macskull

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  1. macskull

    Best Corruptor

    Quote:
    Originally Posted by Deacon_NA View Post
    Traps was OP, to those that slotted PGT with procs, pre-i13. Now it's a lot more than merely "nice".
    OP, perhaps. Deserving of the level of nerf it got, not even a little bit. Traps is a decent solo set but if you're on a team that's moving even a little bit quickly the only real mileage you'll get out of the set is FFG (yay, by the time I've got my Acid Mortar set up the team's on the next spawn!).

    Quote:
    Originally Posted by anonymoose View Post
    I could say the same thing about dark miasma - solo I use most or all of the control/debuff powers, on a steamrolling team it's unnecessary.
    The only (commonly taken) Dark Miasma power that might not see use as much on a steamrolling team is Tar Patch, but with some recharge slotting and set bonuses you'll have it up every few spawns anyways. In terms of mobility, Dark brings -tohit and -dam, -regen (lots of it, actually), a hold, a really really good cone terrorize/-tohit, one of the best AoE heals in the game, and a pet that is basically a miniature version of you.
  2. Quote:
    Originally Posted by joshdex View Post
    There, that looks more honest.


    Seriously, how in the world can you use this justification to complain about something that happened 5 issues ago and has nothing to do with this?

    And if the devs didn't care about PVP, why are people allowed to get away posting such obvious troll bait when anything else with this level of snark is quickly moderated out of existence.
    lol
  3. Eh, I sorta feel sorry for GF, pretty sure he drew a short straw or something since I didn't figure he'd be the one to post something like this >.>
  4. Apparently Rick's computer died on him so I am now on Philly and Lite's team. >.>

    Hoping to get this rolling shortly after GR hits, since I figure it might bring back some old blood, even if only for a little while, and the merged markets and cross-faction item/inf trading will make it easier for people to build characters regardless of what side they're on.
  5. macskull

    PVP Caging

    I would say the ability to completely remove one of the other team's healers or damage dealers is a "valid point" and a "good reason." Somewhat less so when the cage only lasts 4 or 8 seconds, but it's still valid. I'm not even sure what you're getting at with the "use cages to phase a target so two phased Stalkers can AS them" idea, because it just seems incredibly stupid in that you're causing both Stalkers to waste their phase so it won't be up when they actually need it, and a stun/immob fits the bill just as well. Mezzes are for setting up spikes, cages are for taking players out of the fight to make your spike on the actual target easier.

    Really, there's nothing wrong with cages except they don't last long enough.
  6. Post one for yourself, and we can look at it from there. You'll want to try and cap your HP, build as much ranged defense as you can (and try to stay away from meleers if possible), build some recharge, and get some damage bonuses. Probably won't be cheap but see what you can do.
  7. Quote:
    Originally Posted by NarfMann View Post
    It's not going to be financial instability that kills the game, probably ever.
    This might be true if NCSoft didn't have a habit of killing off games that aren't doing well financially. Anyways, I posted earlier that this game probably has 80-90k subscribers right now, which is about 2/3 the numbers we knew as of a year ago. Since NCSoft doesn't post subscription breakdowns by game anymore the best we can do is guesstimate based off revenue numbers which isn't entirely accurate but probably gives us a decent picture. Personally, I don't care how many people are playing this game, or how much money this game is making. I do care that the part of the game I spent most of my time playing sucks now, and I do care that except for a small group of people, my globals have been largely empty the last year and a half.

    Never before in the history of this game has a group of players had the part of the game they liked ripped out, mangled, and thrown back at them with nothing more than a "here, you'll like this!" I'm not talking about changes to powers or powersets, nor changes to the invention system, or even ED (as that wasn't really a mechanics change so much as it was an attempt to keep power creep in check, and even that can be largely circumvented by the IO system). I am talking about global mechanics changes due to misconceptions and misunderstandings from players who didn't even participate in that part of the game, which failed to achieve the stated goals, drove most of its players away, and was basically left to rot despite all the negative feedback surrounding the changes from those who did know the system. If 10% of the playerbase PvP'd before I13, it's probably 1-5% now. It's sort of like what would happen if you asked people who only played Tankers how they should rebalance Blasters, and then completely ignoring Blaster players who through experience could tell exactly how such changes would be bad.
  8. Howling Twilight's great against Regens (basically shuts down their regen for the full duration of the power) but as a toggle-breaking mez it's just not that good. I'd put in Petrifying Gaze or slot some hold procs in your attacks.
  9. macskull

