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I have friends who played COH since the start and they STILL "Wah!" about enhancement diversification, aggro caps and other changes. Some are still running around with outdated, ED-gimped SO/HO builds because IOs ruined the game as far as they're concerned. Others quit, because apparently it was just that big of a deal to them. The game moved on without them and it can move on without the grand and glorious PVPers of the past, too.
I kind of don't care about any perceived betrayals, slights or outright slaps to the face that occurred in the past. It means nothing to me, though the level of "Wah!" suggests that some people aren't. What's done is done. Go find Lighthouse and hug it out. What matters for PVP now is PVP now and getting more people into it from the community side.
Until COH sees more players in PVP, there is absolutely no reason to invest time or resources into PVP changes or content. Anything that runs counter to bringing more people into PVP hurts more than helps. "Wah!" hurts more than it helps and keeps new people from playing. We need to take what exists now and work to build on it if any of us want to see a better product.
As for word getting out about the "Wah!", you and I see it on the forum, someone else repeats it in a channel or broadcast. Friends of friends talk. The 10% here (I'm kind of surprised it's that high) do get their message out to more than just the people here. Six issues of whining hasn't helped and it isn't likely to help in the future. It's time to try something else, like working with the system and helping to build data that supports fixing problems. -
Quote:How much of that was rule changes and how much of that was IO-based and how much of that was people leaving a game made in 2004 for something shinier and newer?PVP already GOT attention because "not enough" people were interested in and participating in it. The i13 changes were brought about because of low interest and what appeared to be barriers to entry.
What did we get?
FEWER people playing it, and even HIGHER barriers to entry. Which, itself - by having fewer people playing - which "doesn't provide any incentive to increase resources spent on fixing PVP," to use your own phrasing.
Pre-i13, I can remember hitting a zone, barely getting out into it, then getting repeatedly TP'd to drones or some impossible to escape corner while a Bots/FF MM kept my Scrapper KB'd and useless. These were not "good old days" for me. There were tons of problems and I would allege that the i13 changes made PVP better, not just for me, but for a whole lot of people playing a whole lot of ATs.
The PVP IOs have definitely moved the goalposts, though. Anytime you can retain the set bonus at a lower level without giving up the benefits of high-level IOs, you create an imbalance. Giving them an additional benefit for PVP only creates a further imbalance. I would say that creates a barrier to entry, yes.
Quote:Before, for instance, I knew if I had mez protection, that NPC mezzer couldn't mez me (surprise, surprise) and control ATs would have to work on it or do something to drop my toggles.
Now? Surprise, the powers work vastly differently in PVP. There is no mez protection. Resistance, yes. Among many, many other changes.
Quote:You don't want to hear people saying how bad it is now and how good it was before? Open up your ears and pay attention as to WHY they're saying what they're saying instead of dismissing it as "wah, it's not like it was." PVPers adapt to changes - when they're done reasonably.
They were not. And it cost the game the majority of the PVP community, and left VERY bad feelings among those who remain - with good reason.
However, I would agree that PVPers have adapted. Those that could, anyway. Those that couldn't or wouldn't "Wah!" instead. And they keep it going while others enjoy the new system and still more make efforts to do so. They're part of the problem keeping PVP down, not part of the solution. -
Quote:Did I say anywhere in there that everything is perfect now? No. What I said was "Wah!" isn't helping. "Wah!" doesn't do anything to make PVP better. "Wah!" doesn't provide any incentive to increase resources spent on fixing PVP (whatever may be broken or not perfect). PVP will only get attention if people are interested in it and participating in it.So you think limiting the number of available roles is good and people mad about it has nothing?
You have no clue what you are talking about.
Since we're feeling more-knowing-than-thou, how about answering a couple questions?
1. What roles are missing from PVP? I see offense, support and disruption roles in current PVP. That covers a whole lot of ground and provides opportunities for a wide range of ATs.
