macskull

Forum Cartel
  • Posts

    5210
  • Joined

  1. macskull

    Windows 7

    Quote:
    Originally Posted by FloatingFatMan View Post
    Are you attempting to run CoH within a system folder, such as \Program Files\? If so, do not, as it will NOT work. In Windows 7, Program Files is sandboxed. Any downloads a program installed in there tries will go to a virtual folder, and the game will not be able to access it properly, especially after closing and program.

    Install it elsewhere and it'll work fine.
    *shrug* I've got CoH running from my Program Files folder on my Win7x64 install and it's working fine. Then again, I just copied the directory from my old XP install and re-imported the registry values. Maybe that has something to do with it.
  2. Quote:
    Originally Posted by White Hot Flash View Post
    Yes, but are these seasoned PvPers steamrolling because of their general skill, or because they locked on to the FoTM builds that were nigh-invulnurable to all but a few other builds? Castle, misguided or not, was trying to open up the Arena and PvP zones to more playstyles and ATs/builds, and trying to push down the perceived need to only bring certain powersets to the fight at the exclusion of all others. The way he went about it was probably heavyhanded, but I don't think the intent was necessarily wrong. And besides, for every PvPer that said I12 pvp was just fine, there were just as many that were still calling for changes. They got change, but it just wasn't the change they were hoping for.
    See, I somewhat agree with you here. However, under the old ruleset, the build you had wasn't nearly as important as the person behind the keyboard - some people even set out to prove this; for example, Silent Method racked up a huge number of kills in kickballs on his AR/Fire Blaster, hardly a good PvP combination. If you tried to do something like that these days you'd just be laughed off. In most circumstances I'd rather take someone who knew what they were doing on, say, a TA/Dark than random newbie number 1 on their purpled Fire/EM. The people who say certain builds were unbeatable were probably the ones who didn't take the time to figure out potential counters to those builds - sure, a Fire/EM was tough to beat, but everything had its counter, whether it be through a different build or just good inspiration usage. If you wanted to humble a Fire/EM in the arena, a good Spines/Regen was always a solid choice.

    The only place where build mattered just as much as skill (and not even as a complete rule, only a general one) was high-end arena matches, such as the test ladder. Someone likened it to a KHTF - if you're trying to set a speed record for a KHTF you're going to bring a specific combination of powersets to ensure you get the job done. When you're fighting against a group of 8 people just as skilled as your group of 8, you need to be at your best game and bring your best characters to ensure you'll remain competitive. In zones or random KBs, anything could work so long as the person playing it was competent.

    One of the unfortunate side effects of trying to make everything the same is that if a powerset has even a small advantage over its peers, people will flock to it because of that advantage. This is not an issue with the mechanics of the game, or even really the players, but rather an issue with the competitive nature of PvP in general - people want to win and so they'll do what they have to to ensure that happens.

    Based on what we've been told publicly, and via PMs to various developers, there are several given reasons for the I13 PvP changes:

    * Reduce the damage and survivability gaps between the ATs
    * Reduce the discrepancy between a skilled player and a new player
    * Eliminate FotM builds and teams
    * Force conflict resolution via travel suppression and heal decay (that is, if someone starts a fight, someone needs to die)
    * Provide a balanced platform for general PvP and base raid/CoP rewards

    I think anyone who believes they've succeeded here is fooling themselves. Their intentions were good, but the implementation wasn't. Unfortunately, PvPers tried to tell them that during the I13 closed and open betas but the feedback was seemingly ignored, so many people just gave up and either quit or rerolled into builds that were best for the new system (so much for eliminating FotMs, eh?). For the record, even the experienced PvPers knew things weren't perfect under the old system - hell, you can still find a few old stickied threads in the PvP boards where they took the time to list issues with the PvP system, as well as solutions that would best benefit everyone. Some of those issues were addressed as asked for with the I13 changes, some were addressed but not at all in an expected manner, and some were left alone and have been continued to be ignored.

    At any rate, the consequences of the PvP changes mean in their efforts to narrow the skill gap and eliminate FotMs, they've made even less builds really viable and have even managed to eliminate at least two entire powersets from serious competition. Oh, sure, you can say, my Sonic shields add 3% resistance - big deal, that won't even keep your target alive through an extra attack. Sure, you can cage a target for 4 seconds, but unless you're spot-on with your spiking, 4 seconds won't be enough to remove a key target from a fight. Instead, you could've rolled a Cold or Therm and spent that time debuffing, indirectly contributing more damage to your team.

