macskull

Forum Cartel
  • Posts

    5210
  • Joined

  1. I think double Tactics + IO + base buff will get you pretty close, but I'm not entirely positive.
  2. Quote:
    Originally Posted by DaveMebs View Post
    Pretty sure you can still only buy IOs from the side you start on, due to technical problems. So a stalker will still need to go redside to hit up the market.
    If you fully switch sides, you will use the other side's market and lose access to your original market. This is why I think many people will go villain -> vigilante -> hero -> rogue, to have access to the blueside market and content for both sides.

    Quote:
    Originally Posted by Commando View Post
    Why? Stalkers as of right now will see a NW from further away. In fact teams will see NWs from far with +percept. Unless changes are coming to the stealth of stalkers, I don't see this.
    VEATs have a higher perception cap than other ATs, meaning they can see a stealth-capped Stalker from more than 100 feet, as opposed to only 10. A zone full of unhidden Stalkers is the fun everyone's talking about.
  3. Quote:
    Originally Posted by Neuronia View Post
    Slax is pretty tired from coming back from Slax
    what
  4. Quote:
    Originally Posted by Dahjee View Post
    Um, to counter end drain... cause there with be many more set/set combos and ATs capable and/or built to drain peoples end.

    dunno though, maybe more Stormies...
    Right, because bringing a few blues, an Emp, or a Kin is really really hard.
  5. macskull

    So Kinetic Melee

    Quote:
    Originally Posted by Dahjee View Post
    This is not a competitive sport... it's a competitive game. Fun is more important to many believe it or not.... cause it's a game, not a sport.

    If it were a sport... then being good gets priority.

    As helpful as you may think you're being... it isn't needed of you to assume like everyone takes it as Srs as you.
    Wow, I really cannot believe you just tried to use that logic.
  6. Quote:
    Originally Posted by Dahjee View Post
    Get off of MIDs and stop preaching from the numbers Mac.

    Better damage than 16 mines at once?

    Stronger debuff than stacked Seekers, 6 Posion Traps, or 3 Acid Traps?
    In the time it's taken you to set up 16 mines, waiting for someone to run into them and hoping for one kill, I've probably got half a dozen or more kills because I'm mobile.
  7. Quote:
    Originally Posted by Captain_Freak View Post
    so another set thats 1/4 effective at end drain because you gotta maintain pvp balance?
    You do realize that powers which drain endurance have always drained different values depending on whether the target was another player or NPC, right?
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well they said it's aimed at helping Defenders solo better. Maybe a damage boost when solo (or on smaller teams)?
    This seems like an option they'd probably take, given that most of the complains about Defender damage output come from those who are trying to solo with them. Then there's the fact that both AT revamps since I13 (Khelds and Doms) have more or less been "increase their damage."
  9. macskull

    Pax

    Unfortunately this means we'll just be starting to settle into the current system when they "retool" it again.
  10. macskull

    So Kinetic Melee

    A melee set that uses knockback/knockdown as its primary mitigation will be garbage in PvP, though I've noticed that this set seems to have a bit of range to it, a la Spines. That being said, if it doesn't have BU it's gonna be just another bad PvP set.
  11. Quote:
    Originally Posted by Dahjee View Post
    The difficulty or bad rep doesn't come from bad powers.... it's comes from the fact that one actully has to get people into them. I like the challenge of that. I can see how the difficulty of doing so however... is enough for some players to call it a bad set.
    When other sets can do the same thing better and faster, and with less effort, yes, it makes it a bad set.
  12. Quote:
    Originally Posted by Daemodand View Post
    Super Reflexes will become obsolete even in casual zone play. Right now, only Heroes get Blasters with their Aim+Buildup, so you can kinda get away with SR in zones right now on blueside. Once Aim+Buildup is coming at you from all sides, baring giving SR its Elusivity back, the set is done even in casual zone play.
    SR, while far from the best, is not a terrible set, even today. GR won't change that.

    Quote:
    Brutes are done. Right now Brutes get some work in PvP because they make great fodder, and those who get distracted and attack the Brutes get hammered by Stalkers and other Villain damagers. But why roll a Brute when you can roll a Tanker instead and get lots more survivability on top of what is effectively the same damage? In theory Brutes can get a damage boost from Fury putting them well beyond Tanker levels, but in practice this rarely happens in PvP. Brutes are done in PvP with GR.
    Because Tankers don't get webnades and Focused Accuracy in the same epic pool. The only reason Tankers are good is because they're a huge bag of HP and Fossilize is brokenly good.