2. What ATs are absolutely useless in PVP? Brutes, probably, because of how run-and-gun tactics or one-on-one fights hurt Fury. I'll chalk that up as a counterbalance to their farming abilities. What other ATs are useless? -
Quote:I am likely to take Combat Jumping or Hover anyway, so it just makes sense to slot either power for defense if I'm building toward softcap. If softcap is the goal, then Weave is likely a must-have as well, though I would be happier not to need it.To what lengths does one generally have to go in order to achieve the Defense soft cap to <insert position(s) of your choice> in a build? How many spare powers do you end up taking, how many set mules do you employ, and how much performance on a per-power basis do you sacrifice in order to get the bonuses you need?
Manuevers is more rare for me. I like the team buff aspect, but it is usually a very small benefit for a lot of endurance. Like any other defense bonus, though, stack enough of it and you can really achieve something. I expect this to become a staple of incarnate content leagues.
I'm more likely to pick up Tactics and slot with a full set of Gaussian's. The exotic resists in the power are nice, as well as the set bonuses.
Tough gets slotted based on how slot-starved I am. If I'm going for softcap, then Tough or some other resist power will get the Steadfast 3% Unique. If I have slots left to spend, then I might slot it for additional bonuses, assuming I couldn't get better bonuses elsewhere. I'm happy just using it to mule the Steadfast in some cases.
When I pick powers to mule IOs, I usually pick powers that can slot LotG 7.5 IOs. The Concealment pool is perfect for this. If you spend a lot of slots getting defense bonuses, then these one-slot wonders can really help keep your attack chain moving. -
Regarding something more than simple deathmatch PVP, we already have PVP zones with missions and objectives. Go get some pillboxes in RV, collect shivan shards in Bloody Bay, launch a rocket in Warburg, or help Arachnos/Longbow win key battles in Siren's.
Onto another subject: as with the PVP boards, there seems to be some "back in my day..." bias here. (TL;DR: please stop the "Wah!")
Things then (whenever "then" was) were much better than they are now, I'm sure, and the character that you built back then was amazing and you had a great time. You couldn't be stopped. Your team was awesome. N00bs ran in terror and you laughed. Great times! PVP rawr!
Then they changed rules and your character wasn't so amazing. And somebody's else's character became amazing. The strategies (or lack thereof) that worked before didn't work so well all of a sudden. And new things came out that changed what was possible with characters. And strategies evolved with the new rules and new possibilities and... and... oh, how it boggles the mind! This isn't what I wanted! This isn't fun anymore!
While all this developer evil was being forced upon you and yours as a punishment for enjoying PVP the right way, some shiny thing distracted some or maybe even all of the people you enjoyed PVPing with. It could've been another game or family needs or job needs, but some of the people you really liked aren't here anymore. The game just isn't as fun without them.
End result? PVP stinks! Wah! WAAHHHH!!
The thing is that people want to get into PVP right now and "Wah!" isn't helping. Until more people get into PVP, there isn't any reason to devote resources to fixing whatever you or anyone else may perceive as broken. If more people drop, then there is even less reason to devote resources to it. So if you feel a need to go all "Wah!" in the future, maybe just... don't. That'll be more productive and better for PVP over time. -
I've been toying around with some possible Stone/* options and I haven't quite settled on one. I guess it's a good thing that there are a lot of options, but nothing's really jumping out at me.
I'm kind of leaning toward Dual Blades. Nice AOE (two cones, one PBAOE), plus you get some mitigation from KB and the "build up" power happens to be an attack, so you just keep throwing damage. If you run Granite exclusively, then you can even load up on all the attacks for combo fun and make the most of it despite the recharge penalties. -
I can buy (with merits, reward merits or influence) anything that isn't purple, so that's kind of my limit right now. LotG 7.5s are fine.
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Note that not all taunt auras tick quickly. Several tick in two-second intervals. You can run right through a large group and never hit anything on a two-second interval, so sometimes it pays to taunt on your way in. Specifically, taunt something (preferably a boss or lieut) up front as you jump over them and let your aura kick in on the middle/back of the group. Everything will turn around and fire at you, which will keep cones and AOEs from hitting your team.
