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Posts
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* You would lose all your inf.
* It would have other costs associated with it. {Note: speculation included loosing all of your enhancements.}
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Honestly, these two things would be really stupid.
Nobody would be dumb enough to let it take their influence. They could just transfer to an alt before doing it. It would just result in complaints when people did it by accident.
Losing enhancements would be even worse. In fact it would punish people for actually investing time in their characters. The best candidates for side-switchers would be people who have no enhancements? Imagine if you had rare IOs or even purples, and the game tried to take them from you if you wanted to switch. That would be even more complaints from accidental switches.
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they could just make it so that when you switch sides you are forced to switch to a dual(triple/third?) build made only for that faction you are switching to, kinda like SoA's at 24. that way you still have all your old stuff but you arent able to move things across enemy lines. of course inf would be another subject, i think its justified to strip it but give a warning so people can just pass it along to a friend/alt account.
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actually that could be one of the selling points of the boxed expansion: access to more build slots. im no developer but it sounds simple to code considering we already have dual builds. -
why buy from a store and pay tax needlessly? unless you live wherever nc is based.
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You people are so far behind the times.... I am glad I have cancelled my subs.
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its lonely at the top isnt it -
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my blaster has had no problems.
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2 questions:
are you /energy manip.?
were they taunting?
im assuming equal skill because i dont know you or your opponents, but given the answers to those 2 questions your arguement should fall apart. -
anything that can take the new taunt has no right to complain.
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Dom's are still easy easy EASY victims
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thats the thing about doms, they still require skill to play. that was really the most important draw for me.
also, yay for rednames in the pvp section! -
their choice of timing is perfect from a $ perspective, exactly 1 day after a month after an issue release. it almost guarantees 2+ months of resub time. good to see the marketing dept still exists.
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this looks like an i13 build, have you been away for a while?
i would slot for damage and hp, then recharge, and add in some(alot) of -kb ios. -
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Make PVP IO drops only drop in rated matches. With a greater percentage to drop against foes of closer rating or even just for winning. And then adjust that percentage for chance to drop against people who's rating's are extremely far apart. Then make rated matches blind registration/entrance, so you dont know what you are fighting and so that you can not farm yourself because the system places you in the match and does not let you pick your opponent. ......PROBLEM SOLVED.
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this would be nice iff the arena was cross server. did you steal it from another game? it sounds familiar for some reason. -
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Nothing will make farming less attractive.
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merits did. im not asking for that much though, just some small tweak while the issue is hot. -
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If anyone on this post is a would-be celeb where is the hall of fame
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Remember when you were telling me how to play my characters then I beat you spines/regen vs spines/regen. Then beat you again ice/rad vs ice/rad. Then you stopped talking to me. lol good times.
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fighting both of your rads on my old em/elec had to be up there with the most intense duels ive been in. -
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Its no different then purp farming
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it is though. purple farming rewards an activity that the player was doing already anyway.
pvp rewards are so rare that they change the players who they were aimed at rewarding in the first place. you prove this point yourself by your own admission.
imo they just have to make it hard enough to make it look less attractive for farming. this is as good a chance as there will ever be to do this, if it just goes back to the i14 way it wont ever change. -
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Farming for pvp io's is not a exploit. The reward/time ratio is to much for it to be a exploit. Sometimes it takes 2 30 min matches just to get 1. That's a hour for 1 recipe or roughly 80 kills.
If it wasn't for farmers farming these there would be NONE on the market. The ones that would be on the market would be so overpriced that noone would afford them, then pvp io's would just be useless.
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the fact that people were sucessfully farming them enough to make statistics like this and yet people who actually pvp'd werent getting them should have been a red flag imo.
i hope this bug forces castle or whoever is working on this to put in some supression timer and up the drop rate to make it less farmable and more likely to end up in the hands of actual pvpers. -
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Plus you just get to trow sharks...
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not in the dom version -
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When will it end
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interesting choice of words
rip nonetheless -
anyone remember sao and onslaught? they were quite possibly my favorite duo to pvp against when they released rv.
