Maldini_NA

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  1. [ QUOTE ]
    @ 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.



    [/ QUOTE ]

    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.

    Toggle Dropping? You got to be kidding me... Most PvP blasters have many toggles up. Just try and Brawl a toggle off of a PvP Blaster and live to tell about it. They can drop two to four of your toggles while you're trying to take out one of theirs. Heh, toggle dropping........

    My point is mainly that they instituted the I5 and ED nerfs without taking into account Epic Power Pools. 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.
  2. 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.
  3. [ QUOTE ]
    [ QUOTE ]
    It's definitely nicely balanced at the lower levels, but once you start throwing in Epic Powers, the whole system goes to hell. A Blaster can get to their Smash/Lethal Resistance Cap by themselves, and controllers can come pretty close too I think.


    [/ QUOTE ]

    Thats because when they nerfed the bejeezus out of resists in i5 they seemed to have forgotten about Epic Shields.

    Foce of Nature is a poor blasters crutch and I refuse to even take it let alone use it.

    [/ QUOTE ]

    Even without it, a blaster can get over 50% Smash/Lethal resists using Tough. And if you get in a pinch, through on PFF and get to your cap. Force of Nature should be used in the last two minutes of a 10 minute duel as a last ditch effort to get as many kills as possible. Throw in an Eye of the Magus at the 1 minute marker and give it all you got.

    The same goes for Inv tanks using Unstoppable at the last 3 minutes of a match.
  4. [ QUOTE ]
    See, honestly I think balance starts to break down after level 30. After that, everyone starts getting those uber ZOMG powers that start messing up the balance. That's why I like PvPing in Siren's Call. Just MHO.

    [/ QUOTE ]

    /agreed

    Blasters have 30% unresistable damage, so they can still take down tanks. Hell, I took a brute down in BB last night with Build Up + Aim and like 4 attacks. Tanks at that level have decent damage but have a slow attack chain. Controllers can overcome mez protection if they know how to stack holds efficiently. And Defenders can debuff their opponents to hell.

    It's definitely nicely balanced at the lower levels, but once you start throwing in Epic Powers, the whole system goes to hell. A Blaster can get to their Smash/Lethal Resistance Cap by themselves, and controllers can come pretty close too I think.
  5. [ QUOTE ]
    [ QUOTE ]
    The OP is quite true and points out the fact that Melee sets are unbalanced in PvP. Why would you give defense weak sets a smash/lethal shield, but not an elemental/energy shield? Blasters can cap their resistance to Smash/Lethal is slotted right with the correct powers making most of the Melee sets useless in PvP accept for Energy Melee.

    This is absolutely ridiculous Devs, and is a gross oversight on your part. Tankers and scrappers have to above and beyond to beat a level 50 blaster, but an EM tanker can do it easily.

    Bravo.

    [/ QUOTE ]

    No blaster can cap their Smashing/Lethal resistance by themselves that I am aware of.

    [/ QUOTE ]

    Let's take a look at the numbers:

    T.I. 3 slotted with even level SO's: 36.5%
    Force of Nature 3 slotted with even level SO's: 56%

    that right there takes you over the cap for Blasters for a two minute duration. And in two minutes, that blaster can take you out many times if played correctly. Now if a blaster takes tough and I'm going to use the scrapper base of 11.25% for Tough:

    Tough 3 slotted with SO's: 18%

    Lol, that's 110.5%. That's way more than a Tanker can get...lol Without Tough it's 92.5% for two minutes which is more than a tanker can get.

    Now without Force of Nature a Blaster can get 54.4% Smash/Lethal Reists consistently using Tough and T.I., and if they decide to through in PFF once in a while to save their [censored], then it brings it up to 82.5% even though they won't be able to attack.

    So yes a blaster can reach their Smash/Lethal cap without the assistance of others, pretty much negating our Smash/Lethal power sets in PvP.
  6. [ QUOTE ]
    they should give warmace and axe crits, i would love that

    [/ QUOTE ]

    Yeah they need to tweak the Smash/Lethal sets for PvP. Maybe what they should do is make a component of the attack unresistable, similar to how the Energy/Fire/Ice/Toxic components of other sets are unresisted by the non-melee AT's.
  7. [ QUOTE ]
    axe and warmace are a joke in pvp, it sucks.

    [/ QUOTE ]

    I know

    No real super damage dealing attacks. Those were always more crowd control sets than PvP. I would say the best ATM is EM post level 41 and SS/EM prior to 41.
  8. [ QUOTE ]
    if you only use granite you're not a good stoner. BAD STONER!!!

    [/ QUOTE ]

    Lol. + Rooted?

    The only thing unbalanced in the world of tanks are the secondaries as far as PvP is concerned. If they're going to give everyone and their mother a Smash/Lethal Reist Shield and Powers, then they should give some resistance to Elemental and Energy damage as well. Amongst Scrappers and Tankers all you have really for less resistable damage is Energy Melee, Fire Melee, Ice Melee, Spines and Dark Melee. Everyone knows that Fire and Ice just don't have the damage output anymore which leaves Energy Melee over all others and Spines for it's good Toxic damage component.

    Primaries on Tankers are pretty much even except of course Ice....
  9. [ QUOTE ]
    poor invul tank, should have went with stone

    [/ QUOTE ]

    Lol, for what Granite? Too many debuffs to be practical in PvP for me. Inv can suit someone just fine.
  10. Here's question about Fight Club. A Stalker can hide and use fear + AS, but no one can use yellow inspirations to see them? Now that's not very fair is it?

