macskull

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  1. macskull

    spine/regin help

    Quote:
    Originally Posted by The_Gnome View Post
    Speaking of stronger attacks....do I have any strong attacks? Im almost fully IOd (minues uniques) and the damage is.....lacking
    Procs and resistance debuffs from teammates. Sorry, that's how it is now.
  2. Here's what I'm using. I'm sure others have better ones.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Apoc-Dam%(5), GJ-Dam%(46)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(11)
    Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(34), AdjTgt-ToHit/EndRdx(36), Rec'dRet-Pcptn(36)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(37), LkGmblr-Rchg+(42)
    Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-Rchg(27), AdjTgt-ToHit/EndRdx(27)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), QckFt-EndRdx/RunSpd(17)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Range-I(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), SprngFt-EndRdx/Jump(42)
    Level 24: Acrobatics -- EndRdx-I(A)
    Level 26: Assault -- EndRdx-I(A)
    Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
    Level 30: Vengeance -- Krma-ResKB(A)
    Level 32: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Dam%(43)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), Mako-Dam%(40)
    Level 41: Snow Storm -- RechRdx-I(A), EndRdx-I(43)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
    Level 47: Hoarfrost -- Numna-Heal(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(50), S'fstPrt-ResKB(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 3.13% Defense(Energy)
    • 3.13% Defense(Negative)
    • 6.25% Defense(Ranged)
    • 2.25% Max End
    • 50% Enhancement(Accuracy)
    • 46.3% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 5% FlySpeed
    • 153.6 HP (12.7%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -35)
    • Knockup (Mag -35)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 7.15%
    • 20% Perception
    • 2.5% (0.04 End/sec) Recovery
    • 64% (3.22 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 8% RunSpeed




    Code:
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  3. Don't need Medicine pool. Energize should cover you, if not there's always greens. Get Power Surge, you'll want Power Sink, and you'll want Taunt. Don't really need Footstomp. You'll also want Combat Jumping, Super Jumping, Acrobatics, unless you plan on always staying on the ground, even in which case you'll want to buy some -KB IOs. Elec doesn't have knockback resistance to complement its knockback protection like most other melee sets, so you'll get knocked around a bit unless you build into the 40-45 range. You might even be able to get away without taking Fitness, though I wouldn't necessarily recommend it.
  4. macskull

    Tweaks and fixes

    Quote:
    Originally Posted by SmegHead View Post
    Being able to use phase after hibernate should be added to that list.
    While that's technically "working as intended," I'd be inclined to agree with you simply on the grounds that being able to jump into phase right after exiting Hibernate effectively negates the "immobilized" aspect of Hibernate. There's also Ethereal Shift, which is a static 30-second phase which can override the 30-second phase period if used near the end of it (i.e. Hibernate for 25 seconds and then activate Ethereal Shift, and you'll be phased well after that 30-second phase window has expired).
  5. macskull

    spine/regin help

    I'll often open with Web Grenade or Shuriken because my opponent generally won't be in range of my stronger attacks at first. The hold proc will just trigger 25% of the time, and I generally don't worry about mezzing my target. When I'm fighting against someone with toggle debuffs like a Rad or Dark, then I'll be a bit more careful about when I mez (and if it's arena I'll usually carry Stun Grenades).
  6. /signed, but only if you include a provision for the good ones to be able to talk
  7. For a Fire/Dev the only powers you'll need are Flares, Fire Blast, Aim, Blaze, and Blazing Bolt if you want it (for situational use or set bonuses); Webnade, Caltrops, Targeting Drone, Cloaking Device, and Taser/Trip Mine/Gun Drone if you want them. Reason you'd drop Inferno and Fireball is because AoE's generally suck in PvP after the I13 damage rebalancing.

    EDIT: Whee, 7000 posts
  8. Quote:
    Originally Posted by MrCaptainMan View Post
    I'm a PvEer. The reason I don't PvP is the smacktalk. It might be froma minority of players as you say, but there isn't any at all in the PvE game for comparison.

    I'll pop inot WB now though with my En/En 50 Blaster and see what happens.

    EDIT: It was completely empty. I'll go try RV.

    EDIT 2: RV had quite a lot of PvP action going on, so I flew out anf joined in. I have to say, the smacktalk was minimal. Quite friendly, actually.

    However, the gameplay was horribly boring. I would fly out, try to get some attacks in on various SJers zipping around, then get held, drop from the sky and die fairly shortly after that. I repeated this for 6 deathcs, then asked for advice in broadcast. This is the result:

    [Broadcast] Name witheld: keep moving, spec out of fly will help
    [Broadcast] Someone else: If your being spiked, theres nothing you can do really lol
    [Broadcast] MrCaptainMan: spec out of fly?
    [Broadcast] Someone else again: hibernate and phase

    Quite friendly, as i said, but it doesn't help. If I can't PvP with Fly, then PvP is broken IMO. I'm not going to radically change the concept of my toon just to play essentially a repeatable mission with no plot.
    Sorry.

