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...or a blaster, defender, or a controller, or (most) corruptor, or (most) masterminds; in fact with the change to domination, the mez protection for Dominators is now pretty good.
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I apologize for the offtopic, but the problem is that
a.) you have to build domination up - see part c.
b.) you need to have it running
c.) then comes a scrapper and 3-shots you, bye bye domination, see part a.
I was in sirens once with my lvl 24 dom. I exited mission with full dom bar, but it lowered like 2% by the time I saw a scrapper. By the time I had fired 2 attacks to get dom up, activated domination, tried to stack 2 holds (one of em telekinesis) and before the second hold had fired I was dead. Way cool - not.
Its better imo to implement my suggestion and let domination bar progress persist thru death. Its not even wrong conceptually since nobody actually dies in this game.. Its not overpowered since it resets itself after you use it. This is merely a way to ensure that you CAN use domination every once in a while in PvP.
Ontopic: my ninjitsu stalker isnt planning on acrobatics, because she has defense to protect from most KB attacks. If im a victim of some autohit KB power i pop breakfrees. Of course, this is my choice, im not saying acro is bad on a nin stalker. Acrobatics is essential for my blaster for KB protection. -
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I feel I pretty much NEED acrobatics just to compete using a dominator. Its not as great as you have been led to believe though, and my dominator is often out controlled by "melee" AT's which is a very tough one to swallow.
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Its a lot easier for a tank to hold a dominator than the other way around.. Dominators need some serious love. -
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OK, we currently have 12 out of 16 heroes signed up compared to only 5 out of 16 villains and nearly all of the experienced PvP'ers only seem to have put hero alts down.
Unless the numbers even up a bit or some of the hero sign ups are willing to play villains, not sure if this is going to be possible.
I'll review it next weekend but the bottom line seems to be that if we only get 10 villains, then only the first 10 heroes to sign up will be able to take part to keep the numbers even.
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I did notice the same thing, and I have noted couple of times in PvP forum that experienced PvPers seem to favor heroes for some reason. (I think its just laziness.. easier to PL people with accomplished toons [img]/uk/images/graemlins/tongue.gif[/img])
Unfortunately all I got is lvl 31 stalker and lvl 20 robo/poison MM (who rocks btw). Im ready to play my villains but its the lvl difference..
There is of course a possibility of HerovsHero base raid. -
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I do casually PvP, and don't have acro. If I ever make a full-PvP build, I might put it in, but only if there's nothing more useful to pick.
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In that case I challenge you.. team or duel, your choice [img]/uk/images/graemlins/smile.gif[/img] Just for the fun of it [img]/uk/images/graemlins/smile.gif[/img] (heh heh) -
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Give the AV's in RV can be spawned and taken down by just two teams, why not just ask who's interested and keep the time/day amongst yourselves rather than post here and beg to be attacked by PvP'ers?
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Not ANY two teams. I have been on three events that tried to take the AVs down, they didnt get a single one beaten and Im starting to get angry about it. -
Iirc the cathedral is planned to go live little before issue 8.
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Speaking of, we're tweaking a few things in our base right now, fancy another raid some time?
BUT, only as long as you don't pull a stunt like last time, half your guys got lost too! [img]/uk/images/graemlins/laugh.gif[/img]
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Well im ready, but I have to ask the others.. Personally I want to be attacking now. Im just a bit jaded about the chances of getting Goonies raiding take off. [img]/uk/images/graemlins/frown.gif[/img]
Just come up with a date Ill try to make something happen.
ps. I knew that you had the advantage in open combat so I wanted to restrict movement.. plus I suspect you'd have eventually had trouble even finding the anchors (you found the only one that was in plain sight). -
@hammerfall
Captain Skyfire lvl 47 energy/energy/cold (atm) blaster
Hammerfall lvl 50 invul/mace tanker
EDIT: on second thought, i want to see how others design a base.. So ill pass the designing.. -
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i participated in a Ootcs base raid, the first 10 min belonged to the heroes and we were camping the spawn point, but the second 10 min of the raid the villians managed to gain the upper hand and started spawning the hero spawn point.
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Yeah, but did you manage to take down 5 anchors in the time allowed?
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You can also win with pylons, though. Im not sure if wiping out everyone counts as a victory for attackers as well like it does for defenders.. -
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tho since the HP-boost on equip, i dont think that would be needed anymore (i had that plan in i6, as things where alot more squishie, and a backup gen would help alot)
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Equip? -
I agree, and due to the risks that defenders will be having in IoP raids (should we ever see them) the balance of power should be on defenders side in all honesty. The attackers risk nothing apart dying (and maybe debt from bugged turrets or something).
I still havent participated into mroe than one raid and it crashed though.. And that was when villains were 40.. -
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I think the Psi resistance is handy in PvE and infact Dominators have substantial Psi damage output as well <img src="/images/graemlins/tongue.gif" alt="" /> though in general it wouldn't be something to worry about in PvP...if you're a villain that is...jeje
[/ QUOTE ]Also, mind controllers do psi, and I believe illusion possibly as well?
