macskull

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  1. If you insist on playing DP, you'll want Pistols, Dual Wield, Swap Ammo, and Bullet Rain. Piercing Rounds is nice if you run with standard ammo (or switch on the fly when you use PR), and... I really wouldn't bother with the rest of the powers in the set.
  2. macskull

    Dual Pistols QQ

    Quote:
    Originally Posted by Clouded View Post
    I don't think the devs care to buff the set to AV/GM soloing capability.
    Then can they at least buff it to the point where it's not the second-worst set in the game? Right now every blast set except maybe Elec is better, and that's only because Elec's secondary effect is an all-or-nothing deal and the set doesn't have a tier 3 blast.

    EDIT: Here are the issues with DP, relative to other blast sets:

    * Lack of ability to front-load damage. Dark Blast and AR don't have Aim, but AR has really good AoE output and Dark Blast has really good debuff and control. Pistols has subpar AoE output, mediocre debuff, and acceptable control (discounting knockback, which isn't a given anyways). The funny thing here is that Aim (or a similar power) could've been added without taking anything away simply by replacing Swap Ammo with Aim and giving the Swap Ammo toggles as inherents at level 6 (or 16 for Defenders). Those who didn't want "just another blast set with Aim" could skip Aim, and they'd have another power pick open since Swap Ammo wouldn't take a pick, and those who did want Aim would be able to frontload their damage.

    * Really long animations. Other sets have long-ish animation times, but no set other than AR has as many animations as long as DP has. This isn't a big deal in PvP where damage is based on activation time (though lack of Aim kills the set's PvP viability), but in PvE it means that DP just has a low damage per activation, and the root times of the attacks mean you're exposing yourself to danger far longer than you should be for the damage you're outputting.

    * Weak secondary effects. The main "gimmick" of the set is that you can switch your secondary effects, and part of your damage, on-the-fly. Unfortunately this means the debuff effects aren't very powerful relative to other sets which have them baked-in, which means you're getting less bang for your buck, so to speak.

    * Subpar AoE damage. The set has four AoEs (if you count Piercing Rounds, which for all intents and purposes is a single-target attack unless you come across a packed group of NPCs, and even then it has a low target cap), and they've all got long animations and the damage isn't great. Hail of Bullets can do Nova-like damage if you're using Incendiary Rounds, but its recharge and animation are too long. Bullet Rain's animation isn't too bad but it still isn't really a winner in the damage department. Empty Clip's animation is just too long for an attack that requires you to get fairly close and doesn't do great damage.
  3. macskull

    Fury for Tanks

    Correct me if I'm wrong, but wasn't it a player suggestion that Tanks get a Fury-like mechanic that led to Brutes?
  4. You don't need both Phase and Hibernate, and I'd really recommend not taking Hibernate on a zone build (you'll get camped, a lot).
  5. I unfortunately did not save the chatlogs of said barrier rage.
  6. macskull

    Bane for PvP

    Quote:
    Originally Posted by Angelic_EU View Post
    So basically a PvP Bane is: ranged power + range defence + loads of KB procs + web + Shatter Armour.

    But how would a melee only Bane compete?
    In duels or small team stuff? Not really. In big team stuff you're mostly there as disruption (webbing people, using your ranged attacks to drop Stalkers out of hide). Taking away your ranged options puts you at a disadvantage to perform the role you're best suited for.
  7. Quote:
    Originally Posted by Daemodand View Post
    Eh, you can say the same thing about Doms and Dominate.
    Err, wut?
  8. Quote:
    Originally Posted by Unexplanetory View Post
    [/code]So you dont need 41 kb prot anymore? when did that happen?
    Do I need acco's to sustain my end usage w/o fitness?
    They fixed the melee KB issue with I16. As far as accolades, you don't really need them if you run without Stamina, but the +end ones are nice to have. I don't have too many issues on my Staminaless Elec/WP, and he doesn't have the accos.
  9. macskull

    Dual Pistols

    Quote:
    Originally Posted by EvilRyu View Post
    Try 3 years.
    Took AR and War Mace almost five years to get attention, took Ice Melee and Elec Armor almost four years, and took Energy Aura three years. I'm still waiting for a buff to EM for the nerfs that set dealt with, and a buff to Storm to compensate for the pet recharge nerf which makes Lightning Storm into a sad little power.
  10. macskull

    SR in PvP

    Yeah, just remember to be aware of your surroundings and pay attention to your buff bar so you're well clear of any enemies when your tier 9 drops. While I admit Stalkers falling out of the sky in front of me with no endurance, making an easy kill, is funny, it's pretty embarrassing if it happens to you.
  11. macskull

    Best PVP Duo

    Stalker/* duo might've worked under the old rules when AS actually did damage, but these days it just wouldn't go so well.
  12. dUmb vs U2BG (D6)

    3-3 tie
    5-1 U2BG
    4-2 U2BG

    gg's guys.
  13. macskull

    Bane for PvP

    If you're tooling around with a Bane, try this maybe?

