macskull

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  1. Most of the bugfixes went live in a separate patch a while back, so I'm not counting those. As far as all the APP/PPP crap, I guess you could consider that "PvP changes" but certainly not for the better (lol Scrappers with Shadow Meld).
  2. I guess, at the very least, do the smart thing and pull all your market items and emails before this goes live. There was a test of the market merge on the beta server a while back, and while it went mostly okay, there were a few people who reported losing market items and almost everyone who had emails with attachments lost them also.

    Oh, and to answer that nagging question: you will not lose inf if you have more than 2 billion locked up in bids.
  3. Basically, these changes are going to cause the prices on pool C/D recipes to floor. Purples and PvP IOs will be largely unaffected. I'd say "start selling your rares" but I'm sure it's probably too late by this point.
  4. 1. DR hits recharge. DR = diminishing returns, if you're going to be doing any PvP at all you need to find out the differences between PvE and PvP or you're going to wonder why your build isn't anything close to what it's like outside of a PvP environment.

    2. Cobra Strike is stupid good with the upcoming MA changes, and Eagle's Claw will now give you a 33% crit chance on all MA attacks for a few seconds after you use it.

    3. Scrappers will get PPP's, if you switch to a villain and run the arc. You're going to want to do this, even if you don't intend on staying a villain, because you'll get access to either Hibernate or Shadow Meld and with either of those powers you should never ever ever ever ever die.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    -eats popcorn and watches history get revised-




    .
    I'm sorry, where does it say that anything you've suggested got implemented?
  6. So, here's the deal. The set was pretty nice back when Conductive Aura used to be a stun aura (with the recovery debuff, etc.), but that power underwent several changes until it reached its current state - namely, it lost the damage component so it wouldn't break Static Field's sleep. As it stands, the set's only reliable AoE control is locked up in a sleep (largely worthless on teams) and a hold, which is your standard long-recharge short-duration hold. Jolting Chain and Synaptic Overload are decent powers, but they hinge on landing on their initial target and having extra targets in range to chain to. The problem with these "jump" powers is that once the chain misses, the power's done. You might hit the first target and the jump will miss the second, which means all the rest of the NPCs in the group will be unaffected. There's also the 5% (or more depending on acc slotting, defense, level differences, etc.) chance that your first hit won't even land, which means none of the potential targets are affected. The Gremlins are nice, and the single-target hold and immob are useful as well (they're basically your standard controls, really), but as a whole the set very badly lacks quick and reliable AoE control, which means it will be very squishy unless you're pairing it with a secondary that's got lots of mitigation (i.e. Storm). Most of my testing was on an Elec/Rad and Elec/Kin, both of which handled decently, but the lack of reliable crowd control meant that Conductive Aura was getting shut off way more than, say, Hot Feet or Arctic Air.

    In short, the set looks nice, sounds godawful, and lacks reliable AoE control.
  7. macskull

    PvP bane

    Dunno, that one looks ok to me.
  8. Energy's probably the better choice - Psi is a good secondary but the rebalancing during I15 brought it down a few pegs, and Mind/Psi means all your damage is psi which isn't a big deal normally but when you go up against psi-resistant mobs you'll cry.
  9. macskull

    Electric Control

    Hmm, "chaining control powers." Assuming most of the fast-recharging AoE control is made up of such powers, and assuming that missing the initial target means I waste that power, you're going to be looking at such powers being utterly worthless at least 5% of the time, nevermind that it would probably take time for the control to "jump," like Chain Induction's damage. Yeah, that's cool I suppose.
  10. Quote:
    Originally Posted by B_Witched View Post
    Someone said the subs to this game were about 20k. There are maybe 200 active zone and test pvpers. I don't think they care about 1%.
    20k? I don't think it's that low (probably 60-80k) but even in that case the amount of PvPers is really, really, really sad.
  11. macskull

    Animation Times

    Quote:
    Originally Posted by InnerGlow View Post
    Thanks for the heads up. That was actually very helpful. I remember when back in the day every blaster used aid self. With PB I can heal for at least 350 on my ice/nrg/force. it helps but I think I might try to respec one of his builds to include tactics/cold to see how I like it.

    I think I might go tactics/cold... though I am sure I will have to think a lot more about the end cost now... I'm sure it is very heavy.
    Lots of people used to have Aid Self (on dueling builds, usually) because you had to bring a different set of inspirations (i.e. Break Frees). With the I13 mez changes and DR most people just bring a tray of greens (or some blues as well if fighting a Therm or Kin) so Aid Self isn't needed.
  12. Nothing Smoke hasn't done, I'm sure >.>
  13. I am pretty much only logging on for a few hours every couple days to run TFs and stuff, so...
  14. macskull

    A thank you

    No, no, no. You've got it all wrong! Marketeers are actually good for the game because...

    Oh, wait.
  15. I know when I've gone off and soloed mitos in the past, they've drawn heals, so I'm pretty sure you'll be pulling greens off at least some of the time.
  16. macskull

    Best Trash Talk

    This thread has been necroed and needs to be deleted. Mod12 has been notified.
  17. Maybe they never made the shirts because they didn't expect the league to actually make it all the way through without falling apart.
  18. Banes, yes, but you can still have issues fitting everything into a Bane build at level 50, let alone 20 or 30.
  19. Escape powers are more or less required in PvP 2.0. Glhf.
  20. 1. Travel powers are not optional in PvP. You'll want at the very least Super Speed and probably Super Jump as well, and Acrobatics since you lack KB protection.

    2. Wolf attacks are lackluster at best, and quite a few are AoE which means they're garbage under the PvP damage rules.

    3. You won't be able to fit enough powers in to make a solid build on a Spider for such a low level, and even if you could you wouldn't have access to most of the IO sets needed to bring your build up to a workable level that low anyways.

    In short, it's going to end up being a frustrating experience and you're going to want to try something else.