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The /arenalist command brings up the same UI you'd get at any arena. It's a simple matter of listing the match and your opponent can simply search for and join it, and you'll both be teleported to the match (and then back to where you were when it's done).
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Quote:Couple things:Someday, someone will comment on my build.
Edit: OH! And there are four unused slots, I couldn't figure out where to put them! Advice on that would be good!
* I'd take Hurdle over Swift since Lightning Reflexes already covers your +run and none of that really matters when you're suppressed anyways.
* Found a home for your 4 extra slots: 1 went into Stamina and changed the slotting from what you had to the endmod, endmod/acc, endmod/rech, and +end proc (all from the Performance Shifter set). Added a slot each to SS and SJ and stuck a level 50 endredux IO in each. Added a slot to Jab and put a second damage proc in (Mako in this case).
* You don't really need the stealth IO in Sprint, as stealth's not terribly important in PvP unless you're a Stalker or a VEAT (squishies will often have one or two layers of stealth but that's more for escape than anything IMO).
Other than that, looks like a solid build. As long as you're on the ground there shouldn't be much to worry about in regards to knockback. Get the passive accolades and Demonic if you haven't already (especially the +HP ones, they go a long way in helping your survivability). No time better than now to get them either, with the badge changes in I16. -
Final count says 40 hours for 1-50 but I could probably get that into the 25-30 range if I were going really hardcore about it and had my SK set right the entire time >.<
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Quote:Mez (excluding confuse powers) is on a 15-second suppression timer. Confuse is on its own 15-second timer. Knockback is on a 10-second timer. Knockback, like mez, isn't dangerous in and of itself, but it's very dangerous when coupled with a damage spike or other form of disruption. I don't generally worry too much when I get randomly mezzed or KB'd in a zone, but when I know that it's happening as the beginning of an incoming damage spike, I'll instinctively reach for the phase or hibernate button.Does KB resist if it was used in quick succession? I think opponents will resist same type holds if they are used within a certain amount of time, does that apply for KB as well? IE if I use Power Push to knock someone down and it recharges in four seconds, can I use it to knock them down again?
It seems like you really have to build for it in order to protect yourself from this sort of abuse. Has anyone been on the short/long end of this yet?
I was thinking of creating NRG toon just to go into RV and push people around. Do you think it will work? -
Mind/Nrg, Earth/Nrg, and Fire/Nrg are awesome. Earth/Nrg is especially good because it has lots of -def to conteract the lack of Aim/BU in Nrg.
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Quote:Between I12 and I13, Forts were one of the top dueling and redside/mixed-team damage/control builds. You hardly ever saw Night Widows around, mostly because of the whole melee-vs-ranged disparity. After I13 the focus shifted to Night Widows because of the change to control powers, and because controlled crits, even in melee, made Night Widows viable as burst damage dealers. When elusivity and SoA damage were nerfed in I14, VEATs kind of took a backseat to the other ATs.From what I heard and tested. If you bring in a fort into PVP your mostly gonna be laughed at, since the damage decrease and elustivity decrease, making Forts, and I thinking widows not prime in PvP.
In regards to general PvE, I see a lot more Forts than I do NWs, probably mostly due to the ranged/control aspect. My VEAT was originally going to be a Fort (mixed PvE/PvP hybrid), but then I13 happened and I ended up going NW instead, and in retrospect I'm glad I did. Since the NW version of Mind Link recharges significantly faster than the Fort version, I found it much easier to perma ML and thereby get to the softcap without having to rely heavily on +recharge or +def set bonuses - really, it's much cheaper to make a good Night Widow build than it is to make a good Fort build. -
Most of the /Shield builds I've seen focus on passing the softcap to melee and ranged and usually fall a bit short in the AoE department, but in many cases that's not a big deal since most damage isn't from AoEs anyways, not to mention that you've got tons of HP and decent resists to lessen the damage that does get through.
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Follow-up here:
32 hours from 1 to 43 using my MA arc. I finally got around to checking something with how the level range in the arc was set up and realized that because of how I'd set the level spread (50 min, 50 max), the arc was dropping me down to 47 when I was running at +3, and my lowbie was set to 47 as well instead of 46 as would've been expected. I changed the level ranged range to 45 min 54 max and now everything's working as I'd have expected, and levels 43 to 48 have been significantly quicker.
