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Posts
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Joined
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Unfortunately I sort of stopped caring about RvB after Reconstruction ended because they started shifting focus from humor and story to more just story. Their PSAs are still funny, but the series itself got stale a while ago. I hang around on the site (been there for nearly 5 years now I think...) but that's just because I watch a few of the threads on the forums there.
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Crit CS = Build Up/Power Siphon recharges. CS's "crit" chance is a fixed 20%. Seems like the other attacks in KM have the standard 5/10% crit chance that other Scrapper sets have (it's only the tier 9s like Eagle's Claw, Headsplitter, etc. that have 15% crit chances).
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Starting to wonder if it's unresisted damage, but base PvP numbers on a Scrapper are almost 450 so slotted up it shouldn't be doing much more than 550ish (assuming the target's a squishy with a res shield and there's no -res or +dam in the equation).
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Earth is quite possibly the worst PvP secondary for Doms, having only two ranged attacks, both of which require you to be on the ground to use (and one requiring your target to be on the ground as well). Ice is passable, though it got hit pretty hard by the I13 changes. Energy is easily the best match here, given Power Push and Total Focus.
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Oddly enough, it fires 100% of the time in PvP.
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Oh, and the fact that you can't highlight text and then delete the text you have highlighted by pressing the delete key like any sensible system drives me up a frickin' wall. No, I do not want the cursor to move to the end of my entry when I press the delete key, I want to delete the text.
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Copy/pasting is hard, apparently.
Also, hi Mod 12! -
...which 90% of Stalkers these days seem incapable of, so...
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Stalker is the only AT where Claws is decent due to having Build Up instead of Follow Up.
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Quote:Put one together for 150 mil last year, and about 400 mil earlier this year. Same build, just price increases made up the difference.wut.
I thought it was hard/expensive to make a farming SS/fire beacuse of end issues
Quote:Actually, super strength isn't the best unless you can get perma-Rage.
Rage debuffs defense severely when Rage crashes, half your defenses about if capped.
Sure, you're likely perm at 50 and slotted, but you have to get there and avoid recharge debuffs.
Super strength also doesn't have that much to keep the enemy from hitting you. It does have knockdown, but no debuffs, little stun and all smashing damage which enemies resist most just like players prepare for.
I'm a fan of super strength too, but it just doesn't seem like the best for farming to me.
I don't know what is the best, but I wouldn't peg SS as it. -
All epic versions of Soul Drain are supposed to be like the Corruptor version (in terms of recharge time, at least, though the radius and max targets thing seems odd). The Defender version was changed to 240 seconds after I13 but that change either mysteriously got reverted a few patches later or it never made it in.
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Quote:You're focusing far too much on "situational awareness" being the few seconds before you die. Situational awareness in any fast-paced game (or most FPSs) relies on knowing who is where for more than just the few seconds while someone's attacking you. If you had good situational awareness (referring to CoH here and not BF2142), you'd find that those two-second deaths would start to get fewer and fewer. Getting TP'd and insta-killed? Okay, it happens once, so from there on out you're aware that someone is TPing, so you'll get some Sturdies or team with the Kin that's in the zone. Getting jumped by a Blaster and killed before you can react? Watch your angles, use geometry as cover, reduce that Blaster's chances of catching you in a spot where you don't have time to get away or return fire. Keep getting ASd? Don't move in a straight line, use geometry, don't stand still, don't root yourself too long while attacking.City of Heroes may be fast FOR A STAT-BASED MMO, but the speeds you are suggesting are far, far too fast for it. Such speeds eliminate all player participation aside from ahead-of-the-fact preparation and pretty much reduce everything to attack chains. They leave very little room to explore what I feel is this game's greatest strength in combat, which is situational awareness. The ability to see a situation as it develops in real time and decide how to react to it as it's developing. The more you take the game out of the real-time confrontation and drag it back into the ahead-of-time preparation, the less interesting PvP becomes.
