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Posts
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Joined
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Greyhame you have a good point, but consider that just about any type of tank could handle the RSF final mission if he were placed in it, while only Stone brutes are hearty enough to withstand it. Defenders can smack on unresisted debuffs, blasters can fire at a greater range and do more damage than corrs, and scrappers can survive better than non /stone brutes in the middle of AVs and put out consistent DPS.
It's just a fact that heroes are stronger than villains in general.. and will have an easier time taking down AVs. Same reason why highly organized Villain teams will be butt burgled by highly organized Hero teams in PvP every time. -
Doesn't matter how much Cryptic may want to support CoX if the population continues to bottom out and this new MMO takes away even more people.
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> Dominators give up a bit of control for some good direct damage attacks that Controllers would give their left mouse button for.
This is complete [censored].. pvp built containment Controllers do far better than any damage Doms can do (even with Domination up), as well as bringing utility and control to the table. Why do you think Hero teams bring 3-4 controllers to 8v8 arena while Doms are laughed at? Doms need a huge damage boost in addition to stronger controls, something like a blaster, with irresistable damage, to even be considered for an arena team.
The lead dev does not understand his own game.. sad. -
Agreed.. this accolade can (and most likely will) be changed to a lower amount of dmg taken.
The villain accolades are already much more complicated to get than the hero counterparts, with the exception of Invader vs TF Commander. -
> These PPPs are supposed to be BETTER and EPPs, right? Well, then why is ball lightning close to HALF the damage of fireball?
because it drains end so it's uber lolol
I'm serious.. the devs subtract damage for secondary effects like -end or -acc, whether you like it or not. -
After playing with this power I noticed you can move after the interrupt time passes, before the animation finishes and you can activate another power.
Does anyone know the exact interrupt time out of the total act? -
My suggestions:
Weaken Break Frees, they do not need to be +9 mag or whatever.
When Domination is up, a certain % or number of mag in any mezz is irresistable and cannot be protected or broken free against.
A mind Dom on a team of 6 corrs with Dom up is excellent at cracking the shells of scrappers and tanks or holding FF defenders.
I agree with a small HP/ranged damage boost, and a re-working of the secondary sets to balance them out. -
The main benefit to Doms in team PvP (to me) is Domination being able to hold through toggles and neutralize tough to chew targets like Scrappers and Tanks. This is why the devs made it easier to build Domination up in PvP (despite some Assault secondaries being able to do it faster/easier than others).
Doms aren't about big frontloaded attacks, but multiple quick attacks. Unfortunately some of the secondaries aren't built around this, and players rarely build their characters around a fast attack chain concept.
With my mind/fire dom (who is now 34), I can hit domination 3-4 times a mission in PvE using an attack chain of Dom, Fire Blast, Mezmerize, then Levitate. This also happens to do impressive damage with dom and fiery embrace combined. Ice Doms on test RV, if they are in a good team, report having near-perma domination with their quick ice assault attack chain. Once Doms find their role in PvP teams as toggle droppers for gang-up attacks, they will be highly sought after and also highly targeted. -
PvP play tends to gravitate to the most solo friendly classes, because teamwork is difficult and most people just want to feel uber while pwning with as little risk and effort as possible. Doms are by no means a solo AT in PvP, they just don't have the survivability to win even a fraction of their fights. In a sane game Controllers wouldn't be 3-shotting with Fire Mastery and containment, which would put them in a similar situation - support units but needing allies to truly work and take down a foe. This is the situation Defenders find themselves in with PvP today and you rarely see those in the zones either, and also why Blasters, Scrappers, and containment-abuse Controllers are so popular.
Don't expect the devs to make Doms solo friendly, you are barking up the wrong tree if that's what you expect them to do.
On the other hand, the Assault sets need to be fixed so act times are fair in terms of spamming ranged attacks for a dom bonus in PvP. Energy Assault and Fiery Assault need to have their ranged blast ACT times fixed. Power Bolt and Power Blast have acts of 1.7 and 2, the Flares act of 2.2 is gimp with only Fire Blast to make up for it. Currently Ice Assault has it best with the three 1 act ranged blasts (that also happens to be the best dps attack chain for dom secondaries), Psionic Assault has Psi Dart (not nearly as much dmg but can still be spammed at range), and Thorny Assault is nearly as good as Psi with Thorny Darts. -
Right.. the catch would be that it's a pbaoe mez resist drain like the Warshade Stygian Circle.
In other words, good luck getting any use of it in pvp. -
I have some pvp related questions for the I7 related PvP boost.
