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Taunt isn't bad in pvp, it definatly has its uses. It's never bad to able to taunt someone going after that thermal keeping your hp bar up.
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Gauntlet however, IS bad in PvP. -
Well with fire getting buff to its DoT damage I wouldnt mind getting some buffs to energy primary which is more of a hindrance than useful..
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And EM gets both stun and total focus, where stun is direct equivalent to clobber but total focus is so much better than either it is unreal really.(Oh and did I forgot to mention that whirling hands does as much disorient as whirling mace) /ice gets ice patch which improves survivability more than any of the above. Superstrength gets handclap AND KO blow. Apparently /fire gets enough AoE damage to survive as enough damage is always the best method of survivability. Dead enemies dont fight back. Im not touching axe which is imo equally shafted as mace.
Anyway. I have heard enough. -
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The tunnel network is SW of the damn, after you've one through it to get to the otherside of Faultline.
Location 902.1 -34.6 2647.2
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So did you find the mission doors? -
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Is there anyone able to give accurat directions to finding the location to the Ruin missions Agent G gives, I've been running myself ragged around Faultine and not seen a single way in.
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Do you have trouble finding the mission doors inside arachnos tunnels, or can't find the arachnos tunnel network entrances themselves?
EDIT: just to be sure, location of arachnos tunnel entrance on north side of the dam is 424.6 -10.6 1485.0, face west.
Theres entrance on the south side of dam as well, in a place that looks like a dig site. -
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Come on now, both sides were cheating, I hope?
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Id very much like to know how can you cheat doing a hamidon raid
Anyway my personal thanks to everybody who was there.
I think I shouldve retreated faster at times when the tank team wiped, that propably cost a fair few lives. But it was quite difficult to understand what Archy was saying in teamspeak.. ^^ Sound quality, (microphone or something) was not very good. Sorry about mediocre targeting job. -
Yeah, as mentioned before, mere healing gets you no aggro, except with kinetic or dark heal which affect enemies.
But if an enemy that hasnt been aggroed yet notices you, then the mere sight of you is enough to pull them to you. Also any kind of power that somehow affects the enemies, (especially attacks) can aggro the enemy.
Secondly, if the team tank goes over the aggro cap of 16 mobs ( tank can only keep max 16 mobs aggroed at given time) then the remaining ones turn on his teammates, which might include you. -
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The brute from thugs MM set is starting to suck big time with him only sticking to range attack any progress on this getting fixed
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Make a /petcom_name brute "goto aggressive" bind and use it to order him to close combat.
Ps. Utterly irrelevant but I fell off my chair laughing when I saw my mates brute named "Mr Tulip". I wonder how many people know where this is from.. -
I believe charged brawl is worth slotting more, but what is repulsion field doing in there? Get temp invulnerability instead.
If you want to be a ranged blaster then I suggest putting the end redux back into fly.. Or slotting up hover. -
Welcome to EU COH. I hope you find company here as the subscription numbers arent as high as in the US..
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I was under the impression that ONLY tanks have gauntlet, brutes have fury. As far as I understand the only taunt factor in brute attacks is the damage that you do which has no more aggro than any other damage being done. Which means if another player out damages your attacks the aggro is passed to that player.
Bu8t if you are right Max, it does explain why AVs and Heroes turn to team mates in a long fight and why taunt is he only way to get their attention back.
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Trust us, the gauntlet issue with tanks, brutes and AVs has been discussed to near death.. -
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Hasten goes will with /regen too as you have lots of clickpowers rather than toggles (Reconstruction, Dull Pain, IH, MoG if you take it)
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Seconded. Only death and taxes are involuntary though. -
Tbh my En/en blaster is so good in PvP I dont miss the knockback that much. I wouldnt mind if energy got another secondary effect added to its primary attacks though.
At worst KB can even be a hindrance.. I use power burst late in my attack chain cause otherwise there might be chance that it KBs the target away from my melee range and I'd need to move closer again wasting precious fractions of a second..