    I do wish you well with your efforts to get more PvP, however, and i say again how pleasantly surprised i was at the general level of politeness and good-natured rivalry I just saw in broadcast.


    Eco.
    Here's an equation for you: let's just pretend PvP is yet another one of those min-max scenarios you come across from players (and, this is probably one of the widespread examples of one in reality). When you're building a character for farming, or AV soloing, or the RWZ challenge, or pylon soloing, or even GM soloing, you usually tweak and refine your build so it performs as well as possible given the parameters of what you're trying to do.

    For example, Fly is an acceptable travel power in PvP, especially for the longer-ranged Blaster AT, with the caveats that it doesn't offer fast horizontal movement to keep with other players with SS or SJ, and that there are tons of -fly powers going around. A partial solution to this is to have Hover in case you get hit with a light application of -fly (Snow Storm, Spirit Shark Jaws, Hurl, etc), and a full solution is to have both Fly and another travel power such as Teleport or especially Super Speed. Essentially what I'm getting at is that you should treat PvP just like you might treat farming or AV soloing: in order for the best performance at a particular task, you need to be willing to forego concept and roleplay and just build your character for the task at hand. Some people don't want to do that, and that's perfectly fine: PvP's just not for them.

    What upsets PvPers about PvEers is when they 1) lump everyone into one giant group because of actions of a few (for example, "All PvPers are trash-talking babies" is a stereotype perpetrated by a very few players); 2) claim a power being changed in PvE is due to PvP reasons (travel suppression and the Energy Transfer animation change were just as much due to PvE usage as they were PvP, I believe the only legitimate power that this argument applies to is Hurricane); and 3) go into a PvP zone once or twice, get killed several times, and get discouraged and give up and/or go post some rant on the forums instead of taking the time to figure out why things happened how they did and how they can learn to avoid them. You're fighting other players, not the predictable, boring, and limited AI, and they're using the same kinds of powers you have, against you. It's a shock to some players, and it's been made even worse because of the I13 changes.

    tl;dr version: If you wander into a PvP zone once or twice and don't like it, that's fine. If you do that and come to the forums and rant about PvP, or develop a negative view of PvPers because of one or two experiences, you should expect very little sympathy from the people who were in your situation at one time but instead of giving up decided to make an effort to figure out why and get better.
  9. macskull

    Tweaks and fixes

    Quote:
    Originally Posted by __Divine__ View Post
    looks good mac....the only thing is...if they removed the suppression from rad toggles they should a least make them like hurricane....where they last 10 secs or so. O, that would be a dream come true lol.
    Thing about that is, Hurricane's not a toggle in how it affects enemies. In a zone situation, offensive toggles should be useful in and of themselves, not because they put the target into perma-travel suppression.
  10. Quote:
    Originally Posted by Neuronia View Post
    I can see why they put in DR, with all the ToHit you could get, especially on Blasters, and stacked buffs/resists...it's at least understandable.

    The base resists are crazy though; I'd rather have people still using their sonics/therms etc for the shields as well as their other innate abilities.
    It is what it is, as the saying goes. Fun can still be found but it's not as much a rush as it used to be (admittedly, it can still be a rush when I play with my old friends that are still around).
    What DR and base resistance essentially does is eliminate the need for teammates by giving you some of the buffs teammates would've provided under the old system (particularly +res and +dam) and then lopping those values off in the name of balance. I don't have a problem with diminishing returns in and of itself, other than it invalidated many build goals PvPers under the old system would build for (permadom - which isn't really necessary with the I15 Dom changes, permahasten, perma-AM, etc.). The concept of DR's fine, but in practice it messes with things in a bad way.

    Where I do have a problem with DR is that it makes defense on squishies essentially worthless unless that defense also has some elusivity (such as Frozen Armor). Squishy +def caps at around 20% thanks to DR, which means even a Force Field bubble is largely wasted. For example, my MM has about 35% smash/lethal defense in PvE between Scorp Shield, Shadow Fall, Maneuvers, and various set bonuses, but that number gets reduced to around 15% in PvP. When I hit Power Boosted Vengeance, that number jumps to about 19% in PvP, even though PB'd Veng should be giving me about 45% defense on its own. My biggest beef about DR though is how it makes +res buffs like the Therm or Sonic shields completely useless on any squishy running a resist-based epic/patron shield (that's most of them, by the way). By essentially providing the buffs teammates would be granting you as part of the system, not only have you changed the dynamic of teaming and support powersets in general, but you've changed the entire focus of PvP to a simple damage spam.
  11. macskull

