late in game but i've yet to see
    any NPC with tactics .. get a bunch of them together and they will turn around and slap you.

    The top 3 are the ones you'll see the most tho and i could of missed some off which i can't think of atm.

    [/ QUOTE ]

    Rikti Drones, Knives of Artemis, and the eyeball-type Rularuu can see through an Illusion controller's Superior Invisibility before she reaches melee range. (In the case of KoA, this gets painful; higher-ranking KoA NPCs carry the same stupidly long-duration stun grenades that certain Malta NPCs do.)

    Nemesis snipers on the other hand are not quite good enough at seeing through stealth powers to spot an illusionist, even at point-blank, unless she does something to suppress her stealth. I'm not sure how SupInvis compares to Hide+Stealth, though.
  22. fluffymormegil

    Def/Res Caps...

    Actually, the quoted numbers for purple insp are completely wrong (far too large). There was a post about this on the US forums recently, complete with a redname 'fessing up. It takes four small purples to floor an enemy's chances of hitting you, not two.
  23. My illusionist-kineticist, the Violet Exactrix, would very much like to instantly acquire the Task Force Commander accolade when I log on with her in my first play session after the release of I7. To do so, she needs to do Manticore's (30-35, headcount 7) and Numina's (35-38, headcount 4) Task Forces.

    I propose to do Numina's task force this Thursday, the 4th of May, at 20:30 BST, and to do Manticore's task force this coming Sunday, the 7th of May, at 14:00 BST. Anyone interested?
  24. fluffymormegil

    Ill/kin

    [ QUOTE ]
    K, i've started an illusion kinetic troller, and wondered how best to slot my powers and what ones are cool.
    (note, due to the storyline, repel is a must and have already taken it)

    [/ QUOTE ]

    To anyone who tells you not to take Flash, I say this: Controller Nuke.

    It goes like this: Run into spawn while invisible. Fire Flash. If there's a boss, zot him with Blind. Then use Fulcrum Shift and your epic AoE.
  25. If you want to be in shape to immediately fight upon arrival between 14th and 20th level, slot Fly for endred. (It costs about 2 End/sec; before Stamina, you regenerate 1.66 End/sec.)