    Stalkers should be prevented from used hide and stealth if we can't use inspirations either. After all it's fight club. We're just there to beat the living [censored] out of each other.
  11. [ QUOTE ]
    [ QUOTE ]
    So where do you pay this? Well, go see the NPC who you would go to to create a Base, and if you're high enough in rank, you can pay the Base's rent!

    [/ QUOTE ]Where might one find this NPC? My SG has created a base, and I have a rank of Leader, and frankly, the notices stating "rent is due" have me a little worried. I'd like to run in and pay this off, if I can figure out where to do so.

    [/ QUOTE ]

    To the SG Registrar in City Hall in Atlas Park or the guy in Freedom Corps in Galaxy City you must go.
  12. I've been runnign missions in bloody bay on my level 25 blaster with the difficulty on Invincible. I have never seen a Mu Guardian in any mission.
  13. The OP is quite true and points out the fact that Melee sets are unbalanced in PvP. Why would you give defense weak sets a smash/lethal shield, but not an elemental/energy shield? Blasters can cap their resistance to Smash/Lethal is slotted right with the correct powers making most of the Melee sets useless in PvP accept for Energy Melee.

    This is absolutely ridiculous Devs, and is a gross oversight on your part. Tankers and scrappers have to above and beyond to beat a level 50 blaster, but an EM tanker can do it easily.

    Bravo.
  14. [ QUOTE ]
    The ones I fought in Diable were level 18-20, so maybe Bloody Bay missions?

    [/ QUOTE ]

    Hmmm, you've never seen any on the hero side then?
  15. [ QUOTE ]
    Heroes side is going to be rough.

    You're going to have to farm a LOT of PvP zone missions.

    [/ QUOTE ]

    So where would they spawn? Only in Warburg missions?
  16. [ QUOTE ]
    I just got the Mu Guardian gladiator!

    It's for killing 100 Mu Guardians.

    Best way to get this one is an 8 man team in Diable, half in Aeon City and the other half in PTS.

    [/ QUOTE ]

    So how about on the Hero side?
  17. [ QUOTE ]
    Well stoney got held over granite more for a a mistake he made with his toggles, he tried to go back to granite but i got more than 3 stacked on him so he couldnt and died slowly but happy, it was called a draw actually, then that happened

    [/ QUOTE ]

    Yaq attack is back!

    Breaking ladies hearts and heroes necks since I4.

    Go easy of them buddy
  18. Link

    Yeah, I meantioned it over in this thread last week.

    Some testing on the test server has shown it to take about 8 stacked holds to get a granite tank down.
  19. Anyways, like I said in previous posts, I earned 20 K on a new toon I created while doing missions in Bloody Bay. I was only on for a few hours and had a team of 3: Me (a blaster), another blaster and an empath. The difficulty slider was set at invincible but the missions weren't too difficult to complete, even though I had my share of deaths.

    If the casual player so wishes to do so, they can earn a solid amount of prestige without having a min/max build (which some suggested I have even though I have an I4 build on my tank). If all 3 of those people were in my SG we would have gotten 60 K last night. The mission prestige bonuses were 377 per person per mission and each mission took us only a few minutes to complete. On top of that leveling was easy as the XP bonuses were nice as well.

    But then again, it doesn't matter how many people show that earning decent amounts of prestige is not that difficult, because some people refuse to believe.
  20. [ QUOTE ]
    Black Magic Willow killed Combustite in Sunday Night's Fight Club.
    Felt Good too.


    Although the repeated Ring-Outs recieved from Essabella humbled me quite a bit.


    [/ QUOTE ]

    Mes will be very happy to hear that...
  21. Yes indeedy, you need to have clear paths in the connecting rooms. No potential doorway can be blocked with items on the wall or floor in front of it.
  22. [ QUOTE ]
    Please more details about getting the various items working in the base. For example I built a teleport pad that is completely useless because it says it needs teleport beacons. I have all the beacon badges, how do I build the beacons?

    [/ QUOTE ]

    You don't build beacons. Enter the base editor and walk into the transport/teleport room. Now click on the Place Item and then go to the Teleport tab, either TEch or Arcane. All the beacons that you have collected up to that point should be there for sale at 10 K a piece. Buy the beacons and place two per telepad on the wall near to the telepads. In the way that my base is set up, I have two telepads on one side of theroom and the beacons on the wall directly across from the telepads. There are two beacons in front of each telepad showing the destination that the telepad will take you.

    Now to use the telepad (the tech version at least) walk into it and scroll into the first person. Now just click on the computer in the telepad and it should bring up a menu as to which zones you can go to.
  23. Dude, get a job...or a hobby maybe.
  24. Very nice Adam. You certainly have a way with words my friend.
  25. [ QUOTE ]
    [ QUOTE ]
    She's right. Instead of putting a choke point in there, you could squeeze in a second control room for 100 K or so, but you would have to use another 1x4 room.

    [/ QUOTE ]

    No, you don't need to put a second control room there...

    Arg, you don't have to put <anything> there. You can affectively remove that choke point, and it won't matter, because you can add a Doorway between the teleport chamber and energy room!

    [/ QUOTE ]

    Go look back at Kong's drawing and count the number of rooms on that plot. It's 8 which means if you remove the choke point then you'll have 7 and not enough to be raid worthy. Therefore a lower cost alternative to the choke point would be another 1x4 control room if you really wanted a raid base on the small plot and be able to fit the tech transporter in.