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That build doesnt look half bad, Id say move combat jumping superjump and quills so that you get superjump in sirens (lvl 30 latest). And two jumps in SJ too. Ive always thought Quills to be pretty cosmetic power. Theres not much you can do with the rest of the build.
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Any comments on Lightning Field?
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I think thats ok only if you plan on going against stalkers, and even then it is debatable.
Out of powers listed, power sink is a definitive yes though. -
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Are double empath teams (cont and def) allowed? Also, how about force fields, the set has mez protection toggle to stun, hold and immob?
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A duo team where both are of different ATs, as it says in the first post. Thus troller and defender are allowed.
[/ QUOTE ]I know, but dual empath teams are just... You ever played against one?
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Yes, double troller though. -
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Are double empath teams (cont and def) allowed? Also, how about force fields, the set has mez protection toggle to stun, hold and immob?
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A duo team where both are of different ATs, as it says in the first post. Thus troller and defender are allowed.
This is on test server too, so people from both server can participate. If you dont have it yet, time to figure it out
What I wanted to find out was whether the matches are team duels or rumbles? -
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The Fights will be in a 5 Man Domination match, who ever kills the fastest and most wins.
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I dont have experience from domination matches, does this mean there will be 5 teams fighting at the same time, and the one standing last wins?
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White Magic
Captain Skyfire (blaster) @hammerfall
White Magus (defender) @white magus -
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IIRC kins usually won't have that great +accuracy either so if the inv is +def'ed up with CJ, weave, invincibility, etc. then might have more trouble landing that leech heal/endurance drain.
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Hurm, those things are all counteracted by one small acc insp.. tbh invulns are not so great on +def.
Unstop does give very nice +recovery, undroppable dam resists and all but the problem is the crash.. which should be an autowin for opponent in pvp.. Using unstop in a pvp match isnt very good idea.. How did this derail into pvp btw? -
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"Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 3% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect"
From HERE
That's the base, unslotted figure. I don't know if it performs differently in PvP (I doubt it) so in most PvP circumstances where you're only facing one or two people you'll be getting only about 10% defense or so. I dropped Invincibility from my scrapper's Siren's Call build as I thought other powers gave more benefit (it would be handy for when I accidentally end up in a hotspot battle though). I did pick it back up at lvl 35 though for PvE reasons.
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This is the info I got as well. You get that 10-12%-ish defense bonus(when full slotted) for one person in melee with you, and small bit of extra for more people. A wholly different matter does it do you any good. The taunt part afaik doesnt work in PVP. -
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Level difference matters little in the zones as long you are properly slotted. That it'd matter is one of the urban legends im growing tired with.
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It's not an urban legend, just different to what the assumed vaule is. At level 21, for instance, the highest DO you can get is +1. (Which takes a staggering amount for a 21 char). Level 23 gets a +2 SO as standard.
Also, passives gained at later levels make a significant difference to the use of other powers.
A level 25 SO slotted will fight at the same level as a level 50 SO slotted, BUT the extra passives (if available) will boost those SO's higher.
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Sure theres some difference.. (I did calculate in SOs in my properly slotted statement, and you talked about lvl 38 stalker) But what I was saying is that if a character has trouble against something in 30s, they propably have same troubles when they are 50 exemped down.. I don't know any different cases so far.. My blaster owned in sirens when he was early-30s, he owns there now when he is 50. Isnt that what I said more or less? NOTE that I talked about zones.. Arena is different.
Dont look into the enhancement slot screen, look at the kills/deaths ratio..
Besides, stalker vs scrapper in lvl 50 arena duel.. *cough*. -
During my visits to Unions sirens call I noticed to my amusement the similarity of hero characters.. First time I was there, there were lots of tanks about .. Next time it was scrappers.. hehe Compared to that sure defiant seems to have more variety on a first glance. Although we have had bouts of scrappermania too.
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Yes, PVP is more about buffing than heals, that is my opinion as well. Thus buffing defenders work best in PVP imo, be those empath,kinetic,forcefield or sonic. Not counting certain combos I think debuffing defender primaries would work better as a controller secondary. Note that Im not trying to find out the best combos, im thinking which sets are viable under which conditions.
As for usefulness, yes, troller primary is more useful than defenders blasts, but in my opinion it should be more about playing assigned roles than overall effectiveness.. Defenders are there to defend, if they get kills thats a bonusImo trollers that ive seen tend to make choices whether to play aggressively concentrating on using their primary or defensively with their secondary. (besides its pretty impossible getting all good stuff from both pools on a pvp toon) In a 2v2 match maybe.. but add up teammembers and lets see you do both at once
You can order your centre back stoppers forward to score goals but if they have to run back to defend all the time somethings gonna happen sooner or later
This discussion started from a rad/elec defender, well for sure you can try PVP, might be a good idea to side with good controllers so the damage mitigation would synch well together..as rad defender propably might have trouble with survivability otherwise in a team pvp situation. Im not sure before seeing the characters in action.
...anybody ever make a defender-only pvp team?
dark,rad,empath..forcefield.. -
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All the fun of an empath defender, but with a) superior invisibility/group invisibility, b) spectral terror, c) PA for fire and forget additional damage/making targeting more difficult for the opposition, d) spammable hold is far more useful than weedy defender blasts for when you aren't forting/CMing/healing, e) containment damage all helps.
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If you fire any of those things in a match apart from invis and heal/buffs, the illupath becomes a target thoughAs was demonstrated by 3vP match I was on, heh. As a concept Illupath is nice though.