    Stalker Build

    Elec/WP/Sharks or Elec/WP/Soul
  10. People expected that sort of thing to happen with LotG +rech pieces when I9 first launched, which is why the price was fairly low (at least until people started to realize it wasn't going to change).
  11. Quote:
    Originally Posted by billn View Post
    Anyway, how does Repel translate to PVP? As an auto-hit, Is it a suitable counter for stalkers?
    Standing in the repel field itself will be enough to drop a Stalker's stealth (not Hide, just any other stealth they've got, so you might be able to see them but they'll still be able to crit/AS if you can't interrupt them first). Most Stalkers will be immune to the KB so it's really only useful for dropping stealth, but even that won't stop a good Stalker from getting an AS off on you. Regardless many Stalkers these days prefer to be stupid and sit back throwing sharks so it won't help you much anyways. It also detoggles when you get mezzed so it's not even reliable.

    Contrary to its name, Repel doesn't actually repel, it just does KB. Powers that have repel (Force Bubble, Hurricane) are somewhat more useful because only a few Stalker secondaries have built-in repel protection, and getting repelled will interrupt AS.

    Quote:
    Originally Posted by EmperorSteele View Post
    Still, it turns off if you get mezzed and isn't a cure-all against stalkers (repel's range is like 7 or 8, melee range is 10 feet). So i'd say it's decently balanced.
    Repel's radius is 9 feet, melee is 7 feet.

    Realistically for a PvP build the best way to leverage Repel is to either skip it or to 3-slot it with Volley of Velocity for a bit extra +HP.
  12. macskull

    Best Corruptor

    Traps was nice before PGT got pooped on in I13. TA's an undervalued set but it's far more useful in PvP than PvE.
  13. Guessing you don't go into RV much. Then again, maybe you do, but all you'll see is Tankers and Scrappers because they're a crutch for terribad players.
  14. Quote:
    Originally Posted by Goblin_Queen View Post
    This is my first Stalker that I plan to stick with in the last 6 years or so.

    I'm currently playing the Stalker at level 14 and enjoy Spines/Regen but I know status effects will be a problem later and I've always enjoyed WP for that protection. I know it plays differently with Stalkers tho so I was curious about:

    Which causes most redraws? Does it matter much with Spines?
    I don't plan to PvP much so what's best out of the two in PvE?

    If it matters, the concept is reptilian mutant (so almost did Claws but I hear Claws - not all that hot for Stalkers) so the /Regen definitely fits conceptually.

    Thanks!
    Claws lacks the AoE of Spines (Spines is second to Elec in terms of AoE on Stalkers). So I'd go with Spines/Regen.
  15. macskull

    PVP Caging

    The problem with your suggestion is that there's already a nophase-like mechanic in place with cages: cage suppression. After a cage wears off, you can't cage that target for a certain amount of time. If they choose to use that suppression period to phase, Hibernate, whatever else... good for them. By the time they come out of phase, you can cage them again, or just spike them since they won't be able to phase again for another 90 seconds anyways.
  16. Quote:
    Originally Posted by je_saist View Post
    There's a difference between sales dropping over the course of a year and half (Issue 13 was released on October 8, 2008), and sales dropping immediately signaling displeasure from the playing base.
    There's also a difference between paying for accounts monthly and paying for them on a 6-or-12-month basis, which is what many PvPers did since they had multiple accounts. Therefore it would've been a steady decline as accounts lapsed one, three, six, or even twelve months beyond that time. Seriously, do you even think before you post or does your enormous ego drive you to type this drivel and hit the "submit" button? You should get someone to proofread, really.
  17. That build's got a few issues:

    1. You've got nothing to drop toggles except Howling Twilight, which takes forever to recharge. You're going to get hosed unless you bring Stun Grenades or something.

