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Posts
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Joined
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They were put into the game well before PvP, they have not been removed for PvP, that neither tells us they are meant for PvP or not, however it makes fools out of us all to assume what the right and wrong thing to do in this case.
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The fact that inspirations are available to buy in the arena and Bloody Bay and the fact that the only inspirations you can't buy in the arena are Awakens which are no use anyway due to respawning indicates very strongly to me that inspirations are "meant for PvP". If someone chooses not to use them that's their own business. -
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I ended up taking Jump Kick as my travel power pre-requisite
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DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM.
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To make it worse, it was actually an informed decisionI re-rolled my tanker (my first character btw) at lvl 14 due to changing accounts so second time around I picked up Jump Kick instead of Combat Jumping because I knew I needed something to keep me occupied while waiting for attacks to recharge. I did the same on my MA scrapper (more DOOOOOOOOM?
) and respecced out Jump Kick once I had enough of an attack chain to keep me attacking all the time. I am a huge fan of Air Superiority as an attack but back in the day I was more of a fan of Super Jump so went for Jump Kick as a temporary filler.
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Yeah, the slow recharge can be quite annoying at lower levels. When I was levelling my Inv/Mace up ages back I ended up taking Jump Kick as my travel power pre-requisite just to fill the big hole in my attack chain. Things improved once I got a few more Mace powers to fill out my chain (I was happy to be able to respec out of Jump Kick) but I still slotted pretty much every mace attack apart from Bash for recharge - it's handy to always have an attack available for aggro grabbing on teams or for working through the mobs while solo.
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Great fun face planted about 12 times but so fast no debt incured
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Good to hear you didn't get a load of debt - some of us PA droppers were following your die/live/die exploits from up high and we were worried you'd ended up with a mountain of debt -
Yikes, that's clashing with Hogfather
Must find someone to record it for me...
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I seriously don't think anyone could promote War Mace as a "good PvP secondary".
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True, but I wouldn't class it as a useless PvP secondary either -
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I wasnt talking about duel pvp. It is theoretically impossible to duel with mace. It couldnt kill a defender, dominator, fly or ant. Anyway Im too touchy about the subject and drop this now.
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I'm not trying to draw you back into this debate but I have defeated dominators one on one in PvP zones with my tank. I also defeated a corruptor or two, through use of clobber when they had no break frees (I assume they didn't have any because they didn't use one). -
Mace is perfectly fine in PvE... as long as you didn't pick it thinking you were going to be contributing a whole lot to the damage output in a group. The disorients on mace are crappy, crappy, crappy - I rolled an /EM tank and was immediately depressed by the regularity of that set's stuns compared to mace. The exceptions would be whirling mace (which always seems to disorient a good proportion of its targets which in turn does increase a tanker's survivability) and clobber (which has its uses for removing troublesome minions and lts from the fight).
I briefly respecced my tank for PvP at one time and it was fine, but mace didn't really contribute much to my tank's effectiveness (Intimidate was a lot more useful). Clobber was handy for taking on the odd corruptor or dominator here and there but there was not much point in using it on stalkers or brutes - you've probably got as much chance of winning the lottery as you have of stacking mace's disorients in a mobile fight.
To summarise my opinion of mace:
PvE tanking - perfectly good powerset
PvE tanking with damage on the side - look elsewhere
PvP tanking - ok I suppose, but the mace powerset won't be bringing a whole lot to the table that other powersets couldn't do better (apart from clobber against unprepared squishies).
Would I play another Mace tanker? No, but that's because I solo a lot and mace damage makes soloing tankers cry (it makes me cry anyways, when I try soloing post-ED). On the other hand, if someone was building a team tanker for tanking I wouldn't tell them to not take mace.
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1 Damage Resistance and 3 Recharge is how I slot my Unstoppable. If you have your passives (REn, REl, RPD) then Unstoppable with a single slot will have you capped. I don't have all my passives so I generally just keep Unyielding turned on when I'm Unstoppable as Unyielding has higher resists to energy/elements than the passives and has only slightly lower resists to smash/lethal damage.
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If Resist Elements is the power you'd drop for Build Up why have you added two more slots to it and not to Resist Energies instead? The rest of it seems fine from the Invulnerability side of things.
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I brought my blaster along for the lvl 21 fight but headed off once the lvl went to 31. I enjoyed the fight I took part in - it was my first time in the arena with that character and it was quite educational.
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According to posters on the US forums 3 range gets it to 62 feet so it's basically halfway between what it is now and what it will be soon.
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It originated as a term for when multiple people gang up on one but some people like to say they were ganked even when only one person attacked them.