    Quote:
    Demons, just like Dual Pistols, will be crap in PvP.
    I wouldn't jump to conclusions.

    That being said, I am going to have a lot of fun playing my Bane and Night Widow in zones making all the Stalkers who thought they were being smart QQ.
  13. Quote:
    Originally Posted by StrykerX View Post
    I don't see this as a big deal for most characters... losing around 3% defense isn't going to make a lot of difference in survivability
    If the character in question had 45% defense, and suddenly loses 3% to find themselves at 42% defense, that means they are going to be hit over sixty percent more often (8% chance to be hit versus 5% chance to be hit; 5/8 = 0.625 = 62.5%). That's not exactly an insignificant loss in survivability. It's why being only a few points off the softcap is quite a bit less effective then being at the softcap, despite the fact it's only a few percentage point difference.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    In that post, he states that it probably would have been a good idea to have AT-based defense caps. Back in Issue 5 or 7. We are now at Issue 17. So he is saying it would have been good to make that change YEARS ago. He then goes on to say that there was already a global defense nerf, and that is not going to be repeated. Meaning they will not be pushing down the def cap for Blasters or any other AT.
    I find it really unfortunate, and slightly amusing, that Castle is going to let time be the justification for letting something he considers to be imbalanced remain unfixed, especially in light of the I13 PvP changes where core mechanics that had existed for nine issues were completely redone.
  14. macskull

    DM/SR advice

    DM/SR was the AV soloing build of choice before Shields came around in I13. They're still very very capable though if you have lots of cash to invest, DM/Shield is probably better.
  15. EDIT: A note: I'm amused at all the people in other threads who think we are nuts because we're complaining about losing two percent of defense. Two percent doesn't seem like a lot, but let's pretend someone uses only one set of Zephyrs, 2-slotted, for the ranged defense bonus, and is just barely at the softcap of 45%. Suddenly, they're at 43%. Not a big deal, right? Wrong.

    At 45% ranged defense, you're getting hit by 5% of the ranged attacks thrown at you. At 43%, you're getting hit by 7%. That's forty percent more incoming damage that you now have to deal with - yet another example of how very, very valuable defense is the closer and closer you get to the softcap.

