macskull

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  1. 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.

    Quote:
    Originally Posted by Syndace View Post
    Am I the only one here that sees the devs moving (very slowly) in the right direction with pvp?
    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.
  2. Knockback slotting in powers DRs at a steeper rate than knockback protection does. 41 KB prot gets DR'd to something like 9.7 but that is still enough to stop Power Push, which is about mag 46 before DR. That's why 45-47 points will stop Force Bolt with DR on but not with it off.

    For general zone builds you can sometimes get away with low 30s since Levitate and Lift won't get through that, but Power Push and Power Thrust can. 41 points is a good stopping point for everything short of Force Bolt, and upper 40s should be enough to stop even that unless the player uses funky slotting (like 6 KB IOs) or has the +KB base buff.

    Regarding the mez/KB bug, they fixed that in I16 I think, although Widows and Khelds are still broken (even though they said they fixed Widows, gg).
  3. Yeah, with inherent Fitness opening up another pool there's really no reason to go with Hibernate anymore when you can get phase/PFF/Leadership.
  4. The 120-second nophase temp power is granted as soon as you use a phase power. You can be phased as many different times or ways as you'd like during the first 30 seconds of that period, and the last 90 you can't phase at all. That's why you want to shoot for 90-second recharge times on your phase powers.
  5. Swap Ammo is the only thing DP has going for it, and even then it's not that impressive. /unsigned
  6. Acro is 9 points. Zephyrs in CJ, SJ, and SS add another 12. Karmas in CJ, Frozen Armor, and Maneuvers and/or Veng add another 12-16. Steadfasts in Frozen Armor and Hoarfrost add another 8. 4-slotting Kinetic Crash in Power Thrust adds another 3 points, for a total of 44-48 depending on which powers you take (mostly using Maneuvers and Veng as IO mules as they're of limited utility otherwise). Obviously you get a bit more build freedom if you're using PvP IOs to add some extra KB protection, but using a mish-mash of -KB IOs is the cheapest way to get there, especially with how cheap Zephyrs are these days.

    Regarding Phase Shift and Hibernate: once you activate any phase power you start a 30-second timer during which you can use as many phase powers as you want. Once that 30-second window ends any phase powers currently running will detoggle and you will not be able to phase again for 90 seconds. For example, you could Hibernate for 20 seconds, queue up Phase, and drop out of Hibernate, and you'll be able to stay phased for the remaining 10 seconds.
  7. Hm, MotD in a global told me 8 Pacific, so I missed this, sorry!
  8. I am pretty sure they actively avoid any threads or sections with "PvP" in the title.
  9. Going to throw in some extra prizes on top of what Sid is offering. Details forthcoming.
  10. Shield Defense gets Resist Energies? Man, that's news to me!

    (Protip: don't listen to the poster above me, ever, because he's almost always wrong.) In your case there are a few things you can do:

    1. Softcap. If you're softcapped (45% defense, that is, which is not especially hard to achieve to all three vectors on a Shield Tanker), those endurance drains won't be hitting you often in the first place.

    2. Carry blues. Even without adding end drain into the mix, Shield/SS is a very endurance-heavy combination.

    3. Build for recovery and +max endurance once you've hit the defense softcap. Slap a Numina and Miracle unique into Health or True Grit, and slap a Performance Shifter: Chance for +Endurance proc into Stamina in addition to your standard slotting.

    4. Avoid Freakshow. They don't give as much XP as standard mobs so in addition to being frustrating at times they're also not rewarding your time spent as well as other mobs might be.

    I don't know what level you are or what your budget for this character is, but based on your forum reg date you're relatively new so I'm guessing you're low-or-mid-level and don't have much inf, in which case the second and fourth options are your best bets.
  11. Quote:
    Originally Posted by Syndace View Post
    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.
    No toggle dropping, eh? My Storms, Colds, and Rads would like to have a word with you.