That's another key to positioning. You don't want the squishies at your back, because cone AOEs will hit them. Spin key opponents around so that they fire their cones harmlessly at you and the empty space behind you. -
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Lots of servers are trying to boost interest in PVP at this time. Look at the Server boards to see if yours has a PVP bootcamp starting up. If not, maybe hop over to one of those that does. I know Champion is about to start one up and teams are being finalized tomorrow.
As for what's good? I'm just learning this stuff myself, but spike damage and spike counters seem to be the primary elements of PVP today. Range before melee, hidden before visible. Speed and evasion capabilities are critical. -
Quote:It depends on what you're facing: -DEF or +ToHit?A spines/sr scrapper with 137 Defense Debuff Resistance with elude posting numbers at 107%, 101%, & 101% to the three positional defenses? Or a NW who can get around 150% melee, 140% ranged, & 140% AOE, but only has 57 DDR?
Which would be more survivable in the long run?
Theoretically the Scrapper wins against a straight series of -DEF attacks, due to the huge difference in DDR. Even after (well) over 100 hits with a 7.5% -DEF component for each, the Scrapper would still be softcapped even to 64% ToHit opponents. The Night Widow would lose softcap to 64% ToHit opponents at around 29 hits and to 50% ToHit opponents at around 33 hits.
Barring a crazy unlucky streak with the RNG, though, both would show exactly the same survivability in-game under the same circumstances. Then it's down to damage and other mitigation as to who would survive longer. If either took 29 hits within the 10sec debuff window, neither of them would survive.
If you look at +ToHit, the NW fares much better than the Scrapper, due to the higher base defense. This is much more likely to be an issue. Stacks of Vengeance, higher base ToHit figures in high end content, Build Up, Aim, Rage, Tactics... lots of things have +ToHit effects.
Altogether, I'd say the Night Widow will have better survivability for a wider range of content in actual gameplay. Both would be dead anyway by the point the DDR difference is felt, so it's down to how they handle high ToHit and the Night Widow wins there. -
I would recommend Elec/SS. Energy damage is big in new content and Elec handles it like nothing else. Plus, it gets some nice exotic resists (end drain, recovery drain & slow). The recharge is just bonus.
I like Fire, but I just like Elec more for current and planned content. -
Spiritual: more regen, more +hp, more recharge
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Just a couple quick mods to the basic build, plus Spiritual Partial Core Revamp. Kept IO levels to minimums where possible and no higher than 43 where there was a set bonus. This would help keep the uniques popping down to 27th level and much lower in many cases. I left the LotG 7.5s at 43, but you could probably drop those to 28 without much loss.
I put the Force Feedback proc in Shockwave, for a little extra recharge from time to time. Combat Jumping gains some defense slotting and a Kismet. Spin is reslotted for more consistent damage and higher average damage. Endurance use jumps a bit, but I still think you're safe with those three Performance Shifter procs (~2.57eps net with Tough running). You could clear up any potential endurance issues by running Cardiac, but the alpha bonuses for Spiritual just work so well here.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Rashidi's Bane: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx(48), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-EndRdx(37), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(45)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Achilles-ResDeb%(48)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(5), RctvArm-EndRdx(43)
Level 6: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(7), Erad-Acc/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx(43)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(40)
Level 12: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Acc/Dmg/Rchg(13), Erad-Dmg/Rchg(15), M'Strk-Acc/EndRdx(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29), Ksmt-ToHit+(21)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(17), Theft-Acc/EndRdx/Rchg(17), Nictus-Acc/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39)
Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Dev'n-Hold%(36), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Acc/Dmg/Rchg(50)
Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(27)
Level 26: Eviscerate -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), M'Strk-Dmg/EndRdx(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Super Jump -- Winter-ResSlow(A)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
Level 35: Oppressive Gloom -- Acc-I(A)
Level 38: Soul Transfer -- RechRdx-I(A)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Spiritual Total Core Revamp
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Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(45) -
I thought maybe a Sapper would work for PVP, but it does seem a little slow to work and slow will get you killed. Looking through various PVP threads a bit more, it seems like Emp & Ranged Spike is the current state of PVP. I've never built or played an Emp before, so this would be all new territory for me.