    Fire/Shield, softcapped to all 3 positions
    , and all it took was replacing two Crushing Impacts in GFS with the last two pieces of the Mako set (so basically losing a bit of enhancement value but the same defense numbers as before the change). If the build doesn't import into your version of Mids, it's because I manually went into the database and changed the set bonus values for the Zephyr set to account for the upcoming changes. Obviously this build could be tweaked a bit (perhaps more recharge in Shield Charge, which could be obtained by dropping the interrupt enhancement from Aid Self) but it's a solid build overall.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(7)
    Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(9), LkGmblr-Rchg+(11)
    Level 2: Cremate -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(13), T'Death-Acc/Dmg(15), T'Death-Dmg/EndRdx/Rchg(15)
    Level 4: Battle Agility -- RedFtn-Def(A), RedFtn-EndRdx(17), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21)
    Level 6: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Mrcl-Heal/EndRdx(23), RgnTis-Regen+(43), Heal-I(46)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Numna-Heal/EndRdx(48)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Build%(27), GSFC-ToHit/Rchg(27), GSFC-ToHit(29), GSFC-ToHit/EndRdx(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Acc/Rchg(48), P'Shift-End%(50), P'Shift-Acc/Rchg(50)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Incinerate -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg(34), T'Death-Dmg/EndRdx(34), T'Death-Dam%(36)
    Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(46)
    Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
    Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 35: Stimulant -- Empty(A)
    Level 38: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/Rchg(39), Mrcl-Heal/EndRdx/Rchg(39), H'zdH-Heal/Rchg(39), IntRdx-I(43)
    Level 41: Fire Sword Circle -- Sciroc-Dam%(A), Sciroc-Dmg/Rchg(42), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg(42), Sciroc-Acc/Dmg/EndRdx(43)
    Level 44: Shield Charge -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(45), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg(45), Sciroc-Acc/Dmg/EndRdx(46)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1403;692;1384;HEX;|
    |78DA9D93C96E134110867B92711CDB335E481C67779C05677512C18145020149202|
    |89602811C208B8CD3B1072CC7B22D48E0C20190584EAC276EAC8F807813781664AA|
    |EA6FFBC28D91FD7F33D5D555D55DDDD9C32547A9C7E79515BE54CAD56ABB1BF96AA|
    |E52D1555F3657F0F2CAAF94EA6FDA76B3BAA47566C5D3D523BC275B434B7A5F976B|
    |3AB351F47469AFF9195B2D17755597EB99E68BB37E7050A210F5B2AED5F0B1A6731|
    |5AF5C70CD48A1586F7D65F59E97F7CA3AB65CF1F2998B077B943757AB53FE5E2A6C|
    |8AFE4FB842791A3EB54B48ABB61D605B606F01B7051DB704419760C92C5B25E8654|
    |87574131655671488098271C153BFF1A62416920411DD417407D1C3881E4601214A|
    |D28E24BEF6B0048A4680A0E058087004DDAEC0A1593E539AEFAAC581BA57053DCB8|
    |2E97352EFDCB862F70E2ACD0F77E59F14934B1102A8D60ACC88A9C7809C4370B642|
    |BFDAD8D4FB5BE0A71117236DEEA614327F13B8260853D08865499E484AA23DA3393|
    |1B32BB1AF88F645D0FF1DF82C18FC047C1374D2AC2EB32B5DAFC534FC06782F987F|
    |2B58FC00BC1344287DDCA48FFF51BC0116054A20BD4A34E8512FC8D2670AEA430F4|
    |6D0A614DA94427F52E8D6183AD94EB306CCD2074ECA62C7160473270436390C998A|
    |87D0C761F4711C7D4CA38F69F4318D3EBEA45949534C725F366CA4001405639E60F|
    |C2E704F304CB346CDA246655149B24CC0624FE0201CBF0C5C012EE0580C4880E7E4|
    |3E69DC271F8969EA107800DC174C3F14C4685F678CFBCC919866E13E0BF759B8CFC|
    |13D4AEE1973DA32B81B094AB8604EDB02CED422CED4A0DDBA9AF4E3B5ACFD6359B7|
    |5B374B5958AFDDBA9A8D40543C159CFFEBF9E1345306AE07496FB0ACB36CB26CB16|
    |CB3ECB0E458EEB0E4591A3F5BB323A7B8AED32C6758CEB2C4A93EF58A3DFD219210|
    |8BC3E2B28459222C51962E967E968F2C8DBFA7BCF6CB|
    |-------------------------------------------------------------------|
  16. Quote:
    Originally Posted by The_Coming_Storm View Post
    More people that participate, the better it will be. It really is not bad now, trust me.
    This is true, if you compare the current redside market to what the redside market is going to look like after GR launches...
  17. macskull

    Respec Recipes

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Because some people have used up all of their trial respecs and vet specs but want to try and sell their BotZ sets before the price crashes.
    Too late - price of the -KB recipe, at level 50 redside, is 1/3 what it was two days ago.
  18. Very highly doubt beta will go open for at least another week or two.
  19. Quote:
    Originally Posted by Sparx1 View Post
    The title's self-explanatory. How will the performance of this card be for Ultra Mode, assuming anyone has any knowledge of Ultra Mode's requirements as of yet?
    Odds are you won't be able to run ultra mode proper, but chances are very good you'll be able to use at least some of the new options, even with a card that doesn't meet baseline requirements for running everything.
  20. Quote:
    Originally Posted by Carnifax_NA View Post
    Given that the powers that be don't want to turn the MA into an empty wilderness and a waste of 1.5 issues worth of content how would you go about fixing it?
    Didn't stop them from turning PvP into an empty wilderness and nine issues worth of time.
  21. macskull

    Deliscious Tears

    Quote:
    Originally Posted by The_Coming_Storm View Post
    completely unrelated, IMO
    I almost never agree with you (why is your rep green again?) but this.
  22. Quote:
    Originally Posted by Dahjee View Post
    What bad advice are you guys talking about? I'm just a vet PvPer that shares his experience here on the boards...
    Ah yes, Dahjee the martyr.
  23. Quote:
    Originally Posted by The_Coming_Storm View Post
    You still get great quality and quantity PVP on virtue
    lol?