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Posts
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Wow, with all this hacking going around, we almost forget that we should be discussing how we pwn each other.
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I generally play a En/Rad Corruptor.
CoH characters include an AR/Fire Blaster and a Claws/Invul Scrapper.
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You don't play your signature character? -
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One kudo from Circeus is worth 10 from anyone else.
Here's .1 Circ from me.
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Hmm.. a Circeus fanboy? -
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I only disagree w/ the notion that ice/em tanks are the best for the same reason that you feel they're the best... the specific powersets we use most frequently and how effective they are against ice tankers. You use Celsius and are basically reduced to using your secondary because of the high cold resists on ice tanks. I use fire primary on Ember and chew right through them w/o ever having to enter melee... along those same lines, fire/em tank take me a while to break down. The 3 best PvP tanks I've seen on champ are/were Jett, Golem, and Anckle... 2 out of 3 stone/em tanks (which is why they're my choice for biggest pain in the $%^& for tanks).
Btw, blasters don't need a tray full of yellows against defense-based sets... they can cycle BU + aim.
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And an Ice Tank can bring purps with them to overcome that. There's a counter to every strategy. Def sets are great. An SR scrapper one-on-one is tough if you don't have a tray of yellows with you. If the ice tanker is slotted right, your BU + Aim might not even be enough. -
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Everyone always goes nuts over my DPS with my SS Tanker, they damage extremely well and AoE etc.. why not go with it? I see what your saying but put a couple slot in Rage and Put Time reducers in there, and Voila Rage 24/7 you can't wait for 5 seconds every like 4 minutes but then you have the dps of ascrapepr prety much with your Tanker DEF. With stamina JAcked nad HAste as well, your a machine of destruction. SS is a great set and I've had eneergy it's great but completley different.
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Yeah SS is good < Level 41. Once the cap is raised and you start fighting level 50 blasters with more smash/lethal resistance than you, well then you know you should have went with EM or DM. -
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Mal is absolutely right. Epic shielding is a real [censored] on scrappers and non-melee tanks.
Also, in my not-so-humble of opinions, ice/EM is currently the best tanker set for PvP. I pray you disagree with me though, it'd make things more convenient for me.
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I would agree with you until I saw otherwise. Granite/EM is good but it has too many debuffs. Ice/EM is a defense set, so unless a blapper or troller brought a tray of yellows with them, it's going to be hard to drop toggles and take out the Ice Tanker. But of course the Ice Tanker is going to have to slot its primary set very heavy. -
SS and EM are good < Level 41, but once epic pools come into play it's EM all the way.
Also Axe was always more of a crowd control power set versus a single target powerhouse. That's why it isn't good in PvP as others. -
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fly has a kat/regen that was unbeatable in arena for along time but he never plays it anymore. someone put a lot of work into that build
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There were a lot of builds that were great back in I4. Ahh, the glory days of the Arena... -
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I have a list, as it happens, of what I feel are the top 50 PvP'rs that I've seen.
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I have a list of the top 50 movies Ive seen.
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I have a colon that constantly drops out of my anus!
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Watch out, that might get infected! -
Personally CZ, I can't wait until they change the toggle dropping rules and see how everyone tries and adapt.
Taking nothing away from your skills, it's easy to take a very gifted powerset and do well with it. But it isn't very easy to take a non-PvP heavy powerset and do well with it, especially when the odds are stacked against you from the devs. -
Yes very nice job putting it all together man. It's one long read and must have taken you a while to do it.
I was just putting my advice in the thread from experience. -
Yep, I've had many a match with and against Akira Project, and he's by far not one to brag.
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My main is a Fire/Fire/Energy TankShe was going to be F/F/F but I didn't like the Fire ancillary pool as much as I had hoped I would.
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Oh come on CJ! In the world of ED, Energy Mastery isn't needed any more. Plus for Pyre Mastery is best when in combination with Fiery Embrace. Plus is has a nice hold power in Char. -
You're very welcome. More details to come, once I can collect enough salvalge components.
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That's it Cajun. You're gonna have to put your EA Brute against my tank.
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This is true. But, in a larger SG, you shouldn't rely on your defenses to actually defend you. They are more of a distraction/deterent. It really comes down to the heroes or villains defending the base, IMO. But no one hasd actually done a base raid yet, so the evidence is inconclusive, at least for now. Maybe, some one can do a raid and give us some info on it? It might bring a little light to the subject.
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The point of having two energy sources isn't for defense purposes in my opinion. It's for having a backup energy source for your Reclaimators. Rec's and Rez Chambers are your one major advantage over your attackers, and if they take those from you, then you just lost your advantage -
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He's quite simply one of the most skilled PvPers in the game, bar none.
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That's debatable
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Is that because you think you're the most skilled PvP'er in the game and you like to toot your own horn?
