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Posts
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Joined
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Heroside is mostly Tankers and Scrappers with the occasional Blaster or support, and redside seems a bit more balanced - not many Brutes, some Stalkers, and a decent amount of Doms and Corrs.
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Toss in a vote for Spines/Shark Stalker, though if you want to do a "standard" ranged toon I'd do a Dom.
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Stalkers are the simplest AT in the game to counter - simply keep moving at all times and your risk of being AS'd is cut dramatically. Speaking of movement, that's the first thing a new PvPer needs to be aware of: move. All the time. Don't stop moving, ever. Moving constantly makes it more difficult for a Stalker or other stealth-based AT (Bane, Night Widow) to land hits against you, and it makes it more difficult for most melee ATs to deliver their damage consistently.
Another thing you need to realize when you go into PvP is that if you want to do well, you need to do everything in your power to win. Move around, use inspirations, use any power that's appropriate for the situation. When people whine at you because you do these things, ignore them. They only consider someone good if they play within their own limited ruleset (which they like because it increases their chances of winning out of the gate) and are incapable of playing at a higher level. A good player will use any of the resources available to them and will learn counters for tactics used against them (for example, if you're tired of Stalkers, just don't stop moving - very rarely will a Stalker be able to AS a moving target). The reason you were having issues with a Stalker is because you agreed to rules that very much favored the Stalker - you stopped moving and essentially let him beat on you in melee range, where his attacks are strongest. As a ranged character, you need to keep moving and do everything you can to stay out of melee range with a Stalker or Brute because you have less resistance and lower hit points and you will die. -
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Don't need Fitness, really. Must-have pools are Speed and Leaping, Concealment is very popular as well, and there are multiple ways to go about selecting a 4th pool - Fitness for the extra regen and recovery, Leadership for the extra damage, tohit, and perception, and Fighting for Kick (which is, strangely, a good attack now) and Tough. Weave is largely a waste unless you have a lot of defense bonuses already and that's generally not how people build regens.
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You're going to want Taunt, and some of your powers are slotted weird. You need more +HP from set bonuses and accolades. To compare, here's the build I'm tooling around with:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), S'fstPrt-ResKB(5)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), Zinger-Dam%(42)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(39), Dct'dW-Heal(40)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(7), Mako-Dam%(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 6: Temperature Protection -- S'fstPrt-ResKB(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(27), Zephyr-ResKB(43)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
Level 12: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(13), S'fstPrt-ResKB(17)
Level 14: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(15), SprngFt-EndRdx/Jump(15), Zephyr-ResKB(50)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(29), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit(33), Rec'dRet-Pcptn(37)
Level 30: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(31), Clrty-Stlth(31), Zephyr-ResKB(31)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Apoc-Dam%(37), Zinger-Dam%(37)
Level 38: Grant Invisibility -- Krma-ResKB(A)
Level 41: Phase Shift -- RechRdx-I(A)
Level 44: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), TotHntr-Dam%(46), GJ-Dam%(46)
Level 47: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), UbrkCons-Dam%(50), NrncSD-Dam%(50)
Level 49: Acrobatics -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 3.75% Defense(Energy)
- 3.75% Defense(Negative)
- 1.25% Defense(Melee)
- 7.5% Defense(Ranged)
- 1.56% Defense(AoE)
- 1.8% Max End
- 32.5% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 407.6 HP (21.8%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -32)
- Knockup (Mag -32)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 4.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 48% (3.76 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Defense is very random, that's probably the biggest factor here. There's so much else going on that no one would really be able to see what happened unless they were watching or you had combat logs to post.
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Quote:Virtualization will allow you to run Mids (or just about any Windows software barring programs with high graphics requirements or high RAM requirements) just fine - I've been running Mids on a small virtual XP Pro image via VMWare Fusion since the Mac version of CoH was released. I'd previously just had a 20 gig Boot Camp partition with XP Pro with CoH and a few other programs on, but now that it runs under OS X I had no need for the separate partition and just deleted it and installed VMWare instead (since I already had an XP Pro license). Virtualization works because you're not just tossing the program into a compatibility layer or API translator, like Cider does to allow CoH to run under OS X, but you're actually running the guest OS as if it were its own computer. Of course there's a performance hit because your computer has to run two operating systems at once and has to split system resources between the two, but if all you're looking to do is run Mids, a virtualization program should do fine. The only drawbacks to virtualization are the reduced speed, greatly reduced battery life if on a laptop, and having to pay for a copy of Windows.OS X is still running on top of the Mach kernel, which is basically the legacy of Steve Jobs's use of it for NeXTSTEP.
So if WINE is out of the picture (and presumably also CrossOver), has anyone tried experimenting with virtualization, such as the open source VirtualBox? The acid test would be the performance level for simultaneously running the Ciderized CoH in OS X with the Mids in the virtual box of one's choice.