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i had this planned for my dark/therm before i deactivated, just switched it in mids for elec. the only thing i am not sure of is if DR cuts the +damage and +hp bonuses by too much. if it does just switch out a couple sets for +rech sets i guess. also, i dont know what the pvp sets offer so the ST blasts could change depending on those too.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
tankmage: Level 50 Mutation Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Thermal Radiation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Charged Bolts -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Dmg/EndRdx(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Rchg(15)
Level 1: Warmth -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-EndRdx/Rchg(19)
Level 2: Fire Shield -- S'fstPrt-ResKB(A)
Level 4: Lightning Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Dmg/EndRdx(7), Efficacy-EndMod/Rchg(7), Efficacy-Acc/Rchg(9)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(9), Ksmt-ToHit+(33), LkGmblr-Rchg+(46)
Level 10: Plasma Shield -- S'fstPrt-ResKB(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Super Jump -- Zephyr-ResKB(A)
Level 18: Super Speed -- Zephyr-ResKB(A), HO:Micro(19)
Level 20: Stamina -- P'Shift-End%(A), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Acc(33)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Aim -- Rec'dRet-Pcptn(A), GSFC-ToHit(25), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(31)
Level 26: Tesla Cage -- UbrkCons-Dam%(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43)
Level 28: Forge -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31)
Level 30: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(48)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), RechRdx-I(37), Range-I(37)
Level 38: Melt Armor -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(39), UndDef-Rchg(39), UndDef-DefDeb/Rchg(39), HO:Lyso(40), Acc-I(40)
Level 41: Shark Skin -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42)
Level 44: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Dmg/Rchg(45), G'Wdw-Dam%(46), NrncSD-Dam%(46)
Level 47: Hibernate -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(48), RgnTis-EndRdx/Rchg(48)
Level 49: Voltaic Sentinel -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(50), S'bndAl-Acc/Rchg(50), S'bndAl-Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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[u]Set Bonus Totals:[u]<ul type="square">[*]27.5% DamageBuff(Smashing)[*]27.5% DamageBuff(Lethal)[*]27.5% DamageBuff(Fire)[*]27.5% DamageBuff(Cold)[*]27.5% DamageBuff(Energy)[*]27.5% DamageBuff(Negative)[*]27.5% DamageBuff(Toxic)[*]27.5% DamageBuff(Psionic)[*]6% Enhancement(Heal)[*]15% Enhancement(RechargeTime)[*]20% FlySpeed[*]289.1 HP (27%) HitPoints[*]20% JumpHeight[*]20% JumpSpeed[*]Knockback (Mag -32)[*]Knockup (Mag -32)[*]MezResist(Sleep) 2.2%[*]20% Perception[*]11.5% (0.19 End/sec) Recovery[*]74% (3.31 HP/sec) Regeneration[*]24% RunSpeed[/list] -
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You said you sucked (i.e. running away was hard) before the changes and now you're Statesman's gift to pvp. If the devs goal was to help the players that sucked, maybe they succeeded?
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wow, just wow. you win this thread. -
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...And once they know...
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kinda reminds me of the old perception/stealth arms race i guess, you gotta admit it sucks to have to deal with just to be competitive. -
is it possible to jump off of earthquake and quicksand, and do slows even help really? also, do you think the rooting from a powerpush would be long enough to cast QS/EQ at their feet to root/debuff them?
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that makes no sense to me, given kob has base ~8kup.
most ss users would 4-5 slot kob for some damage set for bonuses, that leaves 2 slots for "flavor". with 1 lv50 kb io it goes up to ~14 then ~19 with 2.
once you start building for -kb, imo, you should build for alot of it because its a waste to be in the middle(anything over 8 up to 40 w/o acro) because kb is all or nothing. most builds arent hurt by slotting a single zephyr in sj and karma or steadfast in their shield and/or cj. -
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44 is not a typo
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this implies team pvp where there is enough damage simultaneously targetting you to kill you during the rooting from kb animations.
ime, in zones or duels you only need like 8+acro to avoid any serious frustration. -
for some reason when con posts builds i get reminded of this story.
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i would take slots out of ss and sj since you arent going to build for +def set bonuses. either go for the little +hp from the run/jump sets or just use a micro in ss and dont worry about sj since you should be in cj always anyway. or move the slots into cj for kismet/lotg/jump. also, the slotting on acro/assault will hurt your end noticeably.
also, you could slot hibernate for more +hp using numinas instead of commons... as a matter of fact you could drop alot of your common range ios for centrioles and switch up your devas pieces to get more acc/rech/endrdx etc..
dont slot zap for range, in that 6th slot(if anything) use interrupt reduction.
confuse is useless ime, even as a mule for purples it feels like a waste. but i can understand that being personal preference. id just take another from leadership instead and put a -kb io in it.
waterspout, lulzy as it is, could come in handy if you put 2 achilles in it instead of undermined def. sacrificing .5% damage boost all of the time for a nice spike of -res some of the time.
finally, double proc thunderstrike with the purp proc, just trust me on that one.
nice build otherwise, gl with it.