Daemodand

Renowned
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  1. [ QUOTE ]
    Sorry but you don't have the right to LOL anyone with comments like these.

    LOL The_Reactor at his/her (whatever it is) best. Read and behold the almighty intellect and wisdom.

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    Hmmm...I still play the exact same toons I've always played in pvp: my nrg/nrg blaster, my MA/SR scrapper, my rad/rad defender, my human only PB, my empath/psi defender, my nrg/dev blaster, my fire/nrg tanker, and I just added an ice/storm controller (without hurricane) to the mix.

    I remember the old pvp and how unbalanced it was. The toggle dropping and the unresistable damage. I remember how devastating the old ET was, and it was unfairly overpowered. I remember the old 40 foot range on spines and how everyone would be knocked out of the sky in old pvp (that was soooooooooooooo lame). I remember holds being waaaaaaaaaaaaaaaaaay too long. I remember how unresistable assassin strike and the unresistable blaster damage was. I remember how fallout on my defender was uber, how I messed up 2 MMs, 3 brutes, and 4 stalkers with it (and the Vangaurd Medal FTW!!!) one time, because it was a debuff, hold, huge damage AND was unresistable. I remember how the widows were unhittable, did damage with which most people didn't have any resistance, and how overpowered they were.

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    That is an epic post and it's given me a lot to think about. I've been down on I14 PvP lately, maybe I shouldn't be.

    Elusivity is broken, though.
  2. This should stay a perk of the AE and not be implemented store-wide. We need more reasons to play AE, not fewer.

    I wish they'd bring back the low level SOs, too. It was a great reward for playing AE.
  3. For the record, Electric Armor is the worst Brute secondary. EA's buff was enough to put it up beyond Electric IMO.

    Super Reflexes is one of the best PvE sets in the game, and unlike the Stalker/Scrapper version it gets its AOE protection at a reasonable level. It's the king of Defense Debuff protection, the scaling Resists are awesome, and 1 small Luck gives you an on-demand god-mode like few other sets can achieve. It IOs out cheaply and very effectively. Right now it's screwed in PvP, but in PvE it's a solid performer.
  4. Go with Earth/Ice. Earth just might be the strongest Dom primary 1-50 and Ice is a solid performer (and fun).
  5. Daemodand

    Pocket D

    I once went into Virtue's Pocket D. The things I heard in there still give me nightmares. I will now show you on this doll where Virtue's Pocket D touched me.
  6. Ah, the Carnies! Where the women are bored socialites and the men are corpses.
  7. Stalker DB is better than any other DB for PvP thanks to Build Up (which the other DBs lack). That said, DB ends up as a crappy version of Stalker Claws (Focus gets you so many kills it's ridiculous).

    I've faced off against many Ninja Blade Stalkers in PvP, they are one of my least-feared opponents in PvP. Very subpar.

    If you want a Stalker that brings the pain in PvP, go with the #1 kid: Energy Melee. Rumors of EM's death have been greatly exaggerated. It's still king of single target burst damage, and that's what Stalkers specialize in. EM effectively has two "assassin strikes". If your real AS misses or is ineffective for whatever reason, go right into Energy Transfer/Total Focus and do almost as much damage. No doubt abut it: it's a killer set in PvP.

    Spines can be good in PvP as well. I'll include Claws at this level, too. They have ranged attacks, and this has much utility in PvP. These sets can get kills even EM can only dream of due to that range.

    Honorable mention goes to Dark Melee. Stalker DM has Build Up, so the cruddiness of the Tanker/Scrapper/Brute version is a non-factor, and let's admit it: hitting people with a big skull is just plain cool. In theory, it should be nearly as effective as Energy Melee, but it is almost never played in PvP for some reason. Perhaps someone can explain why this is. (Perhaps it's due to it's "also ran" status compared to EM? If you roll DM, why not just go all the way and roll EM instead?)
  8. Don't forget to take Moderator 08 along with you for the ride again, Smurphy.
  9. I've rarely ever lost an Executioner's Strike due to aggro from the -Res proc going off. Also, you'll note that you'll be firing off Surveillance in the middle of combat more often than from hide, making it a non-issue.