Empath defender still got more muscle when it comes to defending though per reasons listedPB+heal whoo (plus Illupath mayybe not so good if theres an empath/sonic on the other side too, hehe)
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Only dom I have bothered to play is on Union, lvl 24. Soloing with him doesnt really interest me, he has more than 2 bars worth of debt too..
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From my experience the empowerment buffs may be of help in some PvE situation where a solo player needs help or something, but in PVP they are pretty pointless.
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I'm a blapper with the ability the Tank/Scrap as well as Blast.. and Stun is useful for setting up things for the RAD defender I'm usually with (anchors), as well as it's a powerful move in itself.
Might seem strange to you.. but I play it effectively with my playstyle and it fits where I need it.. there's not much it can't Stun.
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Well the only good aspect Stun has is that you get it earlier than total focus, other than that TF is like 100-1 better. TF actually disorients more (with the chance disorient) or at least the same amount (TFs 100% chance to disorient). They both have about AS slow activation. They both have AS slow recharge.
The difference is that TF does whopping damage and Stun does zip. You cant use both in an attack chain and plan stacking disorients. Too much activation. No, Ive tried that. Id much rather recommend Sonics ranged disorient, whatever it was called.
I used to talk about Stun but now I think its the only stain in the otherwise marvelous energy secondary. There must be something better to pick(I hated stuns activation time)
EDIT: btw I think herobuilder exaggerates Total focus' activation.. -
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The Granite set in PvP indeed has some standards that u need to meet as a team but the reward u get from it > all tank sets. This is one of the reasons it has more requirements in support than the rest tank sets
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What rewards exactly? What can stoneys achieve that another primary with a defender backup cant? Since the teams are tad unlikely to go after the tank first in any case.. Why not get a tank that doesnt have movement penalties and recharge penalties? The other primaries arent THAT easy to kill. -
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Maybe I'll take haste at 35 then and Total Focus at 38 and see if I can fit amplify in somewhere in the 40's. I imagine the epics are... useless-ish?
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Once I get a min, I'll send you the build I used on my Sonic/NRG Blapper when I first made him, when the powerset went live, it might help you figure out a way to fit it.
Addition:
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Level: 41
Archetype: Blaster
Primary: Sonic Blast
Secondary: Energy Manipulation
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01) --> Shriek==>
01) --> Power Thrust==>
02) --> Scream==>
04) --> Howl==>
06) --> Air Superiority==>
08) --> Shout==>
10) --> Bone Smasher==>
12) --> Swift==>
14) --> Fly==>
16) --> Health==>
18) --> Amplify==>
20) --> Stamina==>
22) --> Build Up==>
24) --> Stun==>
26) --> Siren's Song==> (not "Screech", my mistake, after rechecking.. I knew something didn't seem right.)***
28) --> Power Boost==>
30) --> Conserve Power==>
32) --> Dreadful Wail==>
35) --> Boost Range==>
38) --> Total Focus==>
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***=correction
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Erm... Stun? -
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Also Pro - By the time animation has finished, suppression has turned itself off and you can run away at great speed.
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Lol I like a positive outlook, something good in everything. -
I also think granite is overrated, not because they can be taken down but because of their usefulness to the team compared with other primaries. At best situations, they need buffing, and if they dont get it granites handicaps start taking their toll. I remember fighting in the 3vP tournament, where the enemy team had a stone tank. most of the match he stayed in granite but we just kept killing his mates, and in the end he dropped granite to be able to taunt and move better.. They still lost though.
Might be a different matter in narrow corridors of a SG base, but there are several ways to PVP
Hibernate is.. annoying. Arguably best tier 9 power for pvp tanks. I dont like playing against ice tanks for that reasonMy last duel with an SG mates ice tank ended in a 1-1 draw though..
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Archery has a great single target attack chain (one of the best in the game IMO), even if it has no special effects attached to it. Should have great time against defense -based enemies, but Smashing/Lethal Resistance will bite you in the back at some point.
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Archery has extra accuracy as a 'special effect', and that is NEVER too bad. Beats my Energy's KB anytime. Combined with Jedi training device... MMMMMMOne con is draw animation though.
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Hmm tbh I havent seen enough of rad or TA defenders in PVP to really comment, I cant imagine them being too bad though. TA would propably work a bit like a troller, stacking debuffs instead of holds, and rad has AM and can nerf at least one player quite efficiently. Dunno if rad is strong enough to be that much more useful than a /rad-troller though.
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Total focus is.. Good. Case closed
If you are more of a ranged blaster, you might have wanted to lose energy punch instead..
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Id have thought that now they have re-ordered Maces power choices it would have been quiet a nice set. Damage comparable to Axes but doing Disorientate rather than Knockback/up which I would have thought would be more useful in PvP.
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Mace does both disorientate and KB, however, it does not have damage still.. -
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Wait til I'm able to enter RV, and I shall
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He talked about sirens..
Besides, you don't need a 'massive' attack to take down a regen, just bit more than with the others.
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Silver Weasel is a level 50 blaster though, my stalker atm is only level 38. Both at 50 makes it a more even playing field.
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Level difference matters little in the zones as long you are properly slotted. That it'd matter is one of the urban legends im growing tired with. -
For the 1000th time, Kuji-in-Rin does not take damage res enhancements, that is a mistake in sherksilver builder.
Instead, Id put some toHits into build up.