It's stated that you only get a boost when attacking opposing players with your Dom secondary attacks (like Fire Blast or Ice Blast), is this true? There was no bonus attacking critters in a pvp zone.
Do any other powers (such as the single target hold or patron power attacks) gain this bonus for attacking other players? I would think they would at least give the bonus out for use of each Dom sets single target hold.
Thanks. -
Making different newspaper gangs and mission types is too much work. Enjoy your 45 brainless paper trash missions vs. Council in Nerva, St. Martial, and Grandville.
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Black Scorpion is definitely the best for PvP, as half the battle (as far as team play is concerned) is just locking down your target.. I'm sure the aoe will have its -jump removed at some point, so don't count on it.
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new dev strategy: create all new powers pre-nerfed to hell then adjust based on complaints on boards and datamining
enjoy your suckage -
Change the music for The Gutter. It needs to be nastier and edgier, not a snoozer theme from an earlier zone.
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> Yes sometimes deaths DO occur but you're blowing through missions so fast that it's gone before you can blink.
You can get away with this on newspaper missions vs the weaker gangs on 8P relentless. The gangs (Council, Freaks, Family, Raiders, etc.) aren't as tough, the map layouts are always the basic office or warehouse, and there's only one ambush - the one you get after killing the hostage spawn.
But try doing that on 8P relentless on a longbow lab, some wailer maps, or arachnos base missions. The gangs are nasty, map layouts are complex and packed with easy near-guaranteed wipe double and triple aggros, and ambushes are frequent and often unannounced. I guarantee you the brutes fury is not worth dealing with 4 +3 longbow bosses at once when you inevitably double aggro.
Herding can be efficient but it's also extremely boring. I run my teams to have fun with the missions, not maximize XP/hour. That means pulling when necessary, and moving at mobs as a whole team otherwise. -
> What is a tank to do...
Play CoV, then don't worry about it. CoH players are spoiled by tanks. Even though dark/rad defenders are better at debuffs than corruptors, and controllers are better at control and debuffs than dominators, CoV players can get by with semi-tank brutes (which are basically scrappers in defense capabilities), and gimped debuffs/controls.
Herding is not necessary, it's just another form of pulling, except it's far more boring and the tank is seen as a glory hog pulling unnecessary stunts when for the most part, it's just not necessary to pull most spawns in the first place. It's better, in most cases, to pull spawns one at a time with a good aoe debuff like Darkest Night or Rad Infection, and let the team go at them.
Most importantly as a team leader, don't pull if you don't have to. Know all the room layouts and spawn points, and consider whether you need to pull or not. -
This keybind system is optimized so that while in combat your left hand never leaves the left side of the keyboard, and your right hand never leaves the mouse. The left hand is used for all powers, WASD movement, selecting allies, partially selecting enemies, inspirations, and some utility buttons. It is a slightly more complicated system than the default configuration, but has greater potential, flexibility, and efficiency in both PvP and PvE.
I'd appreciate any feedback especially from anyone who's tried it out.
Features:
Eliminates time wasted due to shifting hands between left/right sides of the keyboard and the mouse.
Works fine with any standard keyboard, no expensive gaming keyboards required.
Very little binding by default, so little issue with multiple command lag. Binds can of course be easily added.
Move, operate the mouse, and access all powers/allies/insps at the same time.
Redundant flexibility offers the use of turning, moving and all powers with both the mouse and keyboard, without hand shifting.
Operation:
Left hand on keyboard.
Movement - W,A,S,D to move with, Q and E still available
Tray Slot 1 - 1,2,3,4,5,alt+Z,alt+X,alt+C,alt+V,alt+B
Tray slot 2 - Z,X,C,V,B,ctrl+Z,ctrl+X,ctrl+C,ctrl+V,ctrl+B
Tray Slot 3 - alt+1,alt+2,alt+3,alt+4,alt+5, alt+6
Select Teammate - Shift+1,Shift+2,Shift+3,Shift+4,Shift+5,Shift+Q,Sh ift+W,Shift+E
Use Insps - Control+1,Control+2,Control+3,Control+4,Control+5
Unqueue Power - alt-`
Targeting -
Face Target - T
Nearest Enemy - Tab
Next Enemy - Shift+Tab
Next Friend - Ctrl+Tab
Unselect Target - `
Utility -
Map - F
Autorun - R
Fly Down - G
Right hand on mouse. Turn and look up and down with more precision than keyboard turning, click on powers, targets, other functions.
Additional Utility -
De-anchor the map and move it to the right hand side of the screen, for quick and unintrusive map toggling.
Set your mouselook up to 200%, or whatever speed you feel comfortable turning at.
