-
Posts
572 -
Joined
-
[ QUOTE ]
I guess I'm still thinking of I4 numbers (I think so anyway), I haven't played my 50 SR in that long... Oh well... If you're gonna take the powers not to slot them, I don't really see the point in taking them at all then, the def buff would be that small.
[/ QUOTE ]
You would take CJ because it's a pre-requisite for Superjump, with one slot it's just over 3% Def and has tiny endurance cost, it's good value.
To answer Ken's original question the base unslotted values according to Character Builder are:
Focused Fighting / Focused Senses: 12.% Def
Agile / Dodge: 5% Def
I would recommend using the builder so you can see what your slot budget works out at. This is a good example of how inadequate the in-game information is: there just isn't any guidance about how effective these powers are and this goes against Cryptic's design philosophy. -
[ QUOTE ]
So you're saying the extra 5% or so from CJ, and another 5 or so from Weave (when both are 3 slotted with def) doesn't help? That brings you up to 40% def with toggles and auto's (on a scrapper anyway, dunno about stalkers, and I mean the bonus from toggles and auto's not including base def)
[/ QUOTE ]
According to character builder the difference between one slot in CJ (3.075%) and three slots (3.93375%) is 0.85875%, so there is some benefit but the question always is, is there somewhere else I can put those 2 slots that would be of more use than less than 1% extra Def? -
[ QUOTE ]
Part one: a Slow patch; Like other patch powers, this is a fixed AoE that you can lay down on a target area, any enemy entering the patch is slowed (this does not follow you around)
[/ QUOTE ]
From a PVP perspective I can say the slow patch definitely does follow you around like an aura, and additional vines will spring up if heroes are lingering around you. The -Fly is also still active, victims can jump normally but I'm not 100% sure if superjump is supressed.
I've also noticed if a hero pauses multiple times, you will get multiple vines springing up as well. Thanks for the extra info on the vines I hadn't noticed the underfloor feature
It is a great aggro draw, the creepers go berserk in Siren's on a Longbow group. jejeje. It still tickles me what an odd beast it is. -
[ QUOTE ]
I hate Flash - I didn't say it was bad/rubbish/wrong.
[/ QUOTE ]
Then why hate? You think it's good but also hate it?
But anyway, thanks for the link. My point is they're not in the same category, and nor does one replace the other so why bother playing one off against the other. -
Did you mean this?:
http://www.alvit.de/web-dev/
There's no need for religious wars between Flash and XHTML/CSS it's like arguing that electricity is better than television. I suppose people like to build boundaries and then fight over them. -
I don't know how much of a fighter you want to be, but I'd be tempted to dump Teleport pool to get the Power Shield and Energy Protection both of those are going to be very useful in PvP, not that Teleport isn't useful in PvP, either that or drop speed pool which you probably don't want to do. If you stick with TP I would swop recall friend for TP Foe.
My own view of Stalkers is they should be able to put up a fight for a time since they actually have excellent defences, despite what most think.
I would put more slots in Aid Self, if you take it I would go for 3 for heals then any more you can fit for interrupt and/or recharge. I took Stimulant rather than Aid Other since Heals are more common than Un-Mezzes in PvP. Both Aid Other and Stim are extremely tricky to use when you're fighting though. -
I just want to speak up for the idiots on Union, our idiots are at least as annoying as Defiant's. I wouldn't want Defiant to get all big-headed about their low standards of smacktalk/swearing. Union idiots ftw.
-
It's easy to get clear of your own base if that's what you want to do or position yourself out of TP range if you want to wait around. Fighting near the base for either side has a risk of being attacked by base defences and/or being droned.
More people get droned simply because they get too close than are actually TPd in. -
Think of it as PvP practice.
For me the disasters *are* the game. -
I have a dream...that one day we'll see little */Kin Corruptors and little */Sonic Corruptors holding hands with little */Thermal Corruptors...on one team, buffing each other and a balanced group of Villain ATs like crazy..running around an alternate future in Atlas Park, beating the [censored] out of the Heroes...I may not get there with you, but I have been to the mountaintop.
-
If you want a super-aggressive Corruptor I would consider Cold Domination as a secondary it looks to me like the nasiest in de-buffery there is; you can essentially ignore the shields since being +Def they're much less useful than +Res.
-
[ QUOTE ]
Thermal has better res shields, but the mez protection should be really useful for PvP
[/ QUOTE ]
If you add Sonic Dispersion (9.375%) to one of the other shields (15%) = 24.375% which is better than Thermal's 20%? no? -
I've teamed with one, it's very good! It's got the best set of +Res shields and some good -Res debuffs plus the best anti-mezz there is for villains (Clarity). I suppose it's not as popular as Thermal or Kinetics because it's not a flashy or as obvious as those sets, it also doesn't have a heal and has a couple of lame powers (Liquefy and Repulsion).
-
[ QUOTE ]
I never had rockarmor, never will get either. The defence in it is not worth a powerslot imho, using a purple and you got moreSo at the end, i just took the whole earth epic set (41 onwards).
[/ QUOTE ]
25% Def isn't small, Rock isn't a must-have but tricky pre-granite. Sure you can use purples, but your defence is going to be that much better if you're stacking the bonuses. -
[ QUOTE ]
But for my info, how many interupt-enhs you need to block out the interupt mostly?