And if this seems excessive tinkering, please bear in mind that one of the differences between (stereotypical) Mac users and Windows users is that the former prefer a smoothly running environment for their computer - the "whole widget", so to speak - whereas the latter are interested in running particular programs above all else, e.g. specific video games. -
Quote:If you could standardize all the CM-like powers at 1.1 second cast time, that'd be great, and my Therm would love it...The amount of time that the animation for Clear Mind is flagged as rooted is 1.1 seconds. The activation/cast time is 3.1 seconds, but that's a separate thing from rooted/non-rooted. The activation time would prevent you from using another power, but you can still move around. Rooting through the sequencers prevents both.
I'm not entirely sure why that is so high. Looking at all of the powers that use that particular animation, and the activation time is kind of all over the place. Lemee check with Castle when he gets back and see if we can't make that a bit more consistent. -
Here's the build I'm tooling around with, and I'll probably make some tweaks to it once I actually get around to playing with it...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
pvpb: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), LdyGrey-%Dam(45)
Level 1: Incandescence -- S'fstPrt-ResKB(A)
Level 2: Shining Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 6: Bright Nova -- GSFC-ToHit/EndRdx(A), GSFC-Build%(46), GSFC-ToHit(48), Rec'dRet-Pcptn(48)
Level 8: Radiant Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(40), ExStrk-Dam%(42)
Level 10: Thermal Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/EndRdx/Rchg(11)
Level 12: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit(17), AdjTgt-Rchg(17)
Level 14: Quantum Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 18: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 20: White Dwarf -- ResDam-I(A), S'fstPrt-ResKB(45)
Level 22: Incandescent Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39), UbrkCons-Dam%(46)
Level 24: Reform Essence -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(27)
Level 26: Hurdle -- Jump-I(A)
Level 28: Health -- Mrcl-Rcvry+(A)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 32: Quantum Flight -- EndRdx-I(A)
Level 35: Combat Jumping -- Krma-ResKB(A)
Level 38: Stealth -- Krma-ResKB(A)
Level 41: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(45)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Conserve Energy -- RechRdx-I(A), RechRdx-I(48)
Level 49: Photon Seekers -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-ResKB(A)
Level 10: Combat Flight -- Krma-ResKB(A)
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Level 6: Bright Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), ShldBrk-%Dam(46)
Level 6: Bright Nova Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(37), ExStrk-Dam%(42)
Level 6: Bright Nova Scatter -- Empty(A)
Level 6: Bright Nova Detonation -- Empty(A)
Level 20: White Dwarf Strike -- Empty(A)
Level 20: White Dwarf Smite -- Empty(A)
Level 20: White Dwarf Flare -- Empty(A)
Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23)
Level 20: White Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(33), Mocking-Rchg(33)
Level 20: White Dwarf Step -- Zephyr-ResKB(A)
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 1.25% Defense(Melee)
- 6.25% Defense(Ranged)
- 1.56% Defense(AoE)
- 6.3% Max End
- 55% Enhancement(RechargeTime)
- 14% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 10% FlySpeed
- 212.8 HP (19.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -36)
- Knockup (Mag -36)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 6.6%
- MezResist(Terrorized) 4.4%
- 20% Perception
- 6.5% (0.11 End/sec) Recovery
- 44% (1.97 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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Quote:If you're only going completely invisible on your own screen, it's just an animation bug. It happens with some powers and it makes for some laughs. If you're going completely invisible as someone else sees you, though, that could be a problem. I don't think that's the case, however.As cool as an effect this is, I think it is potentially exploitative.
I have a DB/Dark stalker with Shadow Meld. With no buffs, activating Shadow Meld and performing an emote makes the wispy effect of the power go away and you will be COMPLETELY invisible. If you have buffs on you, only the buff will be visible. You are still targetable and such, but you have no visible trace whatsoever.
Haven't tried to reproduce it. Don't have another stalker that high yet. -
I think I'd take the tier 1 and 2 human blasts and Incandescent Strike. That should just about cover you for human-form output. Also wanna grab Build Up and Conserve Energy for utility powers. Quantum Flight as well to save yourself from needing the phase pool... Personally as far as pools go I'd take Speed (Hasten/SS), Leaping (CJ/SJ/Acro if you want), and possibly Fitness or Leadership. Reason most people don't take the human shields is because you won't be spending much time in human except to use your self-buffs. As far as builds I'd get your accolades (all the passives, Geas, and Magus since I'm pretty sure Khelds have a less restrictive DR curve on res and def than other lower-HP ATs) and then build for +HP, +rech, +dam, and maybe even a bit of +recovery. You should be able to hit 1600-1700 HP before Essence Boost if you build well, which is right around what a Blaster would be bringing.