I still use knockback in the way, taht I manage to disorient my squishy targets, and instantly I see them stunned I power thrust them, hopefully gaining enough time to finish them off. Naturally this is pretty pointless against any melee toons except elec brutes who only have grounded (grounded not enough to protect from power thrust KB)
Im not moaning after KB too loudly because in essence its stronger form of control than even a hold. (you can break from hold with break frees but you cant do anything when knockbacked, not even pop insps) -
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#1 hes griefing purposly giving debt
#2 account sharing, and seems without notice = lame excuse for not watching his comp (if thats true ofc)
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Griefing is is against the code of conduct (not to mention idiotic) and technically account sharing is also against EULA. You better petition this guy fast. -
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What it lacks in comparison it gains in survivability.
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ANd what exactly constitutes its survivability if I may ask (and Ive asked before multiple times without receiving answers) -
Ice tanks are definitely not as squishy as they were. Possibly the powerset that has received biggest buffs since the beginning.
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You are putting PVP as your priority. Winning in PVP starts at the Powerpool choice screen for most people.
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And it is this state of things I cannot tolerate, I voice out in hopes that devs would give [censored] sets better tools for PvP.
Ps. mentioning acrobatics as a mez protection is one of the most stupid things you can do as my bloody cat can stack over its hold protection. That is the reason why human form kheldians are largely pointless to have in PvP as well.
Also I cannot call war mace in PvE even tolerable if my life depended on it. That is my last word. If it is similar to axe then they both suck. Period. -
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Umm brutes have gauntlet? Methinks not. Taunt is the only way to keep attention fixed on the "tank" in a COV team.
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Im not sure but iirc they have a singletarget version of gauntlet, whereas Tanks gauntlet affects also enemies in close AoE range around the hit target. -
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Acro also offers zero protection Vs telekenesis, its KB protection not repel,
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I meant that acro will protect from the hold element of telekinesis.
Anyway I came back to delete that post but of course someone had already responded to it. My apologies but I always go off on tangents after suffering from sleep deprivation.
After quick test of mine (didnt do nearly enough for proper conclusions) the problem is the disorient duration, not the chance. The duration of disorient in for instance bash is like 1,5 seconds, which makes it basically impossible to stack the disorients since most mace attacks have an ACTIVATION of about that caliber. Its slightly different to try that with EM that has attacks like energy punch with activation of like 0.4 seconds. I couldnt stack disorients with my blasters power boost, stun, total focus, bonesmasher and energy punch to drop any disorient protection toggles so I dont see mace tanker has a snowballs chance in hell.
ps. Getting literal on an agitated person is not advisable in real life.
pps. in PvE the disorients of the attacks(not counting clobber) seem useless against anything other than minions. Hit a same arachnos lieu for 15 times with pulverize and no stun for example. Not enough testing but still. -
Fight me in PvP with a mace tanker. Anytime, anywhere, any lvl. And thanks for [censored] me off for the rest of the day.
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well acro does give you protection from one hold so is limited form of mez protection, you can also knock "real" mez protection off with 3 of the same status effects stacked, I have had integration dropped by a EM stalker before as the secondary stun effects all landed.
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Iirc acro doesnt protect you from proper holds like those of troller or dominator. (not counting telekinesis)
Secondly, EM has way better disorient chances in its attacks than mace. Id swear the disorient chances cant be better than 5-10% for most of mace attacks excluding clobber. I have never ever ever anywhere dropped any toggles out of bloody anybody with mace. Not even my blaster cant drop for instance dispersion bubble unless you get extremely lucky with the 5% toggledrop chance so dont give me that [censored]. NOTE TANKS DONT HAVE TOGGLEDROP CHANCES IN THEIR ATTACKS UNLIKE BLASTERS OR STALKERS
If somebody starts to argue about usefulness of Maces disorients in PvP I label them headcases before resorting to stronger words. ANd I bloody had to keep my fionger off the cap button becuase you dont seem to have a clue. -
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LOL
Oh and impale...meh...tbh most of the time it feels like it's just taking valuable time from my attack chain by taking so long to activate.
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I feel that way for most of my attacks. -
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Taunt for tanks but not for brutes.
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Then why have it available at all??
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To build up fury -
You call acrobatics mez protection in PvP. Right.
I think I had best stay quiet now. Not a good way to start a day especially after suffering from insomnia.
ps. You HAVE a mace tanker, dont you? -
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One more thing, someone tried cobra strike in pvp? I just wanna know how often u can stun with it? (%) i don't wanna know against tank/rava .. who resist disorient
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I believe it has 100% chance for disorient (whether target is actually stunned depends on their disorient protection). I found it very nice power on my scrapper. It does no damage though.