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Illusion does psi damage, and phantom army is psi damage as well. (found out when my friends regen scrapper was killed thru MoG in casual manner by ill/kin who was a pvp newbie.. ) -
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this was a gr8 idea but sadly i think it died the first night where we won [img]/uk/images/graemlins/frown.gif[/img] people just dont like to lose, we went thru months of losing to the french to get to where we are, losing to a better opponent is the only way to get better
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Not that but its really hard to get a team together that can participate consistently.. Since my team had practically just me and hidden I retired from this. 3vP was good cause its JUST about possible to get a consistent team of 3 and out of them 1 propably wont make it on a given night. -
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Scorpions suprise: high lethal dmg, gets unlocked after ur SG has defeated Lord Recluse (last mish of any patron arc) 10 times. i testd it the other day and the numbers are as follows with 8 dmg and 2 recharge
Dmg-type: Lethal
Dmg at lvl 50: 6 ticks og 46.25 = 276 total
Recharge: 45 secs
Effect: has been said to have an AoE effect, but i only tested it on a single target, so i cant confirm its AoE. It does however deal hold of some sort (might be sleep). target said he got disoriented, but didnt show the normal effect of it (staggering around) but looked more like sleep or similar to the 'vomit' holds.
compare this to Elite Energy Beam turret that deals at lvl 50: 194 dmg with 4 dmg (dunno recharge rate).
im guessing devs forgot to tell us the turrets got nerfed, since at lvl 40 EEB would deal 100 dmg more, against 10 lvls less HP, so its one massive nerf on turrets btw.. just so u know
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You didnt mention whether it accepts add-ons like damage booster? -
Grats Gonk!
ah.. now this will mean that I wont get company trying to get captain skyfire to 50 :/ -
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Heroes do have access to something similar although i cant remember exactly what they have to do to unlock it. Think it could be shadow shard related but dont quote me on that [img]/uk/images/graemlins/wink.gif[/img].
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Hmm the Goonies unlocked a "Rikti plasma turret" recently, would that be it? Btw I have no idea what unlocked the turret apart that it was a SG badge. We got it when we finished a Shard tf.
If anyone wants to know it is a high damage turret thats not salvage item (ie. can always be bought from editor) but it doesnt allow add-ons unlike the salvage-built elite turrets. -
Well only proving heroes wrong can change the attitudes. [img]/uk/images/graemlins/laugh.gif[/img]
My personal opinion is that corrupters can be great, but they play differently than blasters in PvP. In attack Corr is a sort of mix between blaster and troller (a debuffing troller) that debuffs opponent and kite them quickly to death. Very strong, as long as the odds are about even. In a duel a corr can be very strong I think.
Corrs play style is not best suited for fighting against odds (as how it often turns out for villains in zones currently) which will make them look less effective than blasters for instance. Seeing myself outnumbered with my blaster I have couple of times popped a ton of defense insps and jumped the enemies killing several before succumbing myself. This is only because of blasters burst damage, that corrs lack more or less. Blasters can act as silver bullets in face of overwhelming odds, evening the situation. On villain side that task falls on stalkers instead of corrs.
Well, what Im saying is that Corrs can be very strong and intimidating when played correctly, but they wont ever be as 'flashy' as blasters who can kill enemies with WHAM-BAM-NEXT! Attack chains [img]/uk/images/graemlins/cool.gif[/img] Should there be a duel between well-built pvp Corr and blaster, imo Corrupter is the favorite (not taking player skills into account). Now im just waiting to see the first great duelist corr [img]/uk/images/graemlins/cool.gif[/img]
Well... my PVP corr is just lvl 10 atm [img]/uk/images/graemlins/crazy.gif[/img]
PS. Its kinda funny how people dont realize that stalkers are the villain equivalent of blasters(burst damage) so in a big fight, those "assassin strikes" dont mean stalkers snatching kills in midst of all confusion, they are the kills as they should happen in a team battle.. Similarly as you see blasters getting the kills in a hero team.. -
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I'll do you one better. If you can kill Chi in 2 minutes, I will give YOU inf.
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I can try -
Thanks guys for the matches and zone PvP afterwards. WAs great fun, and I suspect not THAT boring that zone pvp either
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Thanks for sirens last night/this morning, was great fun
Don't think I have ever seen that many people in sirens..
Your tar patch was responsible for quite a few deaths in my team
Captain Skyfire -
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the fact i tend to win by at least a few kills prolly means that the edge tac start gives me isnt game making or breaking.
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Do you find that many people have barely put their glasses back on before you have beat them again? if so a disadvantage of dying first maybe there and tactical advantage granted to you of no end starts could be often useful.
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The advantage of aid self on certain matches is very good. Ive fought a number of duels myself, and blaster vs blaster are one of the most exciting and hard, in a way that only very small things decide the victor of one battle. Then the winner is down in life, the loser is spawning to full bars - now, if winner doesnt have aid self, the other blaster will just come and oneshot the other. If he HAS aid self, the battle practically starts at square one again. The winner has equal chance of killing the other (who spawned to full life) and this way can stay ahead in kills much more easier.
For different ATs it means different things. An AT who specializes in making themselves difficult to kill, gets a considerable amount of survivability from aid self. (especially since you can use it even midcombat usually) Therefore they are making it tougher for the opponent to get even one kill, and hence can themselves win the match with less kills, or at worst its a tie.
Whether it needs nerfing I dont know. I dont think so. However if the devs some day decide to take a closer look at the PvP, they would find that aid self is often part of builds that fare well in the arena.
Ps. Some characters get more advantage out of tactical start. I have gotten a lot of first kills in tactical start duels by simply popping one cab, hitting conserve energy and rushing the opponent instantly. But thats as far as it goes, at best I only get one kill out of that advantage. Aid self makes more difference.
pps. And yes as others have noted, its the power boost that makes the big difference -
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If I remember correctly, and I will have to search to confirm, every item has something like a 50% base chance of repair regardless of workbenches. Items like the flames of hephestus(sp?) increase that chance of repair.
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Id like to know where you got this tidbit since Ive been after this info for like one year and found practically nothing.