    What's disappointing to me is that the developers didn't seem to care about what the changes did to the PvP population, as long as they had their perceived balance. Adding PvP IOs in I14 did little more than give a small reward to the PvPers who were still left, as I don't know a single PvEer who now PvPs thanks to that addition (well, some of them do arena farms for the IOs now but we can't really count that). My question is this - if the changes were a success, where are the new ladders on the live servers and on test? Where are the new players these changes were supposed to entice into PvPing? You can claim balance all you want, but if there aren't any people around to experience that supposed balance, it's not really a success, is it?
  3. Quote:
    Originally Posted by Dahjee View Post
    Was that a Castle quote? Did he say he was duming down PvP? Or was that what the PvP community just thought and expressed on the forums so it made it true?? Does a good build = a good player? How do you know if you're good if you have to reroll a toon to whatever FoTM rises to the top?? Oh wait that's right PvPers had no choice right?\
    Just responding to this because it's the only point worth even bothering with - you're obviously stuck on some belabored idea that everything's better now so I'm not even going to try and argue. Problem is you're wrong - if the new PvP is that much better, where are all the people it was supposed to bring in, and why have the whiners not stopped whining?

    The part I quoted (that some of the changes were made to limit the skill spread) is true and I can copy and paste PMs to prove it, though I'd rather not at the moment. In short, one of the biggest reasons the PvP changes were made is because a team of seasoned PvPers would steamroll a team of newbies (which should happen by any kind of sane logic).
  4. Quote:
    Originally Posted by CryoTech View Post
    If it belongs to "Team Pokemasters" then start up an event, otherwise the OP is just trying to get a group of people who are interested in arena pvp gathered to fight, he doesnt need your permission for that.
    Silit RPs hard, son.

    Also, now that Freedom has a new PvPEC rep (is this true?) does this mean we will be seeing this 5v5 start up? I've gotten lazy and need a push to get my Rad/Therm and Mind/Emp IOd and accoladed.
  5. macskull

    Bane on PvP

    Banes can PvP, they're just not very good at it. Defense isn't very good and Bane damage took a hit in I14. Given enough buffs they can help but trying to solo on one against competent players playing well-built characters can be an exercise in frustration.
  6. Alright, lemme take a crack at this - I'm usually more than happy to beat down bad logic and poor arugments, especially when it comes to PvP.
    Quote:
    Originally Posted by Dahjee View Post
    Personally I think the PvP community dropped the ball on PvP. The rules of the game changed... as they always do, but no one "got it." Many people still don't get it.... so they simply blame the developers... and/or just go with whatever cookie cutter build they hear or see doing the most damage I guess.
    The PvPers weren't the ones who made the changes. As such they have no choice but to start using the builds that are better - supposedly the changes were to eliminate the complaints about this power or that power or this strategy or that build, and to essentially make all powersets and ATs the same, but we know that didn't happen. There are less viable builds now thanks to DR, DPA changes, free base resists, the mez changes, and travel suppression. People go with the "cookie cutter" builds that do the most damage because when everything's supposedly the same, anything that gives even a small advantage is a necessity to stay competitive.

    People "got" that the rules changed. They also "got" that the new rules dumbed down the PvP experience in an attempt to level the playing field (it helped, but a seasoned PvPer will still roll a newbie any day) by removing the speed and skill aspects of the game. People that didn't like that left, and who can blame them? The people that are still around are disgruntled for obvious reasons, but we've made do the best we can - by rerolling our characters into builds that are useful for the new ruleset.

    Quote:
    PvP 2.0 is not a perfect system, but it's not a completely flawed system either.
    Same goes for the old system, it's just that there's more broken stuff now than there was under the old system (KB being ridiculously OP, mez often being a death sentence, AoEs being worthless, Flares being better than Blaze, Ice Blast being worthless, buffs being largely lopped off by DR, offensive toggle dropping... need I go on?)

    Quote:
    Instead of realizing that support toons and buffers needed to be stacked, people just quit playing them cause their single contribution alone helped only a few a little more than none. Of course some went on to burn a few respecs and spend a billion or two on their Damage dealer... just to get the an extra 8-10% defense/resist that a shield support toon could offer.... Or several hundred million on those -teleport and -repel IOs that a "useless" Kin could offer for a whole team. <--- Just a couple examples.
    Support toons and buffers need to be stacked? What? Many external buffs get hit by DR under only one application, let alone stacked - the only real exceptions here are damage buffs, and def/res buffs to melee ATs (who don't need those buffs in the first place) and squishies running defense-based shields. My Therm sure is glad that his shields add a whopping 3% resists to his teammates. Don't get me wrong - I'm really quite happy to waste endurance to make people look pretty. People stopped playing their support toons (or just respec'd them into damage builds) because damage is all that really matters anymore. Def/res buffs do not make a meaningful contribution to squishy survivability thanks to DR - you'd be better off spamming attacks during the time you'd normally be buffing since you'll be able to damage spam a target until they can't heal anymore.

