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I don't see many non Plant/Thorn Dominator's on the whole.
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we got one of thoose.. DevilRose lvl 40 plant/thorn Dom ;P
Violators FTW!!
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I'm guessing that Violators aren't famed for their observational skills, huh? -
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Well I ended up taking both on Flicknife and works well. Using them both soloing an AV is quite doabale as you can pretty much perma hold it, even ones like Infernal go down easy this way.
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Perma-holding an AV with a Corruptor? o_O
Or are we talking about perma-holding an Elite Boss? -
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Some tanks can...e.g. Stone tanks.
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i'd like to see that....especially on mothem mayhem
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Don't discount Minerals - in my experience, Stone Tanks (not perma-Granite) do better against Psi AVs than any other tank, in fact. -
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I thought the defender duration is less than that off a controller? I swear I read that somewhere :s Think I'm seeing things now.
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In most instances, "control" effects work longer for 'trollers than they do defenders (although this system is being reviewed).
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Is the defender duration WAI or bugged?
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Pass - following the standard logic, it should work better for 'trollers, but there's a train of thought that says foe intangibility might be classed differently - or that primaries should be more effective than secondaries. What I do know is that an FF Defender can keep a single foe perma-intangible - as one of my SG-mates was doing it to my Brute in Sirens just last week. -
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Easy targets? Tell that to the blaster and troller that tried to take me down last night in Warburg
Not a scratch, to either me or my bots
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I remember playing tag with an /FF MM with my Claws/SR Scrapper for about 20 minutes in Sirens, which was pretty amusing. By the end of it I got bored and dismantled his bots, but he was fairly good-natured about it.
I'm also looking forward with expectation to I7 - I'd take my MM out more, as he can cause serious disruptions to hero teams... just as soon as he starts being too obvious about it, he gets two-shotted by the Scrapper without DN on him. Here's hoping to taunts on minion attacks. -
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US Thread 1
Says Detention Field lasts for 17 seconds
US Thread 2
Says Detention Field lasts for 15 seconds
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Sgt., those are the figures for 'troller DF - which has been reduced down to 15 secs. Defender DF is still on a longer duration. -
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1. One theory cannot disprove another - because they are both theories.
2. If a theory is proved, then its not a theory. You have not proved anything because you have not tested it. So how can you not testing your theory disprove another theroy that has not been tested?
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I'm guessing you failed scientific methodology in school - "theories" cannot be proven, only disproved (with ref. to your point 2). As such, theories can be disproved by other theories (with ref. to your point 1), and those theories my in turn be disproved by yet further theories. Facts can be proven/disproven, however, which is where you're wrapping yourself up in knots.
As far as your theory goes, I think you have a point in so much as keeping the opposition phased would be a scarily powerful weapon in addition to PFF being a solid defence - but I wouldn't use purely Defenders, I'd use a mixture of FF Defenders and Grav/FF controllers (for Dimension Shift and control, also leading to containment damage). If the team knew each other well enough, and were in close contact using TS, it would be possible, but suffer from the problem that besets squishies - if you miss your 'shifting of a BS/Regen then you risk giving away an easy kill (2-3 shots?), which doesn't work out too well in the restrictions of an arena game.
However, the main problem and what I believe to be the main cause of resistance to your theory in this thread is quite simple - I don't think anyone here wants to "win" at the expense of having a varied, enjoyable gaming experience. Sure, we could all run out and PL us up an uber-team of PvP doom and then finally wave our e-penii over the heads of Defiant and Vigilance... but where's the fun in that? It wouldn't improve us as PvPers, it wouldn't improve our understanding of PvP tactics, it'd be an extraordinarily dull and unimpressive "I win!" button - which is fine if you have such cripplingly low self-esteem that you can only engage in PvP if the odds are stacked heavily in your favour, but for the rest of us, that's not so fine. If we can't win using normal tactics and "balanced" odds with the tools available to us, then we don't win - but we can still have fun in the process, we can learn, and we can improve, and it'll be all the more impressive when we achieve victory through our own efforts as opposed to an artificial and ultimately hollow method. -
KB can only do so much, though - it's nice to be able to put someone out of the fight for a while and not have to worry about them punching back. YMMV, but I took it and won't be dropping it.
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pop a breakfree
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That's your hold protection, Acro is your KB protection. -
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Fire breath at L30?!? It's the other big gun of the set, other being fireball, take fire breath at L8, swift at 6, aim at L30 and drop rain of fire to 35.
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Fire Breath is no good as an "Oh [censored]!" power, though. Tar Patch + RoF = big bunch of slowed mobs that don't know what the [censored] whilst you hide behind a box and throw fireballs/blasts every so often, as opposed to a group of angry mobs staring at you whilst you breathe fire onto them. Admittedly, DN should render most of that aggro useless, but if you want to play more cautiously then the original path listed is a decent way to go about it.
The only problem I have with the build is that Aim isn't taken much sooner, but you can't have it all. -
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how can sumone get the skills and experience wen they dont want u on a team because of the lack of it...
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Go into the PvP zones and start playing more there - over time, you'll (hopefully) pick up the necessary skills to either be noticed, or make yourself noticed.
This post, however, is for those who have already proven themselves in PvP - seeing as "pros" (whatever level of skill that may require) are getting themselves slaughtered in the international matches, one would imagine that a relatively unskilled player would find themselves immensely frustrated. Would you expect to be picked for the national football team because you kicked a ball around in the park yesterday? -
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i recall going in pvp one time and being able to toggle drop a firetankers shield with stuns easily (em/dark brute myself)
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It's easier to drop toggles with brawl (EM/Fire Brute), and more reliable (can't be stopped by pesky external mez-protection).