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Ya, that's it .. lol .. I guess by saying someone else's being one of the best is debatable suggests I think I'm the best .. how could I have missed that one..
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I'm just messing with ya fly. But to be the official "best" PvP'er in the game, you have to take a Ice/Axe Tanker and make it uber in PvP. -
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He's quite simply one of the most skilled PvPers in the game, bar none.
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That's debatable
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Is that because you think you're the most skilled PvP'er in the game and you like to toot your own horn? -
Ah, leave it to PvP to bring lurkers out in the open...
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Well having two energy rooms is a good base design, while two control rooms may be extraneous with a Super Computer or AES installed. The attackers will have to take out 2 generators to stop you from rezzing in your base.
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Here's a quote from Statesman:
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Right now, were working on some possible solutions for the fact that defense doesnt scale with level (this affects Ice, Stone and Invulnerability). Thats an imbalance that were looking at. Im somewhat concerned about toggle dropping in PvP and perhaps its too much, though were still at the research mode right now.
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It looks like strategies will have to change down the line... -
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Good Lord, Maldini! The guide, the Hami raids, the incredible avatar... is there nothing you can't do?!
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Come on Mighty, I need something to keep me busy at work...
God bless America! -
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Just for the record, an Inv/SS/Pyre Tank can outperform and out damage a Fire/Fire tank any day of the weak. Considering the fact that an SS tank can get double stacked Rage and reach the Tanker Damage cap more easily than a Fire Tank adds to this statement.
Footstomp and Fireball are two very good AoE attacks for a tanker. Throw in an empath to keep your end up and attacks ever-ready and you get yourself a killing machine in an Inv/SS/Pyre tank.
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Oh Maldini... my Fire/SS Tank was the best of both worlds... what did Invuln do for you? Nothin! Fire/__ at least added useful damage output (all that blazing aura action adds up) and the self heal and end recharge powers were nice as well.
Oh well... so much for the good old days
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Heh, here's the deal with Tanker Primaries:
1. Firey Aura - Always had the highest normal resistances than any other with the least penalties, but never had an "Oh sh*t!" button.
2. Stone Armor - Granite is it's defining power but it if very laden with debuffs. It's got good Resists and Defenses when slotted right, but is not ideal for herding because it's so slow and has damage penalties.
3. Ice Armor - Has heavy defense powers, but once you get hit, it's gonna hurt. Once again, not ideal for herding massive amounts of mobs.
4. Invulnerability - Has the second best normal resistances and defenses and no penalties. It is the best all around tanker primary and has an "Oh sh*t!" button in Unstoppable which can last for 3 minutes.
In the post ED world, an Inv/SS/Pyre tank is the way to go for damage output. Though a Fire/SS/Pyre tank maybe be better still. The reason? Because Firey Embrace will increase the damage of your Pyre Attacks and Rage will increase the damage of all other attacks.
Of course you can get double stacked rage easily on an SS tank, and only a couple of buffs are needed to get your tank to the damage cap. In fact last night, I was running Dreck and I was consistently at the Damage cap with an empath and a kin on the team. It was kinda nice actually.
Now nothing beats Burn back in the day, but we're talking mainly about the here and now, not the 'been there, done that.' -
I'll consider your notion in the next version. I plan on having a "size" column that shows how much space you need for certain items. For instance the Turbine takes up 3 squares, so you'll need a 3x3 engery room to fit it in or approximate. I want to create one of each item so that I can get the best data for each item.
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@ Maldini: Non-tanks cap resistance at 75%. So regardless of what-ever powers a blaster gets w/o an external buffer the best they will do is 75%. Since they can be toggle dropped not a big deal.
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Yes I realize this, which makes it even better because a /rad will have a tough time getting the resistance of a blaster slotted heavy for resistance down. My point was to show that Blasters can cap their Smash/Lethal resistance solo, blocking 75% of the damage from Smash/Lethal Tanks and Scrappers.
Epic Powers are a joke and make the game so out of balanced as far as PvP is concerned that it's not even funny.
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Yes, epic pool powers are unbalanced. But in your comparison you forgot to include Unstoppable for that Inv tank. Its not fair to compare a lvl 1 s/l toggle to a lvl 44 epic power.
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I showed the comparison that can be achieve with and without Force of Nature for a reason. Force of Nature is an epic Click power that can last for 2 minutes, then has a long down time. Unstoppable is a Level 32 Click Power for Tanks that lasts for 3 minutes, then has a long down time.
If played smart both the Tank and Blaster will save these powers for the last 3 min/2 min respectively of the match and then just go all out to get some last minute kills. But even without Force of Nature, the Blaster can cap his resists with the PFF, and even though he won't be able to attack, he will probably laugh at your attacks before dropping PFF, detoggling you and blasting you away.
Like I said earlier, the Epic Powers need to be adjusted for PvP because it makes one or two melee power sets stand out above all others, and that's just not fair to those who don't build PvP specific builds.