    People don't spend billions on the tp/repel resist IOs in and of themselves - not for PvP combat, at any rate. The people who're really chasing after those IOs want the def and res, and they cost that much because they only drop off player kills. The PvPers seeking those IOs are usually looking to fill off set bonuses from the PvP sets, or they're just that desperate to avoid being teleported (repel's not a big deal for any competent player except a Stalker, and WP, Regen, EA, and Elec Stalkers don't even have to worry about it). Kins are worthless - before I13 people brought them to matches or zones for SB and IR, but with travels suppression there's no point. Sure, you can use Transference or Siphon Speed, but endurance drains and -spd are very weak and you'd be better off just using your attacks instead.

    Quote:
    Instead of looking into and mastering mitigation and control techniques other than mez.... Techniques that still made the control class the best in PvP control and mtitigation, people just figured that control was dead in PvP. It's much easier to do so I guess.
    What other "mitigation and control" techniques? Only other ones I can think of are disruption - taunting, webnading, or perma-suppressing someone via Rad/Storm/Dark/etc toggles. As of right now, mez and KB are the best mitigation/control/disruption techniques, bar none. A good team will mez their spike target and that target will be dead before the mez wears off, or hit their target with Levitate/Lift/Power Push/Force Bolt and the target will be dead before they can get back up. If you're a control class in PvP right now you're either running disruption with the occasional mez/kb (hello, Controllers) or running ranged DPS with the occasional mez/kb (hello, Dominators). Where's the skill?

    Quote:
    Instead of realizing that the combination of certain sets would create "anti-Spiking" teams that required almost no healing whatsoever, people just griped about Heal decay etc... and also figured it's simply better to spike than to have to think of ways to prevent it from happening to teammates. [/sarcasm] I mean what other than a H3alOr can help a toon/team survive in PvP?? [/end sarcasm]
    Please, tell me: what team combinations are you thinking of? At any rate, it doesn't really matter, because I13 removed the necessity of rolling FotMs or relying on certain team makeups, right? Right? Guys... anyone?

    Heals and resistance buffs are important in PvP because a well-built PvP character will hit you, and you need that additional survivability. Now resistance buffs get DRd so a squishy will never have more than 40-45% resistance, and if a spike team just keeps up a skill-less damage spam, the spike target will die unless they can phase or get lucky and get away (good luck with that against a competent spike team considering how travel suppression now works). You seem to miss the point that between DR on buffs and heal decay, it really is more effective to focus on damage and just kill the other team before they kill you. Of course, having one or two people with heals will help a target survive maybe a few seconds longer - but I was doing an 8v8 KB on Freedom the other night on my Therm, and there was one situation where we were able to keep a spike target alive thanks to our heals, whereas in the zone/heal decay on scenario he would have died multiple times over.

    Quote:
    Most assumed that making PvP easier for newbie PvPers was all about numbers (+this, -this, diminish this other)... when it's possible it was more about making sure AT roles were needed and could be played similar to how they are played in PvE. This was realized actually, but unfortuantely it caused many to just start playing classes designed for damage dealing and DPS. Such a thing is not the fault of the folks who made the changes... that's just what the PvP commuinty flocked to.
    Emphasized the part that that made me laugh the loudest - DR, heal decay, travel suppression, and free resistance did exactly the opposite. Never mind that thanks to the DPA and mez changes, most characters play very differently than they do in PvE. I13 wasn't about making sure AT roles were needed, it was about making all the ATs feel the same in terms of damage and survivability (which failed spectacularly, btw). Hell, Castle even commented on that and said regarding AT normalization "it didn't feel wrong to me so I went with it." In short, most buffs aside from damage buffs are now worthless, Sonic and Kin have no place whatsoever in a team PvP lineup and FF isn't much better off (it's there for Force Bubble and Force Bolt mostly).