I only rarely dabbled in PVP and I've had abyssmal luck with purple drops in PVE, so I'm looking at a Stage 1 build to work from and add to over time. I have no problem slotting IO sets from level 12 on up, but I just can't afford the really big stuff yet. In other words, if it costs 2 hero merits or less, it's no problem.
Any PVP Emps out there willing to share some wisdom?
EDIT: Considering Ice Blast for the Secondary. Its holds and slows seem like good escape options, plus I can 4-slot Basilisk's Gaze in the holds for nice recharge. Blizzard and Ice Storm also look like nice DOT options to counter Hibernate. -
How about a pair of Bots/Traps MMs? Buffs, debuffs, controls, and damage - all wrapped up in one neat little package.
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Quote:Fire farms are incredibly difficult for anyone that isn't specifically built for that one task. S/L farms are easier and open to almost any AT, because it's a lot easier to softcap defense and get some resist behind it, regardless of AT (Tough + APP/PPP). For Fire farms, you're pretty much down to using a Fiery Aura Brute. Fiery Aura Tankers are somewhat more survivable, but do significantly less damage (more safe, less efficient). Fiery Aura Scrappers do less damage and have less survivability (less safe, less efficient). Anything else is in trouble and likely won't last seconds (e.g. the PFF example).I am pretty sure a conveyer belt of bags of xp delivered right to your feet is an exploit of some description You are forgetting that time+risk=reward is the ratio. It is not just risk=reward. I have seen less exploitive things fixed. Posts on the boards asking how to run such things are harbringers of fixes.
Did you say they are difficult without cracking a smile?
So this is a situation where one particular armor set is uniquely suited for one very specific task. That is okay. What you don't want is one particular armor set capable of handling everything without some downside (e.g. even Stone has -recharge). Fire has big downsides compared to its peers and the more you build for Fire farming, the more those downsides show up in non-Fire content.
With current builds, even modest builds, it's easy to have only nominal risk in all PVE content, so why should AE be treated differently? Fire ambush farming carries obscene risk (possibly worse than soloing AVs) that can only be mitigated through the choice of a single armor set. It is nearly entirely mitigated by that choice, yes, but any other choice produces an unsurvivable level of risk (e.g. again, the PFF example) so as to make the reward roughly zero. -
Quote:Agreed. It's just a very difficult mish that only a very specific range of builds can survive in. It's not an exploit along the lines of the Rikti Monkey maps (I still have no idea how that worked...). It'd be no different than an Electric Armor toon doing missions filled with Mu or an Invuln facing nothing but Smashing/Lethal damage. Or a Stone facing, well, anything except Psi.Eh, I doubt it. I've been on a few, and the rewards are nothing special. Certainly nothing on the level of some of the exploitive AE farms that have existed in the past.
However, I do disagree with the necessity for this to get fixed (just like I did the all-boss farms that were popular for awhile). This is not an exploit, and the risk/reward ratio is not incorrect for this. These farms are quite difficult, and the rewards are commensurately high. Nothing wrong with that.
EDIT: And to answer the OP, the best bet would be an Emp/Sonic Defender with softcapped Fire defense. I don't even know if softcapped Fire defense is possible on an Emp. Sonic is the better secondary option for the Cone Sleep (mag3). -
Quote:Maybe try...I'v got a thread over on the Scrapper Forums but here it is. Think I am 3 or 4% off on the ranged D.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
3-slotting Hover with BotZ
Even with Hover off, you'd be softcapped to all three positions. Shield Charge will proc against almost every spawn, so you'll get a nice recharge boost (8.33% effective global recharge per use per minute) that'll keep Hasten permanent. That's the good news.
