macskull

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  1. Has anyone even bothered trying to PL new characters with proliferated sets (or otherwise) for PvP? I'm leveling a Son/EM on Justice so I can transfer it over to Infinity when it's done (yes I'm lazy) - started it today and am at something like 25.5 after 2 or so hours. Have an Earth/Cold on Justice and a Rad/EM on Freedom, as well as a smattering of toons in the upper 30s to lower 40s from before I16 that I wanna get to 50. Maybe the boss farms have spoiled me, but I can't see myself leveling too many more characters after this round. :/
  2. Quote:
    Originally Posted by ShadowNate View Post
    At any rate the solution they have in now is basicly a bandaid, they have said so themselves, it will be revisted in the not so far off future.
    If you believe it will be revisited as soon as you think, I have this bridge in Brooklyn I'd like to sell you.

    Still waiting on the Cathedral of Pain trial, Items of Power, and base raids to come back - base raids are going on a year now and that's the most recent of the things I've listed.
  3. Quote:
    Originally Posted by Alpha_Zulu View Post
    Well yeah and it was pvp where there weren't stupid crazy rules. Cold domination actually slows people. lolwut?
    I forget when exactly it was, but there was a huge event on test (maybe it was the 5th anniversary?) in which there were multiple instances of Pocket D open, and one was flagged for PvP, but since it isn't explicitly a PvP zone or arena, it was using the I12 rules. I heard at the time there was PvP in Pocket D on test, but I thought "meh" and kept on farming because it wouldn't've been worth starting up a copy of the test server just to do the same thing I could do on live. I didn't find out until a few days later that it'd been old-style PvP, and I'm mad I missed it. Of course, the posts pointing out that it'd been old-style and was really fun got modsmacked, go figure.

    I really wonder what sort of things could happen if a server were set aside specifically for PvP, or more realistically, what might happen if every few months a "throwback" week was offered, where all PvP zones and arenas reverted to I12 rules with the I13 APP/PPP changes, elusivity, and perhaps the "shields give protection from everything" rule, but not DR, TS, heal decay, mez changes, or base resists. While we might fun such a thing more fun and it might even bring more people into the zones/arena for that time period, unfortunately I don't think the devs have the same view of success as we do - we view something to be successful if it's reasonably balanced by our standards and has a population that makes the activity worthwhile. It seems to me that the devs view something to be a success if it's balanced according to their whims, with what seems to be little regard to the amount of people who participate before and after the changes (ED comes to mind here). Right now, the only server with what could be considered a healthy PvP population is Freedom, and even some times of day it's slow there - sure the other servers have zone and arena population but it's often sporadic and you might see more than ten people in a given zone once or twice a week.
  4. Quote:
    Originally Posted by DaveMebs View Post
    I think they just wanted to get rid of PLing altogether. maybe they thought it would be unfair if normal players couldnt PL but the vets with farming buddies could get PLs.
    Amusingly, that's part of their given reason for increasing the XP for most mobs in the 5-24 range - they wanted people that weren't getting PL'd to not feel "left out" so they globally increased XP for everyone.

    That being said, competent people will still be able to PL, it's just that it will be much slower than I14 and even pre-I14 (since you will no longer be able to have that 7-level spread between lowbie and the mobs, instead you'll have at most 5).
  5. Weapon Mastery > anything else in PvP right now - the combination of Targeting Drone and Web Grenade makes it awesome, and Shuriken does decent damage on a short timer, good for sticking a proc or two in.
  6. I can't expand the zip archive, for some reason. :/
  7. Hm, how's this look?

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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx/Rchg(7), S'fstPrt-ResKB(9)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), EndRdx-I(13)
    Level 4: Blazing Aura -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), EndRdx-I(25), C'ngBlow-Acc/Rchg(27)
    Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
    Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-Rchg(46), AdjTgt-ToHit/EndRdx(46)
    Level 10: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 14: Super Speed -- EndRdx-I(A), Run-I(40)
    Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx/Rchg(37), S'fstPrt-ResKB(37)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(31)
    Level 24: Quills -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(37), EndRdx-I(39), C'ngBlow-Acc/Rchg(40)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Combat Jumping -- Jump-I(A)
    Level 30: Boxing -- Stpfy-KB%(A), Stpfy-Stun/Rng(40)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(33), Posi-Acc/Dmg/EndRdx(34), ImpSwft-Dam%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Consume -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. macskull

    Brute Template

    Quote:
    Originally Posted by Alexandros View Post
    This is only my opinion offcourse, and well.. will see in zones if i'm right
    Of course it's your opinion - we're trying to save you the time, effort, and frustration by letting you know you're wrong.