    2. Moonbeam's not worth taking if you only give it two slots, and spending money on purples just for +regen on a squishy is a waste of inf. Take Veng instead and put in another -KB and LotG.

    3. Your HP is still pretty low. Try to get it past 1450 if you can, preferably upwards of 1500.
  18. I like how my posts get deleted simply because I use actual published numbers to prove someone else wrong. That's cool, I guess. I somehow have this feeling that Mod12 was hired to peruse the forums and delete anything PvP-related that came across as negative.
  19. macskull

    Ice/? Dominator

    Elec, Fire, Psi. After the I15 Dom changes (still refusing to call them a buff) Psi got rebalanced a bit so it's not quite as tedious to level to PSW, Fire puts out excellent AoE, and Elec's still pretty good even after it got nerfed.
  20. I hear they're going to focus on PvP in DCUO at least a little bit, so...
  21. Quote:
    Originally Posted by je_saist View Post
    I'm going to go out on a limb here and say: they let Castle work on the CoP. I think you are going to NEED all possible 24 players to get it done.
    I'm reasonably sure a stacked group of 8-12 players will be able to do it.

    Also I'm not even sure why this thread was started in the first place, since any reasonable PvPer already knew PvP updates were about a dozen issues away anyways.
  22. Quote:
    Originally Posted by SPiNE View Post
    Claws has a nice range attack that you can spam. I actually prefer Claws over EM for PvP now that ET's been nerfed and the rest of EM's powers take way too long to animate, not to mention EM is on a much longer recharge than Claws too. Yes, Claws would be more resisted but hey, it's not like I try to take on Tanks by myself all the time.
    Damage type is largely irrelevant these days, with squishies getting resistance to everything and melees getting protection against damage types they previously were weak to.

    Quote:
    If you have good global recharge, I'm sure you can make EM useful. Even if ET and TF are nerfed, if you can repeatedly spam those 2 powers along with Bone Smasher, it's still going to do a ton of damage.
    As your global recharge increases, powersets with long animations become less useful, not more, because you're spending more and more time locked in animations - time which you could otherwise be using to move, heal, phase, or use other attacks. Bone Smasher's really not that good of an attack anymore thanks to DPA balancing, and ET and TF just have too long an activation time to make chaining them worthwhile. In fact, most EM PvP builds I've seen since I13 skip TF entirely and just rely on AS, ET, and Sharks.

    Quote:
    Electric Armor is pretty nice, with Energize, you have your heal and +regen right there. With Lightning Reflex, you have a nice +20% recharge right there as well as a slow resistance, which is GREAT GREAT GREAT for PvP. I would recommend slotting a kb resistance IO somewhere, since Grounded isn't very useful in PvP because you'll be jumping around alot.
    Elec is probably the second-worst PvP secondary, behind Dark. Recharge buffs get DR'd, your heal is on a long timer, you have no defenses so you'll always get hit while trying to get back into hide, every melee AT gets free slow resistance as part of the I13 armor normalization, and lack of KB resistance means you'll need to build in KB protection as if you were a squishy, even if you plan on staying on the ground all the time (Grounded gives, what, 15 points, when a build that doesn't have in-set KB prot/resistance should be building for at least 31 points and more often than not 41-45 points).
  23. Quote:
    Originally Posted by EvilRyu View Post
    Lets just say there might be a huge shift in what some folks say are the least played sets in the not so distant future. Just let that marinate for a moment.
    If what you're talking about is what I think you're talking about, there won't be any significant changes in what sets are played more or less.

    On topic: as far as primaries go I'd say MA and DB are least-played and for secondaries I'd say Dark and Elec.
  24. MG also animates a lot faster than EC, which makes it more handy as a followup attack for AS so as to not give your target time to heal/phase/run/whatever. It's why pre-nerf Energy Transfer was stupid good on Stalkers.
  25. macskull

    Best Corruptor

    ^ This, but also Fire/Dark, Fire/Storm, and Fire/Kin.