    Tweaks and fixes

    So I'm working on a list of crap that needs to be looked at and/or fixed. So far I've got the following (just touching on stuff here, not going into detail which I'll do at a later date):

    • Mind Link causes travel suppression
    • Fiery Embrace causes travel suppression (all ATs but Dominators)
    • AoE self-heals like Warmth and Healing Aura seem to be randomly rooting the caster on PvP maps only (couldn't replicate in PvE)
    • Fire Blast's animation/root time seems to be longer when the "Dark Fire" option is selected for color customization (thread on subject is here)
    • Fortunata Hypnosis: Chance for Placate proc is busted
    • Defender Psi Mastery Telekinesis still does repel against player targets
    • Placate (the Stalker/Bane/Night Widow power) is busted
    • Tanker Earth Mastery Fossilize does ridiculous damage (i.e. more damage than Blaze) on its own when enhanced for damage, which is amplified further when you factor in Rage (many Tankers are /SS)
    • DPA balancing produces some weird edge cases like Bitter Ice Blast being worse than Ice Blast, or Blaze not even being worth taking when you can chain Fire Blast and Flares even while mezzed from 80 feet
    • AoE powers are generally useless in PvP due to how their damage is figured
    • Soul Storm's unresisted knockdown due to its animation
    • The 30-second phase window allows any type of phase power to be used (for example, you could use Hibernate and the go right into Phase Shift) - while this is technically working as intended, it kind of sucks
    • The knockback vs knockback protection mechanic in general (having to spend hundreds of millions of inf on a squishy to stop a power that can be slotted with SOs is balanced?)
    • Regeneration is debuffed as part of PvP travel suppression
    • Trying to join an arena match via the /arenalist command from Ouroboros results in the following error: "<name> is in combat and not ready to start an arena match"
    • If an arena match is started with the participants in different zones, observers will not be able to watch the event, even if observers are enabled. Essentially, everyone must join the match from the same zone in order for observing to work
    • We want a "no base resistances" arena option
    • We want a "no sudden death" arena option, or better yet, a kind of sudden death that most people can agree on and is balanced for a wider variety of builds and defenses
    • Observer cameras are still too slow
    • We want an in-match scoreboard for both arena participants and observers so it's easier to tell at a glance what the score of a team match is if you haven't been following the action the entire match
    • Update the /help dialog box PvP and Arena tabs to reflect changes made since I13 (the PvP tab hasn't been updated since Issue 4 when PvP was added) and better explain the arena options
    • Add information about the I13 changes to PvP zone informants/liason officers
    • Enemy-affecting offensive toggles (Snow Storm, Darkest Night, Radiation Infection, etc) shouldn't cause travel suppression on their target, if possible
    • Movement slows need to be looked at and made effective again for more than just characters without Super Speed
    • Cage powers need to be looked and, preferably have the immobilize removed and standardize duration to 8-12 seconds across all ATs
    • Defiance, notably the ability to attack while mezzed, isn't exactly balanced given the current mez system, though there's likely nothing that can be done about that
    • Return travel suppression to PvE values but keep unresisted travel suppression for being attacked by a melee attack from a melee AT
    • Reduce or remove heal decay
    • Reduce or remove base resistances
    Questions, comments, concerns? Things to add? Things that shouldn't be on there? I realize we're not going to get pre-I13 PvP back, but we should at least be trying for a system that's more fun and balanced for everyone involved than the current system. Apparently there are plans to re-enable base raids sometime around Going Rogue, and while I'm not sure how they'd work under the current system, it'd be better for everyone if we could get some meaningful community-driven changes made to the system before it happens.
  12. Quote:
    Originally Posted by Silit View Post
    Aura NRGFX
    AR/Elec
  13. Quote:
    Originally Posted by Niviene View Post
    If any player in an Arena queue is attacked during the arena countdown period, the match will not start. A message will be sent to all participants with the name of the character that prevented the match from starting.
    ...What?
  14. Quote:
    Originally Posted by Liliaceae View Post
    That would have been my guess. Do you have a reference Quat? Any idea how this interacts with GMs?
    Believe it was Castle during the event testing for the zombie invasion last Halloween. I'm not sure that it would interfere with the Halloween GM spawns since they're not technically a zone event.
  15. What powers are they? If one of them is Inferno, my advice would be respec out of it. No joke. If the other is Trip Mine, don't bother and use the slot in a power you're more likely to use in the course of normal (i.e. not just TP Foe into traps) PvP.
  16. Quote:
    Originally Posted by Sentry4 View Post
    I'd get caltrops, actually i have caltrops on my MA/regen.

    When the zone is full of stalkers, more then 5 or so, you don't want to be fighting something without caltrops under your feet. It only takes 1 slot, which i usually slot 1 recharge IO so it's always up when i need it.