    PvPers are an adaptive type - as rules and powers change, they adapt by going to whatever is best at the moment, and you'll notice PvPers have made a shift toward damage dealing. This leaves two possibilities - either the people who write the code got it wrong, or the people who actually use that code every day almost all their in-game time got it wrong. I'm going to venture out on a limb and say it wasn't the players, and I'm betting most of those players would agree with me.


    Quote:
    From what I can see it boils down to this: PvP is what it is because of the folks that play it. The Devs don't create FoTM builds and they didn't make PvP all about damage.
    Somewhat right, somewhat wrong. Devs didn't create FotM builds. Players create FotM builds because those builds are the ones that are the best at doing what is called for. Before I13 you had varied FotMs, and even some builds that weren't FotM but were still very useful. Now you've got only a few FotMs, focused mostly around damage dealing because that's all that really matters. The developers did make PvP about damage - you can even see it in the original I13 PvP changes post, where Castle mentions a bit about messing with AT damage scales to bring the damage of the ATs in line with one another. They ensured PvP would be all about damage by raising, not lowering, the PvP damage of powers relative to their PvE damage (look at holds and immobilizes for the best examples of this). They ensured PvP would be all about damage by making heals less and less effective as more damage was tossed at a target. They ensured PvP would be all about damage by using travel suppression to enforce the fiteklubber "once someone starts a fight, it shouldn't end until someone dies" mentality.

    Quote:
    This widely veiwed misconception is the result of PvPers either not being able to or not wanting to be depentdant on others to survive and/or defeat another.
    Don't be dense - teaming in a PvP environment is still very much preferred to soloing. However, the reasons for it have shifted from teammates providing buffs, heals, and disruption to teammates providing extra damage for spikes, KB, and the occasional spot heal.

    Quote:
    Sometimes I have to LOL in zones at the way people play their toons cause I briefly imagine what a PvE mission would look like if everyone just SS/SJ'ed off to kill mobs with no regard for each other... If everyone slotted and built their toons for damage and offense only... regardless of the AT and it's designed role on teams.
    All-Scrapper teams, or to a lesser extent, some Repeat Offenders teams (like the all-Rad teams), do things like that all the time. You should see them sometime, they're some of the most ridiculously overpowered teams you can think of. Hell, one of the main reasons DR was implemented in the first place was to reduce the effect of buff stacking. I'm not sure of your interpretation of that but to me it sure sounds like someone's spitting in the face of anyone who enjoyed playing buffer toons.

    Quote:
    PvP 2.0 sucks for so so many.... because they've continued to play I12 PvP
    No, because it's not as fun as I12 PvP. It really is that simple.

    Quote:
    If that ain't the truth then please show me all the post I13 Guides written by the hardcore and uber PvPers about PvP 2.0....? Um, yeah... no one even tried. I think the example set by too many of the most prominent PvPers post I13 is what runined the current PvP experience. (Well that, and all the griping that was done before I13... you know, all the complaints people now forget about... the ones that lead to the changes?)
    The kind of PvPers who would write those guides have left the game because they were sick of having what they loved stomped all over. No one bothers these days because experiences from the I13 beta tell us it's not worth trying to get major mechanics changes implemented. You don't need a guide to be at least decent in PvP 2.0 - just use W, A, S, D, and mash attacks as they're recharged, using self-heals and phase as they're needed. It really is that simple, unfortunately. Most of the prominent post-I13 PvPers were around and were good before I13, so I'm not sure what point you are trying to make here.

    I'm also not sure what point you're trying to make about people coming to the boards and whining, asking about changes. The same people that whined about stuff being broken before still come to the boards and whine about stuff. Only thing that's changed is what's being whined about, and there's often more of it.

    Quote:
    When we, the PvP community decide to start creating FoTM TEAM make-ups, and stop focusing on FoTM AT combos... PvP will find it's flair again.
    Let me fix that for you: "When we, the PvP community, manage to convince the devs to screw their heads on right again, and come up with a system that fixes the problems the old system has while bringing back the speed, team dynamics, and value of skill that the old system had, PvP will find its flair again."

    This was a bit long-winded, but I'm kind of sick of people saying "OMG THIS PvP IS SO MUCH BETTER AND THE ONLY REASON PEOPLE DON'T LIKE IT IS BECAUSE THEY ARE BAD."
  7. Here's what I'm using on live. Wishing I could fit Weave in somewhere but it's not that big a deal - nothing a small purple here or there can't fix.