    EM's animations take too long and aren't worth it with the low-ish base Brute damage mod. The only EM builds that give me trouble anymore are competent EM Stalkers, and you don't see those often because most Stalkers are Elec/ now. SS provides a constant source of tohit and damage with Rage (you say that Rage's damage bonus isn't high, but in reality Rage provides the same damage bonus as Build Up/Fiery Embrace and it's up all the time except the 10 seconds after a crash), allowing you to effectively negate defense in many cases. That being said, the most effective strategy for a Brute on a team is to contribute a bit of ranged DPS with Hurl/patron attacks while liberally using Taunt and Web Envelope - the amount of hate you'll get by being a disruption tauntbot is unreal.
  9. macskull

    Max HP MM

    So are Thugs and Necro - Thugs mostly because of the Bruiser and the Enforcer buffs, and Necro because of all the control and -tohit flying around.
  10. macskull

    PvP Corr?

    Dark/Cold's still a great duel toon but it's outclassed by Pain and Therm in zone play. Sure, you can do well on one, but unless you have support or are really good at finding and using geometry to your advantage in breaking up a spike, your lack of a reliable self-heal will hurt you.
  11. I like Stone because I get lots of defense between stacking Weave and Rock Armor, because Seismic Smash lets me take a boss out of the fight in one go (and does a crapton of damage at the cap w/ Containment), because Earth's Embrace means I don't have to worry about accolades or +HP set bonuses, and because Fissure's stun stacks with Flashfire and it can take the Force Feedback proc.

    In terms of raw damage you can't beat Fireball, but the utility and survivability of Stone outweigh the damage that Fire brings.
  12. Been tooling around in Mids for a while now, trying to come up with a good build for my Spines/Fire. Now that Blaze mastery is here, I can't skip on teh sexay that is Fireball (or so I think, at least). I'll mostly be using this Scrapper for farming for drops - think a difficulty of -1x8 with bosses off, or bosses on if I'm feeling adventurous. Here's the problem: I'm having a heck of a time trying to fit in the CJ/SS combination, adding Tough to the build, and being able to take an APP AoE, whether that is Tenebrous Tentacles or Fireball. I'd also like to take Burn but can't seem to fit it in - if I take TT I'd like Burn a bit more because I could keep mobs immob'd in it, but would I need Burn if I took Fireball?

    Any help would be appreciated, I may post a build I've been working on when I get back from school.
  13. macskull

    Is it here?

    The difficulty slider and powerset proliferation make I16 the first issue I've actually enjoyed (other than the insanely fast leveling the MA provided) since I12 dropped. Of my current characters, only my Spines/Fire (needs to pick up Tough and trying to figure out how to fit in an APP AoE as well), Stone/Elec Brute (needs to pick up Energize), and Arch/EM Blaster (need to move one stinkin slot) need respecs.
  14. In terms of a Fire/Regen you'll want all the Regen powers except Revive and should probably pass on Resilience. From Fire you'd probably take Fire Sword, Cremate, BU, Confront, Incinerate, and GFS. As far as pools go you'll want Hasten/SS, CJ/SJ, Phase, and the 4th pool is a toss-up between Fighting (Kick/Tough), Fitness, and Leadership (extra tohit and perception from Tactics). For an APP I'd go with either Weapon for Targeting Drone + Web Grenade (and Shuriken - more ranged attacks are very helpfulf) or Body for FA + Laser Beam Eyes.
  15. If you're going to skip something from Shield, and you're softcapped, here's what you skip (in this order):

    * One With the Shield
    * Grant Cover
    * Phalanx Fighting
  16. macskull

    15.9.2009

    -1x8 Liberate Television, no bosses, is my go-to for purples redside now. If I'm after XP, I'll still be in the MA since I can mix-and-match fire damage enemies that give higher-than-standard XP.
  17. macskull

    Brute Template

    Quote:
    Originally Posted by Blue_Justice View Post
    WP is a good set, however, in PVP Rise to the Challenge will be shut off each time you are held or stunned. PVP stuns and holds work differently, so it happens all of the time. Fire Armor is good, but its not the most durable. You will want load of global recharge to keep your heals up.
    In terms of Brute defensive sets for general-purpose PvP I'd give the nod to Fire, then Invuln, then maybe WP. Shields can be passable if built and played well (it seems to be a decent Tanker set, though defense debuffs absolutely wreck it).
  18. Let us know when and where and we'll be there to break 'em up.
  19. Quote:
    Originally Posted by CriticalKat View Post
    Exactly, and well said.