6-slotting Boxing with Razzle Dazzle
6-slotting Siphon Life with 5pcs Crushing Impact (no Acc/Dam) + 1pc Theft of Essence (Acc/End/Heal)
2-slotting Health with Miracle & Numina's Uniques
The bad news is endurance. I wouldn't want you to invest in this build just to find out that it detoggles in 30 seconds. Cardiac alpha is one way to go, though it'd likely mean giving up on all-position softcap and perma-Hasten. It's what I ended up doing with my KM/SD Scrapper (softcapped Melee, small purp to softcap AOE & Ranged).
EDIT: removed the Force Feedback option for Shield Charge -
Quote:You can frame it as either a 50% cut (ZOMG!!1!) or another 5% (...whatever). Technically, 0% defense cuts down about 50% of attacks. 40% cuts another 40%, leaving 10% of potential attacks getting through. 45% leaves about 5% of potential attacks getting through. So, yes, 5% is half of 10%, but that's 50% of 10% of the total incoming attacks, not 50% of 100% of the total incoming attacks.Don't be too complacent... I believe the difference between 40% and the cap cuts down on about 50% of attacks.
In related news, 99% of 30% of the people surveyed by 10% of our surveyors agree that you should be wary of percentages...
That said, more is better and I'd want to find that 5% if I had a real chance of regular aggro. As an SD, you will have a real chance of regular aggro. The average spawn probably won't have many AOEs and they won't be that damaging, so you likely wouldn't notice the difference in normal gaming. Where you would notice it is with the heavy-hitting AOEs used by AVs. When Reichsman winds up his murderous stunning AOE, you're going to wish you'd sprung for the 45% (or at least popped a purple). -
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I'm just throwing this out there, but is the Elec/Elec build even functional? Accuracy is abyssmal, for starters. Assuming you find a way to hit, I don't see any sort of attack chain in the build, so the DPS will be worthless. It softcapped S/L/E/N, sure, but the cost was WAY too high in both influence and lost set bonuses elsewhere.
Looking over the powers available, I just don't see a viable S/L/E/N-softcapped build coming out of Elec/Elec. It'd be better to softcap S/L and get within a small purple of E/N/F/C. You could maintain great survivability working from that angle and still keep some pretense of offense, but it wouldn't be in the same league as Stone, Invuln, WP or Dark. -
Quote:Granite is the tier 9 for Stone, but it's a toggle, so no crash or weirdness with it. If you want to be the best meatshield, you roll Stone and pick up Granite. You can easily softcap S/L/E/N/F/C, regardless of the number of opponents around and without needing a click buff. You can easily hardcap S/L resistance at 90% and have 85% (88% with the PVP IO) resistance to E/N/F/C/T if you run Cardiac Alpha. Oh, and you get a click heal with +HP that can take you to the HP cap with accolades and a few set bonuses. It's just a beast.What is the best Primary power a tanker can choose for sheer ability to take a beating and still stand without having to go tier 9 on your primary?
If you want to have more of an offensive impact with the best possible survivability from among the rest without need of a crashing godmode, then I'd probably say... Dark?
Dark has good (not great) resists, exotic resists, additional base defense to work with, two mitigation toggles (one of which includes -ToHit) and a great self-heal. Endurance is its downside, but Cardiac helps a ton there and helps bring the resists up even further. Plus, you can (I would say *must*) slip a Theft of Essence proc in Dark Regen to help keep your blue bar full.
I love my Invuln, but he is vulnerable to exotic damage and debuffs. WP is great all around, but doesn't have the aggro grip that I want from my Tankers and it's also vulnerable to debuffs. Electric is really good all around, but has no base defense to work with and lacks Dark's mitigation. Ice's resists are a bit light for my liking, but it has a lot of other good characteristics.
None of those really compare with a well-slotted Stone running Granite, though. -
I've been thinking about changing my "target & follow" bind to include click mez protection. For an */SR, that would mean...
/bind tilde "target_enemy_near$$follow$$powexec_name Practiced Brawler"
With this, every time you change targets (usually done after taking down another target), it'll try to fire off PB. In a prolonged single-target fight, you'd want to hit tilde every once in a while just to make sure it stayed up, but for most spawn-to-spawn fighting it would be a background process.