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Well if you really decide to go for it War, I will be the targeter for you. Im sure we get lots of support from Goonies, iconites and inner monkey too. Word of warning though, its not that easy to keep everything under control
Also, whats the situation with the PA these days?
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Targetting is easy. If you want to speed up the raid, you need not worry about colour of your target. If you accidentally target Hamidon, if you use TAB. Dont worry. Any decent tank can easily hold Hamidons aggro. Just hurry up and change to next target.
Remember you are the one who makes the biggest difference to the speed of the raid. Dont worry about people dying, its not your job.
Oh, have an empath dedicated to you. The raid slows down if you die.
Other Hamidon tips.
If you have a lot of lag, its actually better if people split up and attack 2 different mitos. Maybe two targetters? The problem with this is the organisation. 2 groups can make it hard for the hamidon tank to find a secure place for Hamidons AoE attack where it doesnt hit one of the two groups.
The single most important factor to any Hamidon raid is lag. ANY THING that can be done to minimize this speeds up the raid.
Never, ever let a scrapper tank Hamidon. Its just bad.
The Hamidon tank: His job is to move everytime the raid comes near him. He should always be on the opposite side of the mito attacking group. The targetter should never have to worry about getting near the tank. Its the tanks job to move.
Put the green circle on taunt. Hit hasten and dull pain every time they are up. Its the easiest job in the raid.
Make sure he has atleast 3 empaths. He could prolly survive with less, but empaths can die, and you can get additional mito fire. I normally have 1-2 mitos + Hamidon fireing at me during a raid, when I play the tank. Make sure the emps keep atleast 1 clear mind on you at all time.
Also "kill" everyone attacking Hamidon during the clearing phase. They arent doing what they are supposed to do, and standing next to them kills them fast. The main reason to "kill them" is, well otherwise Hamidon raids are boring as a Hamidon tank. -
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50 gets my vote too. I find the EPP's and PPP's cover a much needed gap in any AT.
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And thats the problem with lvl 50, they cover all the gaps. The normal AT weakness is somewhat removed, a squishie is no longer squishie. Buffs become somewhat overpowered with powerboost. But hey its up to you guys. -
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I think Stone is worse than SS at level 30. SS get it's big attack at level 20, Stone gets it at level 38.
Also for PvE SS is very good as Rage makes damage auras pretty effective.
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Yeah. Like I said, I didnt look a hero builder before posting. Since brutes get the lvl38 tanker attack at lvl 18, I was pretty sure, it would be a lvl28 attack instead of lvl38. I didnt roll a new toon to check. Without that attack SS>stone in sirens ofc. I would still say stone primary for brutes is better than SS in Sirens. -
I would guess Ice/stone would be ok in Sirens. The reason smash/lethal sucks later on is the shields given to all hero squshies. Doing 20-30% less damage really shows.
I dont have hero builder installed atm, so I cant look at the numbers, but I seem to remember stone being better than SS at that lvl. I might be wrong though. -
Best ranged powersets for blasters is a fight between web grenades and boost range. Hard to say what its best cause it depends on what your teaming with and what your fighting.
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You really don't like pets in PvP apart from imps, do you archie? :P.
Basically I agree on taking the primal epics. Power boost will always make it better in PvP unless you are fighting a MoG'd scrapper.. and even then.. besides conserve power is a must imo for storm trollers, although I'd always pick mental blast instead of the primal one ^^
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If you are figting a MoG'ed scrapper with an illusion troller, its GG if you can stop laughing. -
Forgot about that one. You should prolly get it, but you can make a viable build without.
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Get the single target sleep and hold.
Get TK.
The rest of the mind set you can live without.
From the storm set.
Get freezing rain (6 slot with 3 recharges, 1 end red and two of own choice)
Get Tornado (1-2 end red, 1-2 recharges and some damage)
Get snowstorm for flyers.
Get hurricane (3 tohit debuffs and 1-2 end reds). Keep running into your target so he cant hit you. The debuff lasts for 10 secs.
SJ, SS and stamina are must takes. Aid self is nice.
What is the problem? -
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The best Defender primaries for PvP are FF and Sonic imo, since they definitely cause the most problems for the opposite side (force bubble, Sonic Cage etc).
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I agree, if you allready have an empath, a kinetics and a rad. -
Make the fight at lvl50 and the stalker has real problems against a scrapper. Equal skill scrapper pwmz.
Have you ever seen Captain Freon (blaster) fight stalkers in the arena? He beats them every time. -
Ill/emp is great, but not for the reasons listed so far. Its powerboost.