    The new mez system is garbage. 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. 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. 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.
  12. The question then becomes whether, on teams, the increased buff/debuff modifiers of a Defender make up for their lower damage relative to a Corruptor (basically, whether their buffs and debuffs allow the rest of the team to perform better than if a Corruptor occupied that spot). My gut instinct on that is "no," as while buffs and debuffs make killing things easier, they do not kill things in and of themselves. Obviously I don't have the math to show for this because I hate mafs (though I somehow managed to follow the calculus bit upthread).
  13. I have the time, but my accounts expire next month and I'm not renewing, so I won't be around.
  14. macskull

    Thermal:Forge

    I'm going to post this even though it's already been posted, but je_saist, do you actually know how anything in this game works?
  15. Quote:
    Originally Posted by je_saist View Post
    Pets like the Quartz are looking to be one of the methods by which the developers intend to reign in the player base's obsession on Soft-Capped Defenses. Against Quartz buffed enemies, your best friends are heals, resists, and a high HP.
    Or the tab key and/or a targeting macro, which allows you to dispatch the Quartz quickly before any real harm can be done. You don't bring a bunch of Kins against DE because their Cairns give them resistance, you kill them first.

    Quote:
    Now, this does not mean than every future mob is going to shred through Defense like it was butter. The developers are fully aware that there are power-sets in the game that only have Defensive Buffs, such as Ice Armor, Energy Armor, and Super Reflexes. Other sets, such as Stone Armor, Shield Defense, and Willpowerare also heavy on the Defensive side of powers.
    With the exception of SR (and only then if you exclude the scaling resists), none of the sets you listed are "heavily defensive." Ice relies on resistance to some damage types and lots of -rech to keep incoming damage to a minimum. Energy Aura relies on endurance drain as well as some resistance to common damage types. Stone relies just as much on resistance as it does on defense, especially post-Granite Armor, and even beforehand it's a mixture of both. Shields has resistance and +HP to work with, and Willpower has good resistance to just about everything, +HP, and high regeneration.

    There is nothing short of a severe nerfing of +def set bonuses or diminishing returns in PvE that will cause people to shift away from building around defense, because there are very few enemies that are capable of reliably punching through that defense, and they're easy to avoid.
  16. Proper AT effects are very hit-or-miss with this latest round of APP/PPP proliferation, because it seems like someone at the office just copy-pasted powers and called it a day. So far they've had to remove crits from some MM APP powers (god knows why, since Blasters can't crit), Defender PPP powers can Scourge, Scrappers can't crit with PPP powers, and so on. If I recall, Domination doesn't affect WoC because someone forgot to remove the Controller-specific power attributes and replace them with the Dominator ones.
  17. Mag stacking in PvP is completely useless due to the removal of mez protection. One application will mez anyone for a short bit of time, after which they'll be in mez suppression.
  18. The power and inspiration icons are from Corva's Icon Pack (basically fixes some icons and makes everything glossy, which is nice). As for the font, I simply replaced the default with a new one (as per this guide) which takes up less space and makes it easier to tell the difference between an uppercase "I" and lowercase "L."
  19. I rather like Force Bubble as a tool to herd large mobs.
  20. macskull

    Isolate Farming?

    Quote:
    Originally Posted by Forbin_Project View Post
    Inflation is also a factor which stems from the fact that there aren't enough inf sinks in the game. There was over 300 trillion inf sitting in the game before the market went live.
    I don't recall that number getting thrown around before. Where's that from (not necessarily doubting, just haven't heard that)?
  21. macskull

    Isolate Farming?

    Quote:
    Originally Posted by Sardan View Post
    I don't begrudge people doing their thing inside of AE. What I don't like is the constant chatter on broadcast. It's intrusive. Basically the same problem that PI used to have way back when.

    There was no easy solution to the problem when it was in PI, but there is an easy solution for AE: they could make the AE instanced a la Pocket D or Midnighter Club, so that broadcasts inside AE wouldn't be heard outside. All the folks looking to join farms would go inside and do their thing since it'd be pointless to broadcast outside. I suggested this on the forums at the peak of the AE farming craze, and IIRC, I was greeted with a huge chorus of "Hell no, horrible idea!" /e shrug. I still think it'd be nice.
    That doesn't stop anyone from broadcasting on the outside to fill their team, so no.