    I think some of the changes they made are very necessary. As an OPTION. In a new pvp'r zone. PVP didn't have to be trainwrecked across the board. Offer it as an option for the beginner. Just like they have a tutorial zone for pve, they should have made the same thing for pvp.
    As far as getting things right goes, I will agree that they got at least a few things right, some stuff was a good attempt at a change that doesn't work quite well, and some stuff just plain sucks.
  20. Mind/Fire is probably your best bet - still the old standby from the pre-I13 days. Mind/Psi will work well too, and I wouldn't touch /Thorny with a 10-foot pole.
  21. Quote:
    Originally Posted by Dahjee View Post
    Heh, that explains the bitterness no doubt.
    Nope, wasn't even in I13 beta. I did make a rather long post about things that need fixing back in May or something, it's still buried in the PvP section somewhere.

    I'm guessing you didn't spend much time reading over the lists of things that could've used fixing, proposed well before I13 hit (here and here if you're too lazy to look them up yourself). One of the issues on that list was "new players are overwhelmed - consider a 'new player' zone to make learning PvP mechanics easier." Unfortunately, the devs listened too well to that particular point and instead made it a blanket change for all zones.

    The biggest issue with the PvP changes was that instead of trying to bring up the low end, they simply decided to drag the good players down to the level of everyone else. People left because it wasn't fun - buffs not buffing, debuffs not buffing, heals not healing, mezzes not mezzing, the speed removed thanks to travel suppression, and billions of inf worth of set bonuses neutered by DR - not because they "couldn't adapt." The idea that people couldn't handle the changes is ridiculous and at best delusional - if something isn't fun for you anymore, you can stop doing it and there's nothing wrong with that. You make the assumption that everyone who liked the old PvP relied on crutch FotM builds and cried when they were taken away. Before I13 my main PvP toons were - get this - a flying Katana/Regen and a flying AR/Dev.

    Quote:
    I'm more convinced now than I was before that I13 isn't broken at all.
    So this means either you haven't PvPd at all since I13 or you're just that bad that you can't see what's broken. At any rate, this statement has probably cost you credibility with most of the competent PvPers left - anyone who says I13 isn't broken is disgustingly out of touch with reality and I now hold your opinion no higher than "random fiteklub under the statue in RV and post youtube videos of it guy."

    At any rate, I'm sick of logging in to find zones empty or full of people who'd rather stand around and watch a Scrapper and a Brute hit each other with Brawl under the statue of Atlas. I have lost a few friends due to boredom and quite honestly I'm not sure why I'm still here. PvP is still more fun than PvE, but it's a shadow of what it was and what it should be.
  22. *shrugs* There's still many bugs that need fixing and much player input that's gone unanswered. We'll see I16 very soon and maybe if we're lucky a followup patch will fix some of our concerns. Lately I've just become used to things not working quite right.
  23. Quote:
    Originally Posted by The_Alt_oholic View Post
    It doesn't.
    And I have suggested that it should - quite a while back.
    Y'know if you're really sick of seeing all those red blocks, a simple solution is to post intelligently or not at all.

    I mean - look at me: I'm a farmer and a PLer and I use MA missions to both those ends. By Alt's standards I'm a blight on this game and on the forums and I should be banned as an exploiter (lol), but those little green bulbs under my name mean that apparently, most of the forumgoing playerbase doesn't agree with her, and I'm actually a nice guy. Imagine that.
  24. macskull

    Max HP MM

    Quote:
    Originally Posted by Necromatic View Post
    Been thinking about a /them MM as well. How come thugs and not mercs?
    Because Thugs, Necro, and Nin are better than Mercs.
  25. macskull

    Max HP MM

    Think the highest I got on my Necro/Poison was 1150.

    Speaking of Thugs/Therm, anyone got a good build? Having a hella hard time trying to fit in all the powers I want and I'm thinking I'll have to forego phase.