    The procs are pretty cheap so try it yourself before making up your mind. Personally, I love it and highly recommend it.
  10. Daemodand

    Gravity Question

    Grav/Electric is the Daemodand build. Grav is tough to work with before Singy, but after Singy it is among the very best sets.

    And Electric is just pure gold. Awesome assault set.
  11. Cap Au Diable it is. Thanks everyone, you've all been very helpful.
  12. Is there a location for Arachnos Agent in Port Oakes? I can't seem to find one and I hate having to go all the way back to Mercy for a log out location. I thought the Arachnos building in Marconville would be it, but that gives and Infamy bonus.
  13. If this is your first Dom, don't. If this isn't your first Dom, don't.

    If you are dead set on this combo, via con dios I'll keep a candle lit for you.
  14. Let me be the first to request a Mac client from our new planner overlord.
  15. Toggle Cloaking Device off? Banes have low enough Defense already, you don't want to make it even lower (and waste time toggling/detoggling). When CD suppresses, you still get about 2.9% Defense from it. That's significant mitigation when stacked on top of your other sources of Defense. Turning this off is ill-advised. The Endurance saved by turning it off is tiny and nowhere near worth the trouble of toggling and lost Defense.

    CT:O is a wasted power pick. Banes are tight builds, you need to separate the wheat from the chaff. CT:O is chaff all the way. Skip it, have 1 ACC common IO and the TT:Leadership toggle and you'll do fine. Once you slot IO sets, CT:O becomes even more pointless because you have all the accuracy you'll ever need at that point. You need the power pick more than you need CT:O. Remember, CT:O gives Accuracy, not ToHit. That's why it's junk.

    This is the build I use. It mixes up Melee and Range, single target and AOE. You'll have an answer for virtually every situation.

    1. Mace Beam - I used to have Bash, but the range in this power is just so very handy. The perfect 1-2 punch to finish off an opponent hit with Poisonous Ray.

    1. Bane Spider Armor

    2. Wolf Spider Armor - Some don't like it, but I do. Your mez protection isn't very good, skipping WSA makes it even worse. You'll want this even solo especially if you play on settings that produce greater numbers of mobs. I tried going without early on in my Bane career, and decided it was best to take it. With it, my mez problems went away completely. Great place for a second or third -KB IO, too. If you really want CT:O, this is the power to skip to get it. It's your $15, do what you want.

    4. CT: Defensive

    6. Combat Jumping

    8. Build Up

    10. TT: Maneuvers

    12. Pulverize

    14. Poisonous Ray

    16. Venom Grenade

    18. Shatter

    20. Super Jump

    22. TT: Leadership

    24. Cloaking Device

    26. Placate

    28. Surveillance

    30. Hurdle - Take Swift instead of you want, but Hurdle makes it easy to joust tough Bosses.

    32. Crowd Control - Out of Hide, it's one of the most fun powers to unleash on a nice big spawn.

    35. Web Cocoon - Helps slow down those tough Bosses to joust them and Hold those annoying Sappers and the like. I have just 1 ACC common IO in mine, it needs nothing else. Stops runners, too.

    38. Call Reinforcements - One of the best powers you've got. Truly can get you out of a tight spot. 6 slot these babies! I also put the pet +Defense and +Resistance in mine. Skip and take something else for PvP though.

    41. Health

    44. Stamina - Yep, I'm taking Stamina this late. Banes don't do too badly without Stamina, but it sure does help against Elite Bosses with tons of HPs and Resistance that take forever and a day to take down...even on a Bane. It's a nice extra, not a necessity.

    47. Mental Training - Yep, I'm taking this way late, too. Look, 20% recharge is nice, but it doesn't up your DPS by 20%. It's more like 10%, if even that. And the runspeed and slow resists are nice. But everything else we've taken up to this point is far more important. This is a nice to have but delayable power. Look at the list of powers before this: which of those would you be willing to delay to 47 to have this? Maybe to you there is one, but to me there isn't. Nice to have, but hardly crucial.