For the 1, 2, 3, and 4 chat windows, set them up to display Tells in 1, Team chat in 2, and whatever else for 3 and 4.
Remove Broadcast from the Chat window, and remove pets/NPC chat from the Global window.
If you have room, move your health/end/xp bar and Target window to the bottom portion of the screen, to keep an eye on the stats more easily.
Sample Slotting - dark/dark corr
Tray 1 - Twilight Grasp, Darkest Night, Petrifying Gaze, Fearsome Stare, Tar Patch, Dark Servant, Blackstar, Black Hole, Shadow Fall, Hasten
Tray 2 - Dark Pit, Howling Twilight, Gloom, Nightfall, Tentacles, Moonbeam
Tray 3 - Sprint, Super Jump, Combat Jumping, Acrobatics, Tactics, Assault
Sample Slotting - necro/dark MM
Tray 1 - Twilight Grasp, Darkest Night, Petrifying Gaze, Fearsome Stare, Tar Patch, Howling Twilight, Shadow Fall, Enchant Undead, Dark Empowerment, Soul Extraction
Tray 2 - Pet Aggressive, Pet Passive, Pet Stay, Grave Knight Goto, Pet Defensive Follow, Zombie Horde, Grave Knight, Lich, Dark Servant
Tray 3 - Sprint, Super Speed, Assault, Tactics, Hasten
keybinds.txt
' "quickchat"
/ "show chat$$slashchat"
1 "powexec_slot 1"
CTRL+1 "inspexec_slot 1"
SHIFT+1 "team_select 1"
ALT+1 "powexec_alt2slot 1"
2 "powexec_slot 2"
CTRL+2 "inspexec_slot 2"
SHIFT+2 "team_select 2"
ALT+2 "powexec_alt2slot 2"
3 "powexec_slot 3"
CTRL+3 "inspexec_slot 3"
SHIFT+3 "team_select 3"
ALT+3 "powexec_alt2slot 3"
4 "powexec_slot 4"
CTRL+4 "inspexec_slot 4"
SHIFT+4 "team_select 4"
ALT+4 "powexec_alt2slot 4"
5 "powexec_slot 5"
CTRL+5 "inspexec_slot 5"
SHIFT+5 "team_select 5"
ALT+5 "powexec_alt2slot 5"
ALT+6 "powexec_alt2slot 6"
; "show chat$$slashchat"
` "unselect"
ALT+` "powexec_unqueue"
A "+left"
CTRL+A "team Ready!"
B "powexec_altslot 5"
CTRL+B "powexec_altslot 10"
ALT+B "powexec_slot 10"
BACKSPACE "autoreply"
C "powexec_altslot 3"
CTRL+C "powexec_altslot 8"
ALT+C "powexec_slot 8"
COMMA "show chat$$beginchat /tell $target, "
D "+right"
CTRL+D "team Team: please follow me, allow me to pull if we need to, and don't touch any glowies."
E "+turnright"
SHIFT+E "team_select 8"
END ""
ENTER "afk [Currently typing a message!]$$startchat"
CTRL+D "team Incoming Ambush!"
G "+down"
MouseChord ""
MOUSEWHEEL "+camdistadjust"
PAGEDOWN "camreset"
PAGEUP "+camrotate"
Q "+turnleft"
SHIFT+Q "team_select 6"
R "++autorun"
RBUTTON "+mouse_look"
S "+backward"
CTRL+S "team I'm pulling, please stay back."
SPACE "+up"
SHIFT+SYSRQ "++screenshotui"
T "face"
TAB "target_enemy_near"
CTRL+TAB "target_friend_next"
SHIFT+TAB "target_enemy_next"
V "powexec_altslot 4"
CTRL+V "powexec_altslot 9"
ALT+V "powexec_slot 9"
W "+forward"
SHIFT+W "team_select 7"
X "powexec_altslot 2"
CTRL+X "powexec_altslot 7"
ALT+X "powexec_slot 7"
Z "powexec_altslot 1"
CTRL+Z "powexec_altslot 6"
ALT+Z "powexec_slot 6" -
Any of the dom sets can be good at control if you slot their holds heavily. I have a 30 ice/ice dom that deals almost no damage on large teams, but can put out some serious control. As long as dominators and debuff/control builds remain rare, control is a valuable asset to any large team, and cuts down on healing by a huge amount. You do, however, have to be skilled and be able to move, turn, and hit powers at the same time (which isn't very easy with the default control setup).
Also, from playing many aoe-type squishies (40 ice/rad corr, 40 dark/dark corr, 50 human/nova pb and warshade, 30 necro/dark mm) - timing and mobility (read: hiding) is everything when avoiding death on large teams.