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Xanthus' advice on the tankers not being in the holding group at all is the best advice btw
If you have plenty of controllers then the tankers shouldn't be in there contributing to the lag. I know you aren't sure how many people are going to be at the raid so both eventualities could occur, numbers depending.
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Hey Lost - I hope you don't mind me making a few observations from experience at the Defiant raids
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Our hami tank team will enter once weve got a big enough space so less chance of hami being aggroed.
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Hami tank team on Defiant moves in and attracts Hami's aggro before the mito clearing team go near the jelly - that way there won't be a mass mito team wipe. You'll need a good coverage of PA in the jelly to be able to insert the tank team so make sure the PA droppers are well speed boosted and into a dropping rhythm before calling for the tank team to go in.
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-Tankers: Freezing Touch, Seismic Smash, Knockout Blow, Block of Ice, Fossilize, Char.(This team will have to stay on the Taunting Team side, due to the chance of taunting Hami with Gauntlet)
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One of the US servers did a test where a team of tankers all full out attacked Hami while another tank taunted. None of the other tankers were able to pull aggro from Hami through gauntlet alone. Having the tankers away from the rest of the holders also means they won't get any advantage from all the AMs available which will really reduce their contribution on the night. Depending on the turn out on the night it might be worthwhile moving the holding tankers into the main hold group (making sure they know not to taunt of course). Having a second tanker on standby by the primary taunt tank might be a good idea, in case the main tanker disconnects.
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Until then NO ATTACKING HAMI, ONLY HOLDS.
Once Raz gives the go ahead then it will be signalled by myself that everyone else can attack, until then everyone who hasnt got a hold or recharge buff please wait on cowards hill.
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This sounds like you're going to call an all out attack phase during the holding phase. Lag will get quite horrific if people start charging in attacking and the holding will start to suffer due to delays in holds going off and people losing target (see note below about losing target). It'll be quite possible for the raid to fail as a result of this increased lag. If you have enough holders you'll be able to hold Hami to Death with the holding powers alone so you won't need the attacks. If you feel you aren't doing enough damage quick enough you could call in the blasters to use ranged attacks to help - melee fighters should be the last people called in and only in dire circumstances. This isn't anything against melee characters: it just makes sense from a raid success point of view.
One other thing the holders can do to really help the raid succeed is put their single target hold on auto-fire and target through a Singularity at the front of the holding group as the Sing will never lose target so holds will always hit and if the lag gets bad having the hold on autofire will mean it'll still go off.
Hope you don't mind the comments - I think they'll help make the raid go smoother. Best of luck on the night - I'll be in the Defiant Hive with my fingers crossed for you -
The normal Sands of Mu temp power from the COH mission doesn't get extra containment damage so I'd expect the veteran version wouldn't either.
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Cool, sounds like fun
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I had tons of fun in RV yesterday - lots of frantic, good-natured battling with many, many deaths on my part. I killed some people too though so it's all good
I'd definitely be up for doing something like that again. Yesterday's session in RV also got me interested in playing my Spines/Inv again; there's a chance he might eventually see lvl 50 after all
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Let's just all agree that Sonic is an awesome set
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Especially in combination with /EnergyMy solo Sonic/Energy blapper is great fun - I must play him some more this afternoon after work
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None of them make any difference, war mace still sucks.
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Heh, I don't even have damage enhancements slotted into my mace attacks in my current build - just accuracy, recharge and end reduction. It's not like my damage is worth a damn anyway so I may as well maximise my quantlet ability. I've tried to find a build I'd be happy with taking onto teams for tanking or to solo with if I wanted to take Gen 2 for a run but I found it impossible to find a build capable of both - it takes forever to take bad guys down unless I sacrifice a whole lot of my team survivability. I've just resigned myself to leaving my guy in a tanking-capable build and ignore any urges to take him for a solo run. Prior to ED soloing was very tolerable - heck I did it most of the way to 50. Of course prior to ED and the global defense changes the Inv side of his build was hideously overpowered. He was min-maxed to every cap possible and was pretty much unkillable. The Inv side needed a reduction and ED et al did that admirably. Mace took a hammering in the process though. That's all as an aside of course... -
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All I can say is; It's down to the tank to decide how the tank wishes to play. It is his (or her) toon. That's the sum of it, as far as I'm concerned.
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Sounds good to me. -
All the kins have to Fulcrum Shift first though...
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I tried to help against villains but I was half an hour late and alone in there fighting
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I'd have hung around but there wasn't much point; I don't have any damage slotted into my attacks so I couldn't hurt the villains all that much. I did enjoy the evening though, both before and after the villains showed up in force. It was interesting to see how long it took to be taken down, both by the signature villains (it didn't take long at all) and by the ordinary villains (it took longer than I expected).