Um...
Welcome to the wonderful world of PvP, where in an attempt to make all the ATs exactly the same they basically turned you into a Blaster.
To answer your question, though, your mezzes won't last more than a few seconds at most against a player target, even at level 50. Sound unfair? It is.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Welcome to the wonderful world of PvP, where in an attempt to make all the ATs exactly the same they basically turned you into a Blaster.
To answer your question, though, your mezzes won't last more than a few seconds at most against a player target, even at level 50. Sound unfair? It is. |
So you're saying the current zone situation for a troller is worst than pre i13 when a single inspiration negated your hold/imob completely? IMO that's crazy. Hell, I could watch the combat bar and not even need to pop a break free until I saw someone was about to start stacking holds on me. Post i13, my stalker being insta held for 4-5 seconds WITH toggle protection running = death. Before the changes they were just a waste of space, now at least they have the potential to get me killed, while being a waste of space.
In pre i13 pvp immobiles >>>>>>>>> holds. You could burn a tray of breakfrees so fast it was scary. The only thing that negated controls in zones was a solid well played buffer. To suggest that a single breakfree negated control sets is a little over the line. If your point of view was true I doubt we would have gotten the new system. Though I am far from saying we should ahve gotten it anyways. Most of the bad pvper never brought much less used breakfrees and it seems like the one of the main goals of the changes was to get away from needing to rely on inspirations at all. Sadly all they did was change the inspires we carried.
Duel me.
I will work on my sig pic more when I have time.

So you're saying the current zone situation for a troller is worst than pre i13 when a single inspiration negated your hold/imob completely? IMO that's crazy. Hell, I could watch the combat bar and not even need to pop a break free until I saw someone was about to start stacking holds on me. Post i13, my stalker being insta held for 4-5 seconds WITH toggle protection running = death. Before the changes they were just a waste of space, now at least they have the potential to get me killed, while being a waste of space.
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A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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In pre i13 pvp immobiles >>>>>>>>> holds. You could burn a tray of breakfrees so fast it was scary. The only thing that negated controls in zones was a solid well played buffer. To suggest that a single breakfree negated control sets is a little over the line. If your point of view was true I doubt we would have gotten the new system. Though I am far from saying we should ahve gotten it anyways. Most of the bad pvper never brought much less used breakfrees and it seems like the one of the main goals of the changes was to get away from needing to rely on inspirations at all. Sadly all they did was change the inspires we carried.
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Think we could try out the new dom Imob strategy we tested the other night, at one of the upcoming practices? It appeared that I could solo generate over mag 80 stacked imobs on a target. If we could get 2 grav doms built for imob spam/duration that we could easily power through stacked protection.
Here are some hard numbers that support this strategy. Based on this, you can see the base mag on immobs are higher than on holds even while in domination. Immob base mag is 7.45, while a hold even with domination only comes in at mag 5.96. Immobs also last longer in domination, 15 secs base vs 12 secs for holds. Finally, Acro only has 48% hold resistance, no Immob resistance, so stacking immobs will be easier than holds if you're not in domination. The only downside I see is Combat Jumping's Immob protection. However, due to my ability to stack mag 29.8 in immobs in right around 6 seconds, I'm not seeing much of an issue there. So here is a breakdown of a protected target.
Target is running Acro, CJ, and 2 Thaws.
Immob protection: 28.86
Hold protection: 22.56
Immobs that need to be stacked to defeat protection: 4
Holds that need to be stacked to defeat protection: 4
Target is running Acro, CJ, and 3 Thaws
Immob protection: 39.14
Hold protection: 32.84
Immobs that need to be stacked to defeat protection: 6
Holds that need to be stacked to defeat protection: 6
Now look at the recharge on powers: hold is base 8 secs, crush is 4 secs, crushing field 8 secs. This means I can chain crush and crushing field and lay down 2 times as many immobs as the same mind dom can lay down holds AND with a higher base mag AND duration. Whats not to like? Pet is just another target people have to go through to find who they are looking for, and the AOE cage is 26 sec rech with 10 sec duration on a player and 30 sec duration on MM pets. This could seriously take some heat off of our stalkers if I could cage pets that are hunting them. This is not even getting into the excellent damage I can do to capped resist targets with cor shields with Psi damage. Thoughts?
Acro
EFFECTS: 100-point Knockback protection; 2-point Hold protection; 48% Hold resistance.
Combat Jumping
EFFECTS: 12' jump height; 1' per second increase to jumping speed; 2.5% Defense; 8.3 points Immobilization protection.
Thaw
EFFECTS: 10.28-point Hold protection for 90 seconds; 10.28-point Disorient protection for 90 seconds; 10.28-point Sleep protection for 90 seconds; 173% Sleep resistance for 90 seconds; 10.28-point
Immobilization protection for 90 seconds; 7.5% Cold resistance for 90 seconds; 80% resistance to Attack Speed debuffs for 90 seconds; 80% resistance to Run Speed debuffs for 90 seconds.
Crush
EFFECTS: 7.22 Smashing damage every 2 seconds for 10 seconds; 100% chance for a 15-second Immobilize of 5.96 strength versus critters only; 100% chance for a 10-second Immobilize of 7.45 strength versus players only; Domination100%
chance for a 22.5-second Immobilize of 5.96 strength versus critters only; Domination100% chance for a 15-second unresistible Immobilize of 7.45 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; disable Flight.
Crushing Field
EFFECTS: 3.61 Smashing damage every 2 seconds for 6 seconds; 100% chance for a 15-second Immobilize of 4.47 strength versus critters only; 100%
chance for a 10-second Immobilize of 7.45 strength versus players only; Domination100% chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination100% chance for a 15-second unresistible Immobilize of 7.45 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds;
disable Flight.
Gravity Distortion
EFFECTS: 7.95 Smashing damage every 1 second for 5 seconds; 100% chance for a 12-second Hold of 4.47 strength versus critters only; 100% chance for an 8-second Hold of 5.96 strength versus players only; Domination100% chance for an 18-second Hold of 4.47 strength versus critters only; Domination100% chance for a
12-second unresistible Hold of 5.96 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 12 seconds.
I'm a 14 controller. I just played my first pvp match. I couldnt root AT ALL. does this change end game or should I diss the character now?