Ill/emp better for zones? Depends on zone. I would prefer the defender version in sirens since ill/emp doesnt have all the required powers at that point.
RV, I prefer ill/emp. -
Rad/psi roxx, and ever since they nerfed toggle dropppes. These guys are a must in team PvP.
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Time and date please. Atleast 3 days in advance or I wont be there.
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Ive got Crippling Axe Kick slotted with immob and my Eagles Claw slotted with disorient not to mention I'll be grabbing Cobra Strike soon to throw it all in at RV
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A bad slotting if you ask me. You dont gain enough time by slotting them and you need the damage more. 2acc, 3 dmg, 1 recharge for both Crip Axe and eagle is prolly the best slotting. Considder 1acc, 3 dmg, 2 recharge if you have focussed accuracy.
So many things grant protection to stun/immobs. The fact you can do it is enough. You dont really need the duration.
If you stun you switch off travelpowers, and you gain enough time for the kill.
If you immob they have to deal with, and it gives you enough time for a kill.
If they have protection against stun/immobs added duration wont help, and you only do less damage than you could have done. -
MA is much better than katana.
My ranking would be
Spines > MA > BS > DM > Claws > Katana
MA eats blasters with little problem. Spines has a much harder time against them.
Spines is the only set that can fight trollers with any hope of a win. Range should not be underestimated.
BS hits very hard with headsplitter and a critt will almost garanti a kill. Its doesnt have the utility of MA which makes is worse. In terms of damage its only a bit higher than MA, and you get slower attacks. This isnt due to animation times alone, but the fact that crane kick does its damage at the start of the animation unlike any BS attack. You can chain very fast with MA.
And about SR as a secondary. Its the best IMO for PvP. You arent as tough, but that isnt a problem IMO. You dont really need all the proctection you get from regen. SR gives you a dmg boost due to added recharge from quickness. This should not be forgotten. -
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Simple solution, like i did on my fire/emp controller..
last cossie slot = Hami Cossie (no more/no less), I don't need 4 cossies on toons, so it's an easy street to go down.
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Or you can do what I do. Just leave your toon in the hive on cowards hill. That way hes g2g for next raid, and allready in the right costume. -
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FYI - even tho this is a scrapper board, Ice storm 2 slotted for slow is enough to keep mobs within its effect for its entire duration. Unless they are flying or have slow res. Powerboost may allow you to achieve this with less slots, but what you described is available to ANY ice blaster.
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Rofl. 6 slotted ice storm = 4 slotted ice storm in terms of dps by those logics. -
Fire/fire, like you said. Still one of the best PvE builds in the game.
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Arena 1on1's are extremely unbalanced without insp.
Going into the zones on a squishie without bf's kinda makes it less fun. You can team with emps, kins, therm rads and so on, but they arent allways arround, and a lot of them seem to forget using their powers. -
Mezzing works like this.
Every mezzing attack has a magnitude. Troller holds are mag 3 with a chance to make a critical attack (10%). Criticals add another mag 1, and thos making it a mag4 hold.
Break frees have a magnitude protection somewhere between 10 and 15. Actually its a fixed number, I just cant remember how high.
If a controller stacks enough mezz effects of the same kind on a person using a break free, they will eventually have enough magnitude to overcome the break free, and thereby mezzing the person even if he uses a break free.
Scrapper mez protection protects from 3 mez effects from a controller. This changes over lvl. When you first get the scrapper mez protection, you only have protection from 2 mez effects before you are mezzed.
Tank mez protection is a bit higher than scrappers.
I can with my controller spam a immob every 1,5-2,5 sec. Meaning it will take me about 10-15 secs to overcome a break free presuming all my attacks hit.
The numbers arent exact, but it will give you an idea on how mez effects work. -
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I'm not a fan of bonfire so that? Acid Arrow lasts as long as its recharge (which means justs needs Acc if you're saving slots, I'm stacking mine and slotting for debuff too)
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Im keeping bonfire for stalkers but have tweaked the build and dropped fireball and consume for acid arrow and smoke. Any other suggestions owuld be greatly appreciated
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Fire/ta is arena, not zone. -
Prolly ok lvling. I dont really care about that aspect.
Here are the PvP ideas.
Get both - perception powers. It can really [censored] some builds up.
Get aid self in there somehow.
Spam ring of fire/fire cages for quick containment. Its much easier than spamming holds.
Entagle arrow is used to -fly/-jump, not to immob. Added range is the best slotting. You have pretty good slows, and when you enable slow and -jump, your opponent cant move which makes surviving and killing a lot easier.
Remember this is for 1on1s.