    It's also nice when a stalker goes into hibernate, or if some teammate stands still too long.

    Caltrops basically makes stalkers useless, because the sharks won't do much with a lot of HP and heals.
    Caltrops assumes:

    1. All the Stalkers are idiots
    2. You're standing in the same spot all the time

    Neither of the above will be true in good zone PvP. Why? A Stalker will be able to AS you as you're jumping around (or grounded by something, or mezzed) and since Caltrops covers a very tiny area, that leaves them with a lot of room to move around. If you're standing in the same spot all the time, a nice little spike from some ranged toons should get you moving pretty quick. If not, you're either a complete tard, mezzed, or AFK.
  17. Quote:
    Originally Posted by Sentry4 View Post
    If everyone thought that, every duel would be a tie.
    Every duel should be a tie, given equally skilled players playing equally-matched characters (not necessarily similar builds, mind you). Playing the "stand in melee range and diddle each other until someone dies" game kills brain cells and is only serving to restrict your own ability to get better at the game. I don't think it's coincidence that some of the worst PvPers I know on every server I play on are fiteklubbers.

    Quote:
    Originally Posted by Mirage_Mage View Post
    sd ftl
    They need to add an option to disable that and then work with the players to come up with a means of sudden death that doesn't suck (like, maybe clearing all buffs).
  18. MA/Regen. As far as power picks go, try and grab everything out of MA except Thunder Kick, Cobra Strike, and Dragon's Tail (maybe can skip CAK as well) and grab everything from Regen except Resilience and the self-rez. Power pools would be Speed (Hasten/SS), Leaping, (CJ/SJ), Concealment (Stealth/Grant Invis or Invis/Phase Shift), and then for the fourth pool it's a matter of preference between Fitness (Hurdle/Health/Stamina), Fighting (Kick/Tough), and Leadership (Assault/Tactics). Go with Weapon Mastery (Web Grenade/Shuriken/Targeting Drone) or Body Mastery (Focused Acc/Laser Beam Eyes) for ancillary pool.

    Get your passive accolades, Magus, and Geas, build for +HP and +rech with maybe a bit of +dam on the side.
  19. Quote:
    Originally Posted by Zombie Man View Post
    Nivienne just posted that the Rep System is a "forum game."

    So, how are we supposed to know that? According the the forum FAQ:
    What is reputation?
    Reputation is a way of rating users depending on the quality of their posts. If the administrators have enabled reputation, then the reputation icon will be visible in posts.
    So, it can't be used for it's purpose according to the forum providers. So, it's useless as a 'communal quality control.' It's just a game.


    Well, judging it as a game, it's useless. It's just dots without meaning. If we were *really* to game it, we can get teams to 'go after' certain posters to turn their dots deeply red. And then that would get disciplined as harassment.


    And what game encourages anonymous taunts and criticisms? This is forum PvP in it's truest sense since it sets players *against* players rather than friendly competition.



    So really, it's less than useless -- it's harmful.


    Mods, turn rep off for good.


    I've turned mine off and am never going to check any comments again and never going to give anyone +/- rep again.


    Oh, if you you think Tags are a forum game too, and aren't going to edit out the silly ones, then get rid of Tags, too.
    Unfortunately, it seems as though this is yet another attempt to foster a "can't we all just get along?" attitude rather than an "I disagree with you, and here's why" attitude. I can understand taking action against hateful rep comments, but I'm guessing the majority of the "You're an idiot" comments are completely sincere and the poster probably deserved them.

    Just turn rep off already, if it's that much of a problem.
  20. macskull

    PvP on Freedom

    It's too bad there are less people now than there were before I13, and dumbing down the system made all the bad people get big heads because they actually get a kill every so often. Oh well, what're you gonna do...
  21. OH MY GOD A TIE!!!!! That's UNPOSSIBLE!

    (Hey baddo, newsflash for you: a tie is better than a loss.)
  22. Quote:
    Originally Posted by Sentry4 View Post
    i thought the heal enhancement bonuses were affected by ED, so that extra 30% gets turned into basiclaly nothing if your already at around 98%.
    Set bonuses aren't affected by ED.
  23. Word has it that base raids should be making a comeback sometime around Going Rogue, so that's a plus. Of course, no one really knows how base raids will work with the crappy PvP system we've got, but they'll still be there nonetheless.
  24. Eh, any tank except maybe loldarkarmor will work just fine, mostly due to being a huge bag-o-hitpoints.
  25. macskull

    Dark / Cold

    Yes, most ranged debuff builds will wreck melees if played by competent players. It's when you come up against other ranged debuff builds that you start to run into problems. I'm a terrible dueler though, so take my advice with a grain of salt. >.>