Just because you're not actively attacking or being attacked doesn't mean there's not confrontation going on - PvP is mental just as much as it is knowing what buttons to press. When I'm on my Fort, I'm jumping around looking for Stalkers to drop out of hide, but just because I'm not being attacked doesn't mean I'm not aware of what's going on. I keep track of exactly where my teammates are so I don't wander away, and I keep track of the closest geometry so I can make a getaway if things get hairy. When I'm on my Stalker, I keep track of what's around my target so I don't AS someone when there are a dozen enemies waiting to kill me once I come out of hide. When I'm on my Emp I'm keeping track of my teammates and watching their buff bars for incoming spikes, or just to see if their buffs are about to expire, all the while making sure I am not becoming an easy target.
Driving off some of the people who like PvP in its current state is quite alright, because there are very, very few people like that, all of them are bad, and the game would not be worse off for losing them. -
I've adapted to the new auction house UI, though I still dislike it compared to the old one. In my opinion the only new useful features are the ability to bid on stacks of enhancements (but not store or list stacks, wtf!?) and the "find salvage used in this recipe" button. My current gripes:
* Auction-related settings are not retained: I can turn off autocomplete or resize the bottom half of the market UI or disable the salvage warning or disable the listing fee warning and the next time I go to the market everything will be returned to default.
* Bids still autofill: I thought they were removing the autofill "feature" with I18. Just because I bid 2 million on a Platinum doesn't mean I want to bid the same amount on a Boresight.
* Color-coded "all" tab: bring back the color-coding of the old market UI so I can tell apart items easier. The tabs are nice, yes, but when I'm in the "all" tab I have to take extra time to look and see what a given item is doing (bidding/selling/sold/bought/sitting there).
* "Find enhancement" or "find recipe" button: this would be an invaluable tool because it would mean I wouldn't have to dig through a huge list of stuff just to see whether the enhancement sells for more or less than the recipe I've got.
* Cannot sort searches with the left-hand categories: the old market UI let me narrow my search down to only salvage, or recipes, or enhancements, depending on which item I'd clicked on the left-hand side of the UI. The new one doesn't do this, and instead just lists all of whatever I've clicked. -
I'm more annoyed when I double-click the enhancement button and it takes me right into a combination interface, despite the fact that I don't have anything to combine.
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Inertial Reduction. 'Nuff said.
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Also SS/Shield eats through endurance like a fat guy at a buffet, whereas /Fire has Consume to help offset the Rage and Hasten crashes.
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If you're soloing a lot grab Siren's Song, if you plan on teaming I'd skip it. You don't need Shockwave, and you can probably skip the nuke.
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Not having to take Fitness isn't the reason Regen is the best PvP secondary.
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How about instead of deleting this forum we just make it into the new PWNZ
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The problem here is that there are two different groups of people here: people who PvP for the sake of PvP (generally because they consider PvE unchallenging/boring/predicatable/repetitive), and the people who PvP for the rewards. The second group did not exist before I14 because there were no PvP rewards (save IoPs in base raids). Sure, I13 introduced inf/prestige/salvage for PvP kills, but it's a laughably small amount even while solo, and I14's introduction of PvP recipe drops didn't help the situation because they're so ungodly rare during actual PvP (because unlike in PvE, you're attacking an intelligent opponent who is trying to actively avoid dying).
Prior to I13, people PvP'd because they wanted to, not because there were rewards involved. The current state of PvP is proof enough that adding rewards does not a decent-sized population make, as it's fairly obvious that more people PvPd before there were rewards than do now. While rewards and minigames might bring in more people, they won't be enough to replace the players (and the knowledge) driven away by the I13 changes. The current PvP population isn't interested in minigames or rewards, they're interested in a system that's fun and makes sense. Minigames and rewards are icing on the cake for that group - people who come only for the rewards are going to be sorely disappointed when they find themselves losing again and again at the hands of a group of players who know what they're doing, and they won't bother to figure out why and they'll just give up, thus not solving anything.