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also when their end gets drained, fire tanks have to reactivate 3 toggles to make sure they wont get held/stunned/knocked down where invul, ice and earth only need 1
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But Fire Tanks can hit Consume to regain their lost endurance. And technically they only need to pop a breakfree and activate one toggle to make sure they won't get mezzed/knocked down, but we're picking hairs here. -
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try fighting an ice tank if you dont have def debuffs, you're in for a nice game
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Focussed accuracy for tanks and scrappers, mind trollers, Psy defenders, aim/bu for blasters plus loads of more things.
No, ice tanks arent very hard to hit through.
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Moreover - I was fighting multiple Ice Tanks in Sirens yesterday with my Brute, with only 2 Accs in each attack and Build Up with no To Hits in it, and having no real problems in hitting them. The biggest problem I had was with Chilling Embrace, as soon as that got knocked off it was like shooting fish in a barrel. -
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Only two shields, that have been nerfed through ED, mean you are the easiest of tanks to toggle drop.
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1) All shields for all Tanks were affected by ED - it's just that Fire Tanks had lower resistances to start with that causes them problems.
2) Actually, it's just as "easy" to toggle-drop an Inv tank - both Fire and Inv have three toggles to run in their primary (Fire Shield, Plasma Shield, Blaing Aura / Temp Invul, Unyielding, Invincibility). Seeing as Fire usually pick up one more toggle in Acrobatics, that means they're usually less simple to toggle-drop in combat, although both can be supplemented by running Combat Jumping and Sprint/PPS/PPQ. Note: I'm not trying to say that this makes Fire Tanks any more survivable than Inv Tanks, but they are statistically no more easy to detoggle (although having mez-resistance spread across multiple shields is both an advantage and a disadvantage). Don't forget that detoggling is an issue that's being looked into at the moment. -
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How am i fighting the player when he gets backup from npcs ? isn't that fighting the player and a boss npc ?
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If you want to fight someone in a sterile environment, the PvP zones are not the place to be (Protip: Arena). Cheap as hiding by NPCs might be, it's no more cheap than SJing to the top of a building to escape an SSer, or mezzing someone and then running. Tactics are more than just "pres butan". -
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Just one short on the tanker anyone know a stone tanker into PvP?
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You could always try Filth, but his schedule can be as screwy as mine. -
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Just respec'd into PvP goodness, had a little go in Sirens last night and it seamed to do well.
So where and when do I go to get some training done.
MJ
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its tonight at 8pm, talos arena, topaz section
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What he said.....
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On Test, or Union? -
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When Patron Powers appear, PFF may be available.
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I seriously doubt that, seeing as PFF is available in the FF secondary. -
The benefit of Health over Tough is that it's always-on, costs nothing, and is effective against all types of damage as opposed to just Smashing/Lethal - but it won't take the edge off alpha strikes. If you've already made the sacrifices to get Tough, then yes, you should slot it as a priority.
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Only chumps take aid self.
Even if you have to but an end reduction in, don't even bother making a spines scrapper if you're not getting Spine Burst.
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Aid Self works well with SR, in so much as you can happily use it mid-combat to great effect. I don't personally have it, but there's no denying its utility.
Spine Burst is only useful if you can gather enough mobs - for SR, that isn't really your forte. Spine Burst is far from the defining power of Spines as it is (I'd argue that Impale is) - it's certainly useful, but only if it works with the secondary. Sadly, Spine Burst just doesn't mesh as well with SR as it does with the other Scrapper secondaries. -
They certainly do, but you have to draw a line in the sand somewhere and decide what would be more useful to you in the long run - SR isn't an easy secondary in terms of flexible power choices.
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For Spines/SR, I'd consider not taking Spine Burst until later in the build (if at all) - for a start, you can't cope with the Endurance cost of using it with any frequency at the same time as running your shields; secondly, SR doesn't cope that well with 'herding' (but I7 might change that). Spines might excel as an AoE set, but that has to be tempered in a Spines/SR combo.
You're also going to be pushed for powers - you'll want just about eveything in SR, but you might have to drop something if you want to fit in useful Power Pools (like Medicine, for Aid Self). If anything, you can possibly drop some/all of the passives (Agile, Dodge, Lucky) to fit in extra powers. You pretty much have to take all the toggles, PB, and Elude, and you'd be daft not to take Quickness.
As far as Epics, Hobo's pretty much right - unless you have a burning desire for Shurikens, you'll want to pick up either Energy Torrent, or Torrent. -
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SPOILER: COV LORE
One of the story arcs in City of Villains covers the Clockwork in the Rogue Isles are not actually controlled by the Clockwork King (too far away from his psionic control) and actually controlled by something local.
Specifically (if you don't mind spoilers) the demon under Cap Au Diable that Doctor Aeon uses to power the PTS.
It's all in one of Marshall Brass' missions.
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Ah, yes.
So, a troubled psychic genius and a (SPOILER)giant almighty demon that's been used to harness energy to power an entire city - which to me seems an immensely tenous and poorly thought-out storyline with regard to the Clockwork anyway- (/SPOILER) can control Clockwork - that still doesn't exactly lend itself to Clockwork becoming player-controllable minions, does it?
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I admit it's fun finishing someone off who's run back to base and thinks their safe because they dont appreciate the range of a sniper rifle but I can't help think base huggers are missing out.
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Pfft. Snipe? SS + Melee attacks are more fun for base charging!
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Hovering/Flying/TPing overhead + Dropping down + Melee attacks are even more fun.(Para-kiri? Para-kaze? o_O)
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*cough*demon*cough*
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If ever there was a quarter-to-three in the morning post...
What?