    49. TT: Assault - Again, nice to have but way delayable. Skip something below and take a second Assault if you want, that's not a bad idea really, but keep in mind it'll cost you plenty in Endurance to do so. For myself, this plus the set bonuses for +Damage I'm putting together are more than enough.

    Make sure to purchase -Res IO Procs and put them in Surveillance and Poisonous Ray. Between Surveillance, Poisonous Ray and Venomous Grenade, you'll be stacking a healthy dose of -Res and taking down Bosses in record time.

    P.S. BTW, if you ever have an extra 800 million Infamy just laying around, do yourself a favor and get the 3% Defense IO, 3% Defense/Resistance PvP IO (it works in PvE too!) and the 3% Defense/Defense PvP IO. But please don't buy the 800 million. Not that you would. But don't.
  16. The crafting in this game is so simplistic and boring, I'm not surprised people are willing to pay others to do it. I was an explorer/crafter in my last MMO. In this one, those are about as appealing as a trip to the dentist's office.
  17. There are bars and bartenders in the game. Alcohol references are a-OK.
  18. I don't see how both sides bringing the same 2 or 3 Archs would reinvigorate anything. Right now Heroes are forced to bring one thing and Villains another. It makes the sides mechanically different and varied.

    Post GR? More Archs get obsoleted and the "old reliables" become twice as common since both sides bring the same Archs. Homogeneity FTL. A lot of great game play that currently exists will be lost post GR.

    This is the last I'll ever say about crossover. I don't like it, but that battle is lost, so that's that.
  19. My main PvP Hero is a MA/SR Scrapper. Under I12 the combo was "meh", under I13 it finally felt right and under I14 performance is sub-I12 levels. You truly must be able to cope with regular defeats to bother bringing one of these to PvP. My Rep-to-loss ratio is 4.28:1.

    If you bring your MA/SR to PvP, bring a healthy sense of humor and a very positive attitude towards losing. You'll need all the mental toughness you can get to play this combo to any degree of success.

    Nonpositional Psi attacks and Super Strength are your two main weaknesses. Against the untyped Psi your only hope is to find the caster and get them taunted/killed ASAP. Against the Super Strengther, you'll need to use Elude to stand any chance (they'll hit you 75%-85% of the time otherwise).

    The good news is you'll do pretty well against Stalkers and non-SS Brutes. Others are hit-and-miss depending on many factors.

    Building is very straight forward. Take all the single target attacks from MA except Thunder Kick and Cobra Strike. Take Taunt. You might want to take Jump Kick as a filler. You'd be surprised how many kills I've finished off with Jump Kick.

    Take the all of SR.

    Take the Weapons ancillary pool. Targeting Drone, Caltrops, Webnade and the regular Shuriken (good place for a Purple damage proc). Put a Perception IO in TD and your Perception should be self-capped. You'll find many a Stalker between your Perception and Caltrops. Any time you stop jumping, cast the Caltrops on the ground.

    You might consider IOing out for +Damage instead of Defense. Defense is kinda jokey right now, but it does help some. It's up to you.
  20. [ QUOTE ]
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    Subjective Feedback
    I would like to see a chance to earn these enhancements upon being defeated by another player (Say about half the chance of getting one if you defeat another player). It would encourage a mentality of "It doesn't matter if you win and lose, as long as you play the game". It would encourage players who are new to the system ("Oh geez I got my butt kicked but I got this great enhacnement that dropped so now I can slot this and do better next time!") and generally encourage people to finish fights to the bitter end instead of the hit and run tactics.

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    This is actually a really good idea. You might even increase participation in PvP with something like this.

    [/ QUOTE ]

    I also agree, it's an excellent idea.
  21. My Heroes don't kill, so problem solved.
  22. MA/SR is an awesome combo. MA/NIN is also awesome if you prefer a more active secondary. MA is perhaps the single most underrated primary. Eagle's Claw with a guaranteed crit? Come on, that's awesome!
  23. You're going to want to rename everything as WWE is a trademark and I don't think TOS allows real people to be portrayed in the game.
  24. Mature role play PvP on Virtue.

    I barfed.