The character in question is a Son/EM Blaster, which I've been meaning to make for quite some time. I'm leveling it on Justice since that's where I'm best equipped for PLing heroside (I have a Fire/SS on Freedom but his IO build's not done yet and he's not very endurance-friendly). Since I already have an Arch/EM on Justice for zones and random arena, I'm hanging as to where I want to spend the $10 to transfer my Son/EM to - can't decide between Freedom, Virtue, Infinity, Champion, or Pinnacle (I've got my reasons for each).
I've also seen the first few characters with proliferated sets starting to trickle into RV on Freedom within the last day or two - a BS/something Stalker and a Rad/EM Blaster, namely, haven't seen much else I haven't already seen. In my experiences against that Blaster, I've really noticed how sub-par the Blaster of Rad seems compared to the Defenders and especially Corruptors I've seen (not sure how much of that's the set or how much of that's the player, though). If I end up transferring the Son/EM to a server other than Freedom, that leaves me with a problem - do I bother PLing a Rad/EM only to be disappointed and have wasted 30-40 hours, or do I go ahead and do a Fire/EM or Psi/EM? -
It's not that good, so you probably won't find much out there. Given the I16 changes to the set I'd probably focus on +HP and +rech, and fit in extra KB protection because the 15 points it gives you in-set won't be enough for most KB (normal KB protection toggles have 10,000% KB resist attached, Grounded doesn't, and requires you to be on the ground). I'd pick up Acro and slot up some -KB IOs, try shooting for something in the mid-40s (should be easy with Elec).
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Using the /arenalist command will teleport you directly into an arena match, but something's odd about it:
I was running an MA mission with my second account (so a team of 2) - went to observe a match and was teleported right into the match as an observer but kept my team. When I exited the map after the match was over, I was teleported to the mission door (I assume this is working as intended) but I was also kicked from my team (should've happened when I went in, not when I came out, if it's supposed to happen at all). -
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Quote:Which is why you develop for PvE and PvP simultaneously.I agree with most of your post. However, I have been playing the game for over three years without touching pvp a single time. Keep in mind that if devs only work on pvp then the pve side will go to sh**. If PvE is no fun, lvling new guys up will be no fun and THAT certainly will kill the game. Nobody is gonna spend countless hours lvling a new guy up if it is no fun, even if the pvp at the end is great.
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Quote:Mag on high-knockback powers (assuming DR-off ED-capped slotting):Oh, ok so that only effects toggle mez.
I guess this is a different question, but it's still about knockback:
So, how hard of a KB mag does Levitate hit for? Maybe it's mids, but on that it says with a full set of Kinetic crash it gets 12, but why then do people say 32 is needed to effectively block it?
* Lift/Levitate: 35
* Power Push: 45
* Power Thrust: 45
* Telekinetic Thrust: 45
* Force Bolt: 54 -
Quote:Here's what that patch note is talking about:I noticed a recent patch saying something along the lines of "Knockback no longer suppresses when mezzed" or something like that, I don't feel like looking it up.
At first I thought that if you say, cast a hold on someone, and then say (for a mind dom) levitate. The hold would somehow make their normal protection to Levitates levitate not as great, so they still get thrown into the air.
Now, after hearing people chatting, it makes me think that you no longer need a normal 32 mag protection to = a 12 mag protection due to DR.
But, what's the deal? Should I still build for 32 mag protection? Or can I save the slots on -kb to say Winter's Gift: 20% Slow resist, you know, something that would help me more if only 2% of people I encounter will be able to pass a 12 mag attack...?
Previously, getting mezzed would suppress knockback protection toggles - that includes just about every in-set mez protection toggle as well as Acrobatics. What'd end up happening would be the Dom would mez the target, effectively disabling their KB protection, and then use Levitate to KB them. Now that's fixed so you shouldn't be able to KB a melee character through their mez protection toggle at any time (as it should be). Acrobatics no longer suppresses (previously, you might have 35 points of protection, but Acro made up 9 or so of those, so if you were mezzed you wouldn't have enough to stop Levitate) so the issue is the same there.
Building for enough mag to stop Levitate in a DR-off environment will ensure you won't get KB'd by it in a DR-on environment, since KB mag slotting and KB protection DR at roughly the same rate. -
I've heard equally reasonable arguments for and against having Wentworths/Black Market be a power-suppressed area, but I'm in the "leave it how it is" camp for a few reasons:
* Power suppression means I slow to a crawl whenever I get into the market. Since I just want to get in there, do my market business, and get out, I want to be able to move quickly when I'm doing so.