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Can you link to that? I don't remember seeing those numbers...
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30-40 hours to PL a character I bring into a zone and decide I don't like after one or two nights is worth it, yo.
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Slot the +percep IO in Build Up, grab the base buff too if you're going to be in zone a lot. Otherwise your main source of +tohit/+dam is Build Up, so team with Emps and Therms if you want more.
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Quote:The argument against the anti-spike code was that it penalized teamwork by making it more difficult to focus on one target. As such, you would've ended up with everyone attacking their own target so it would be more like a bunch of 1v1s instead of team vs team. Given buffs, debuffs, and heals, you shouldn't need anti-spike code because a team should be able to keep a spiked target alive while at the same time putting pressure on the other team.Finally, anti-spike code. Personally, I think this got killed a little too quick before we got to know it better. Given that corrs, defs, squishies in general, are target number 1 for anybody, I see an anti-spike code useful and necessary. On the other hand, that pesky brute or tank with taunt needs multiple toons attacking it to defeat it and anti-spike would work against that. So, anti-spike for squishies only? Of course, taking out the easy, most dangerous opponent makes the most sense so I can see why anti-spike was unpopular.
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Heh... I think that Spines/Regen is my only PvP-spec'd melee except for a couple of Stalkers on Infinity and Freedom.
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Something tells me that GR will not bring him back unless it either brings back the TF/SF difficulty slider or somehow otherwise makes it possible to do crazy things in TF/SF content.
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I'll be honest, the defense numbers on my Crab really aren't that good. I mostly rely on staying at range (obviously my ranged defense is higher than melee and AoE), and I have solid resists and Serum if I get into trouble. I don't generally use the Crab for soloing because of its weak single-target damage, so I've normally got teammates to buff me or take aggro off me when needed. In regards to the patron pool selection, I had been planning on going Mako mostly due to it being toxic damage (and Venom Grenade's 40% res debuff to toxic), but I finally changed to Mu because I didn't want to spend as much time jumping around to line up cones (both the Mu AoEs in my build are TAoE instead of cone).
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I actually think they should hire chido as the pvp dev. Maybe then the zones would be full of characters that never died, and everyone would get an auto power that'd teleport you back to your base if you took damage.
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Quote:Now I know it's convenient to pretend the animation guys are the only ones still working on this game, and it's a good excuse for why non-animation-related bugs seem to take a loooooong time to fix, but it's foolish to believe that's true.Question: do you seriously believe that Back Alley Brawler's animation work has anything to do with coding work and bug fixing for the rest of the game? Do you really think that the power and costume animation guys have access to the source code and power management?
I didn't, I think Barrier was the one to bring it up in a thread I started, and I noticed it the next day along with a bunch of other players. -
That'd be 4chan trolling the reviews.
EDIT: To clarify: 4chan has this thing called "Epic Amazon Review Threads." Basically a 4chan poster will find a random odd item on Amazon and post an equally random odd review on it, and the watchers of that particular 4chan thread will contribute their own reviews. Some of the results are quite funny, some... aren't -
Check out the link in your sig (here, since the one in your sig doesn't actually work). It explains everything. One of the key points in that article is this quote:
Quote:I don't bring up fiteklub out of the blue, nor does Con. However, we will point out when someone is wrong, especially when that person is giving advice to potential new PvPers. The worst possible thing you can do to a potential new PvPer given the current state of PvP is give them bad advice and information, and I'm only trying to ensure that doesn't happen (for example: Fire Armor's one of the best defensive sets available, Aid Self is not better than Healing Flames, and moving and using inspirations are okay).The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of "honor" or of "cheapness." The game only knows winning and losing.
EDIT: Wow, now that I'm re-reading that article, it's like one massive parallel to fiteklub versus real PvP. -
Quote:I know, I know. You're the animation guy. But you make it seem like you're the only guy working on this game anymore.Lemme just jot that down on my list of things to animate.
...better...mouse...functionality...for...Macs...
I'll get right on that, as soon as I'm done animating these bug fixes for TF/SF levels.
EDIT: To clarify... it's not that I, or anyone else, doesn't appreciate the "little things." Things like a walk power appeal to many people because it's a requested feature. The alternate animations for MA and SS were a nice touch. The fixing up of the drones in RWZ was cool too. In fact, the little touches added here and there are one of the reasons I like this game. All I'm saying is that there are some issues in the game that make it very difficult for some of us to play, or nagging balance issues that aren't animation-related. I'm not expecting you to tackle those kinds of things for yourself, but it would be nice to know if, for example, the temporary solution to disable TF/SF difficulty levels, or the temporary solution to disable buffs to pet recharge speed, is temporary temporary or Cathedral of Pain Trial is broken and we're taking it down until we fix it temporary. -