[/ QUOTE ]
I've taken it with my Dominator, the interrupt is I think roughly 2 seconds, with 3 slots in interrupt reduction it goes down to about half this, but for obvious reasons it's hard to measure. The animation time is also longer than the interrupt time, but not rooted so you can move again after activating it although you have to wait for the full animation to play out before you can activate another power if that makes sense.
It works out at about 1.5 seconds I'm guessing. You've got a problem with DoT powers since they will interrupt it, stuff like fire, poison and certain low damage long DoT powers will screw it up, or AoE powers that are anchored on you so it has definite drawbacks. -
[ QUOTE ]
Broadsword's great if you want to look like a dork.
MA's more like having those badass shoes with the lights in the heels that flash when you walk, except you kick people with them while making swoosh noises with your mouth.
[/ QUOTE ]
That is a great post. MA has more control and is more (much more) entertaining to play, which would be the clincher for me. -
[ QUOTE ]
ah didnt know that. It's still resisted as much as lethal anyway I think
[/ QUOTE ]
Lethal is resisted a bit more than smashing I think, not much in it though. -
[ QUOTE ]
having the enemy get their friend to sniper you is pretty much what i'd call cheating :3
[/ QUOTE ]
Nothing wrong with some good snipering. -
Duels in the PvP zones are nonsense, I can't stand people spamming broadcast with "1v1 N1nja4?", take it to the arena. The only 'rule' is to play the game.
-
Filth doesn't have it either Aurora, but I can see the use. For one thing the recharge is very fast for all the powers and because the Heal is based on your own HP, the Aid Other heal can be very large, as well as Aid Self.
When/if you get into the Shadow Shard -Res powers are common which means you'll be taking a lot more damage than usual and an extra heal would sometimes be useful. I can see the use in PvP as well. It might be more common with Ice tanks but it's not a bad move for a stone tank, mostly in fact if you want to give extra support for your team. -
The last time I tested it Rooted is about Mag 6-8 mezz resist and Granite is at least Mag 14 to all mezzes except Fear & Confuse. In PvE the mobs I've come across with Holds are Mag 2, Controllers and Doms are Mag 3. Granite does have *some* KB resist, but not very much which of course makes absolutely no sense at all.
As far as medicine pool goes, I used to laugh at tanks that took it, now I can see the use. If you can work around the interrupt and the tiny range Stimulant is very useful, the Aid Self and Aid Other heals are also very good, the interrupt is very short and with the high Defence of Granite isn't as crazy as it sounds. -
My despair at non-Thaw */Thermals comes from my experience in primarily PvP zones. Of course everyone can do as they please with the powers they take, but I have to speak up when someone says Thaw is no good, too difficult to use, pointless and so on, and I've come across a number of people that have said so. I've met both */Thermal players and */Kinetics who have respecced out of ID and Thaw, and I've met them in PvP zones. This cheap, fast power is just so useful but you have to shout it from the rooftops to get players to take it; if you're interested in team support at all taking it is a no-brainer.
I have to disagree with this:
[ QUOTE ]
it is probably one of the more diverse PvP sets for Corruptors.
[/ QUOTE ]
I wouldn't say this unless I misunderstand you, it's the 'buffiest' of all Corruptor secondaries. It has 2 offensive powers, everything else is a buff or heal. If I wanted to play something more offensive or balanced, Thermal would be the last on my list, scratch that, it wouldn't be on my list at all. -
Chelsea said:
[ QUOTE ]
its just a power you might use when you see someone held and tbh if that person is held with no breakfrees they deserve to be killed
[/ QUOTE ]
How useful do you think that was? That is the attitude I'm talking about (that's the attitude Chelsea expressed) and it does produce poor teams, it's lamentable, I'm not ridiculing, I think that advice is poor and have said so.
Nightbringer has already given his own reasons for taking Thaw because he clearly knows what he's doing.
I think it's fine for a Corruptor to go down an offensive route, but that's not what this build is about. There are so few support options available to villains that to discourage someone from taking a power like that I find bizarre. The difference a decent Thermal makes to a villain vs hero fight is huge, there aren't enough Thermals or Kinetics or even Sonics around anyway let alone ones who are interested in PvP, and then PvP support.
To answer specifically one of your suggestions - stacked dispersion bubbles, not in the same league as Thaw, useful yes; not really relevant to this though.
Edit: well I got that wrong, responding to Chelsea, not Kinslayer, apologies. -
The base recharge is right (6 minutes) but the power lasts 2 minutes. Because it follows you around this does mean you can have it active most of the time with rechargers and hasten.
-
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
personaly i'd drop grant invis/thaw for stealth and invis otherwise blaster will just 1 shot you from orbit.
2 range in thaw is abit of a waste anyway..range enh is just a waste period
[/ QUOTE ]
What is this with 'drop Thaw'? it's one of the standout powers in Thermal for PvP.
[/ QUOTE ]
Basicly its a 2 minute duration and keeping a team buffed is a full time job plus the fact most ppl pack large amounts of breakfrees anyway ... so whats the point ? its just a power you might use when you see someone held and tbh if that person is held with no breakfrees they deserve to be killed
[/ QUOTE ]
It's your kind of attitude which explains why villain teams are sometimes so poor.
I'm sorry but you don't have any idea how powerful Thaw is, not that you're that unusual, sadly.