* The Black Markets are often outdoors in open areas. In Cap and Sharkhead especially, there are often times where NPCs will wander into the market zone (and sometimes will be killed by the auto-kill-zone surrounding it) but I've seen on multiple occasions lowbies dying because someone pulled Deathsurge or Scrapyard to a location just outside of the kill zone but within the range of their attacks. Suppressed powers would simply make that sort of occurrence more dangerous.
* I realize that not everyone's got a high-end system to run with: I have both a bare minimum and a high-end system so I know how both camps feel regarding things that can cause graphics lag. The issue of graphics-intensive animations being played in the market area (such as a Stormie unloading all their powers at once) can be somewhat avoided by choosing a less-populated market to do your business at (even on my high-end rig I'll often go to the St. Martial or Sharkhead BMs because it's quieter).
I also agree that the market UI needs an overhaul, much like they did with the badge and contact lists. The "try to load everything when you open the interface" idea isn't a good one and it's probably the issue causing older systems to choke. As others have suggested, the market shouldn't load any data until you input a search parameter or narrow down items via the nested list on the left of the interface. It'd also be awesome if when you had a recipe selected, an additional panel popped out showing the salvage you needed for that recipe and allowing you to place bids from that panel, instead of having to individually search for salvage you need. -
The problem with this is calculating merit rewards - the reward is based off a person being there from start to end, and I'm not sure if there exists a good system to balance rewards for people who aren't there the entire time that wouldn't also be game-able.
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Quote:44 should be enough to stop Power Push in a DR-on environment (probably not in DR-off though, or just barely enough). Most people only build into the mid-30s to stop Lift/Levitate, but I've noticed a few more /Energy Doms around lately and Power Push has a higher mag than those powers.ahh thx for the info about the exporting. I figured it was something like that.
I thought you were using venge as a IO mule. DR does hit it pretty hard which is crappy, but oh well. Then isnt 44 a lil to much then in I16 since acro doesn't suppress anymore? Heck i even think 40 on my build is to much. lol -
I took Veng as an IO mule, not necessarily for the power itself (DR wrecks squishy defense especially, and Blaster-modifier Veng doesn't give much to begin with). Don't really need that extra 4 points of KB protection but I'm not sure if I'm going to be transferring it to Infinity, Virtue, or Freedom once I get it to 50 (I'm PLing it on Justice right now) and I'm not sure how the playstyle of Infinity and Virtue zones are in regards to the prevalence of knockback. If nothing else I'll take CP instead of Veng.
As for the build imports, Mids default is to use UBB, which is the code tags the old forums used - I changed my export settings to use the "Titan Forums (SMF)" tags, since SMF uses the same tags as vBulletin. -
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Just click the datalink in his build and it'll load fine.
Here's the build I'm tooling around with for my Son/EM, though this isn't necessarily final.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Sonic Attack
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: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Hold%(42), Apoc-Dam%(43)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(5), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(9)
Level 2: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Dev'n-Dmg/Rchg(25), Dev'n-Acc/Dmg/Rchg(25), Dev'n-Hold%(27), Decim-Acc/EndRdx/Rchg(42)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-Rchg(19), AdjTgt-ToHit/EndRdx(19), Rec'dRet-Pcptn(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 8: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(37), Range-I(37), Range-I(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(15), AdjTgt-ToHit/EndRdx(15)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33), QckFt-EndRdx/RunSpd(34)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(34), LkGmblr-Rchg+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37), SprngFt-EndRdx/Jump(40)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(33)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33)
Level 32: Vengeance -- Krma-ResKB(A), LkGmblr-Rchg+(46)
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(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