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mace Beam -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/KB(34), KinCrsh-Rechg/EndRdx(36), HO:Nucle(36), HO:Nucle(37)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
    Level 2: Bane Spider Armor Upgrade -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/Rchg(7)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(9), LkGmblr-Rchg+(42), Ksmt-ToHit+(50)
    Level 6: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit(15), AdjTgt-Rchg(15), Rec'dRet-Pcptn(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(25), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(27), LdyGrey-%Dam(31)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Mrcl-Heal(36), Numna-Heal/EndRdx(37), Mrcl-Rcvry+(40), Mrcl-Heal/EndRdx(48)
    Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
    Level 18: Tactical Training: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(40)
    Level 24: Mental Training -- Run-I(A)
    Level 26: Placate -- RechRdx-I(A)
    Level 28: Cloaking Device -- LkGmblr-Def/EndRdx(A), Krma-ResKB(29), LkGmblr-Rchg+(43), LkGmblr-Def(43)
    Level 30: Shatter -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 32: Grant Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 35: Invisibility -- Krma-ResKB(A)
    Level 38: Phase Shift -- RechRdx-I(A)
    Level 41: Web Envelope -- TotHntr-Immob/Acc(A), TotHntr-Acc/EndRdx(42), TotHntr-Acc/Rchg(42), TotHntr-EndRdx/Immob(43), TotHntr-Acc/Immob/Rchg(48), TotHntr-Dam%(50)
    Level 44: Shatter Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(48)
    Level 49: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 13.9% Defense(Energy)
    • 13.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 24.9% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 18% Enhancement(Accuracy)
    • 5% Enhancement(Immobilize)
    • 32.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 228.9 HP (21.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -43)
    • Knockup (Mag -43)
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 2.2%
    • 20% Perception
    • 9% (0.16 End/sec) Recovery
    • 44% (2.36 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 13% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  14. macskull

    SR in PvP

    If you build for a lot of ranged defense, it can be decent. Ninjitsu's better as far as defense-based secondaries go, mostly because of the solid self-heal and its other tricks. The problem with defense-based sets in general is that they're very susceptible to luck - you might feel unkillable one time and the next time you'll die almost instantly.
  15. Quote:
    Originally Posted by Quinch View Post
    and I doubt they'll find another exploit before 2XP runs out
    lololololololololol

    EDIT: Heh, dev choice/hall of fame arcs give double XP.
  16. macskull

    Best PVP Duo

    Still can't beat an Emp/Blaster. There's a little bit of variation there (Emp/Pain, Therm is decent but not great; Dom can cause a few more issues for the other team but doesn't usually put out as much damage as a Blaster would), but 2v2s haven't changed a lot from before I13 except with DR and the mez changes your Emp can bring a tray of greens to a match, spend the whole time evading, and neither team would get a kill.
  17. I almost thought Dahjee was being serious. Unfortunately I've come to the realization that this thread has just been people getting trolled.
  18. I almost thought Dahjee was being serious. Unfortunately I've come to the realization that this thread has just been people getting trolled.
  19. Quote:
    Originally Posted by Dahjee View Post
    Skill I think is relative to where you are and what you have to work with. Just because arena is where you go to compete, doesn't mean it's the only place to find PvP skill Mac.
    Never said it was, but it's pretty rare to find a zone PvPer worth anything that doesn't also spend a lot of time in the arena. Pretty sure that's not just a coincidence.

    Quote:
    I don't care about issues and changes made to what dude. I never have, cause I'm skilled.
    So, like many post-I13 zone PvPers, you've managed to pick up the illusion of having skill because the mechanics of zone PvP are dumbed down to the point where skill doesn't really matter, and most of the better players simply don't go in there because they know that. Congratulations on your monumental achievement, I guess.

    Quote:
    Originally Posted by CrazyJerseyan View Post
    The mutha fn king! I like some of your zone toons, but dont u have some toons built just to drone ppl?
    Ironically, Con's Grav/ toons are usually used for pulling people away from the drones when we're busy camping the other side's base. That being said, it is fun to listen to all the people raging about getting Wormholed because apparently keeping your distance from the guy who can TP you is hard.
  20. I think it's stupid that there are two hit rolls for the power, but instead of showing both, it only shows the one that is autohit, because I have no way of telling what chance my taunt effect has to land.
  21. Quote:
    Originally Posted by Daemodand View Post
    I think people will roll something other than Regen when something other than Regen actually works well enough in PvP.

    Personally, I do Super Reflexes in PvP quite a bit. No, you should not try that at home, kids, you'll shoot your eye out. But playing SR in PvP tells you why people play Regen instead.

    Sad thing is, at 30% Elusivity SR wasn't bad at all. Not especially hard to kill, but actually playable. Dern Forts gettin' SR nefed along with them. Se la PvP!
    Forts didn't get SR nerfed, people who complained that they couldn't hit anything because they didn't build their characters right got SR nerfed. Even at 10% elusivity, defense is decent if you get enough of it.
  22. Quote:
    Originally Posted by Dahjee View Post
    LOL. Don't get me started on the little checkboxes box you call PvP. Damn robots are everywhere these days. It's weird to me that in order to justify "skilled" at PvP... you have changes the pvp rules back to an easier system, take away the ability to use most inherent and temp powers in the game, fight in a mission map, get to choose what size insp to bring 20 of, choose from only about 6-7 set combos, and always have the fight at even odds. Keep telling youself that guys.
    Credibility, meet window. Yours just went flying out it. I assume you're one of the people who thinks I13 is a major improvement over I12 PvP, which works against you even more. Your posts in this thread are like a greatest hits collection of fail, keep up the good work. Please, try to explain to me how travel suppression, heal decay, and uneven numbers make PvP balanced - I'd love to hear this one.