Level 47: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), S'fstPrt-ResKB(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1403;686;1372;HEX;| |78DAA5944B4F13511886CF404BB9B494522EE54E29080519E9CECBC2286262046CC| |0B0112D433B292375A669A789780375EB4A134D4CF046BCFC05E34FD1853FC35DFD| |BEEF3D251A974EDAF79939E7BBBCE74C4F57EE5E0A2B75705E1991C59255ADE62E9| |2FA7625B46AF9B58A555221A5D4901ECCAD596ED12E98EB9EEBE473177CDFCAEFA6| |1A73EBB572D9ABF8E6926B578A7BB915CB75CAB592E53B9E1BBBE2EED815DBF5CDC| |64D7BD6F34AE67AD9B60B61B9BDECF8AE5DADE261D9B6CA8E5B8C361E0A76A5BAE3| |94634B65276F2E7AA50255E79E7B093297A6EF0DD5B8EA417544C8A8A6CFC04741E| |09320FD45309B6962DCF933EB9E0C05EE0B5A1E000F05AD8F807DC126C51B3ACB40| |AF3EF44AA05702BD06D12BFD9A30AD3CD2669DD5FC460A75BD05DE09BA8F800F82D| |943425C4DD0EE0791D5149C937AED7F21471AD265433093829914CC4CC2CCE42C16| |0EB4504A9BACA1AEDA6664688BB40385021DF01786BF30FC75C25F27FCA5A842441| |B8B7C97A1F11F82648B20440151DD22BA61C82ED1504CE7C47E11465452E7F44A40| |2B05C491D31C7F2E333D2F809782BE57827E8AEBD5857AD17C1285A695204101FDB| |A797F52D6B74D3AA0D737B02FED060F04C38F812782F1A7826EAA30847035840AF1| |103B468511ECD0287668143B34FA1EFB801DEAA1F031841B6358ED3C96E9D3C3849| |E99C06B4C0135D229FD36A7B664E8840D6C0379C17401D81514E97735A3EBCDA050| |1A961D9A99C33E04E7BAA4F9C918D00DC405F3DA5FC260FCA43F0453BB30AF4AC0A| |92CB002AC0A32D70064DDA65E0BDAC5025C6480E1C0F131A30F5D6AF99F916CE0F8| |502943469281C639ABFFD7F535DCE8D5B6D64E7A9D25CBB2C1B2C97293E5168BC5B| |2CD9267A97F3BCE8E9E66436758CEB29C6379C641213E371D2C6196084B274B94A5| |8B25CED2C732C872C852FF0DC1DD0138| |-------------------------------------------------------------------|
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Wow, this TF change sucks. I'm okay with it as it disallows the -1 setting, but I am not okay with it as it disallows any setting above standard. If a TF team is capable of running with enemies 2 or 3 levels higher than the team (I'd say 95% of my TF teams are) why shouldn't they be allowed to?
EDIT: Also, where are my PvP travel suppression changes to Mind Link and Fiery Embrace? You fixed the accolades, this shouldn't be any different. -
Quote:So does this mean we should be expecting some sort of change to the Hess TF sometime in the next few issues?Thank you for the posts in the topic. We appreciate all of the comments. Its really not our intentions to try to slip changes past the players; we want to be as up front and transparent with you all as we can. We want to make sure that every change appears in the patch notes so you know whats going on with the game.
Occasionally, we slip up, and thats what happened with the Hess Task Force. As Positron has mentioned in the past, we are generally working an issue or two ahead of the current issue. This means we maintain multiple code and data branches, to make sure that stuff from the future issues doesnt creep into the current issue (though that has happened from time to time.) Due to changes in our internal processes (to make this kind of error less likely in the future) a number of incomplete changes slipped through. Since this was not intentional they were pushed to live with no notice (and no testing). In short, we screwed up. For that, I apologize. Were sweeping through the old data to make sure there isnt anything else that fell between those same cracks. If there is, well fix it and put it in the patch notes.
We also have a lot of processes in place to test what were doing before it gets out to PTS and to the live server. We want to make sure that what were giving you works, and our QA departments do their best to catch bugs before they become a problem on live. However, an MMORPG is a complex game, with lots of moving parts. We do not have the ability to test everything every issue. If we arent making changes to something, we have to assume it still functions. We do perform regression testing, but, as I said, we just cant do regression on every item in the game. Not if we want to actually ship an issue. The bug to Katies ability to follow the heroes came about because of change to something else in the game. We didnt run into any other problems with escort missions breaking and we didnt come across the problem with Katie and the witches until you guys found it. Were sorry it affected your game play and were working to find and fix the problem as quickly as possible. Were adding the problem with the Katie TF to the known issues list and well let you know via the patch notes when it is fixed.
Again, Im really sorry this happened. It is really important to us that our patch notes are complete and describe all of the changes and fixes that are in the patch. We will do our best to make certain that this type of thing doesnt happen again.
--Horatio