    EDIT: Just to clear up the Electrifying Fences vs Footstomp debate here, Footstomp does knockdown natively (0.67 mag). Slotting it with KB would change that to knockback, which is both counterproductive and a waste of acc/dam slotting. Using Electrifying Fences will prevent that KD from happening, which could be a problem if you rely on that KD for mitigation, but under most circumstances it's not a big deal.

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

    Click this DataLink to open the build!

    SS-WP Brute: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- ResDam-I(A), Numna-Heal(7), Numna-Heal/EndRdx(9), S'fstPrt-ResDam/Def+(19)
    Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/EndRdx(11)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(17), RgnTis-Regen+(17)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23), FrcFbk-Rchg/EndRdx(50)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 14: Super Speed -- Run-I(A), EndRdx-I(25)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx(43)
    Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(27), GSFC-ToHit/Rchg(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit(46)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(40)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(31), Heal-I(33)
    Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(43)
    Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36)
    Level 30: Combat Jumping -- Ksmt-ToHit+(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), FrcFbk-Rechg%(40)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 38: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
    Level 41: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/EndRdx(42)
    Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Resurgence -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1403;702;1404;HEX;|
    |78DA9D935B6F12511485CF70292D0C057AA3A5374A2F145AA6C5272F89265A4D8CA|
    |DA1C15AA3468AEDB1252194C010F5CDC4F8E69326FA647C50E30F50A3D15FE25D7F|
    |8756DC7BAF53A3AF4E607D3367D65967CF993D2B37966CA56E1D5356E844B5DC6C9|
    |68E375AAE0E9C2DBBAD46B91A2A1673EB8524C6945209392BADE8AAD64EB155D78D|
    |52D16DE8DAB6BB13C7AD257D4DD79ADA59AF54ABF5DDEBBA113B5DDBD164719DFD9|
    |3606177B7EA14EB5A6FD9727AAAE2D674B3898B655DAE576ADB6173677BC7A5ABFE|
    |93F5CAA663166F9556CA4D57376E0E524519FAA72C658EB64F6D10F2CA7315D814F|
    |8B6002D78CF4E99D2F6AA7919EA58B3189DAB829E3861547D609BF15959181C4130|
    |078C11D26A92D46B96F762F90E2C68A30A1B557463F98FA47EC47AFC58378A75A34|
    |765DD69D200F2FC01E47523AF07797DC81B405EFEB687F1892EBA4C6C5754F2FA62|
    |82813E418A324388F584E664EAE4BF2043180956382743831382CFA411CB2F3B114|
    |1C9832839714E903D234893C664CBDABED863292BF14430F20C782EC83D157C2163|
    |AFD9E0DE7B3234761F7820483F14745061FDF0A9FE59A928404371F3B4F1F3B2F81|
    |82A4A4E89A1930C43267B08D9496427919D45F657720CC3E71B0E4AC24408B081B0|
    |60B21B7B49B1A3A694D13DC5AF2B4397E3E6758DFF90D0A99FC01EF04B30D3C633D|
    |D11581494326F2355E02656D95541AE28F84E3A0D83771A6D3783269C41F7A553D2|
    |7D5E0A9A350F3A0B5F06BE0C7C1974E906B5E89CE9D2B917B247F32F8157C06B41E|
    |E8DA04C76C73C9503FB02EC0BB02FC09E873D8F16FA46BA88596A114323BE3F1F27|
    |FDE850CB7F8FA0C10A3EF345D2908579A7D8651D5098F4FFC75B7BFF6BEF5A0D921|
    |659D658D649AC0B7C7691E512CB65962B2C2596F63B7BBFD6C8412EE810CB619623|
    |2C77D914E0AF2AC462B38459BA59222C51965E96019604CB2396F66F81D8F5EB|
    |-------------------------------------------------------------------|
  8. Quote:
    Originally Posted by Derangedpolygot View Post
    Powers of a different name stack. (i.e. -res from Howl doesn't stack with another use of Howl)
    This is incorrect, the -res from Sonic Attacks stacks from the same powers. Given a Sonic/Sonic Defender, for example, the only power with -res that won't stack with itself is Sonic Siphon (since it's impossible for Disruption Field to stack with itself since it's a toggle).
  9. Quote:
    Originally Posted by Ryan11 View Post
    Just came back to the game from about 3 months back an decided to play my old wp/em tank, but I dont know if things changed since then or not but right now he is 26 an it will probly take me a good month to get him to 50, but in the mean time i will probly PvP alot with him mostly zones cause I can never find an arena, but what am I looking at here? How will he do? an what should I expect? just need some advice but if someone has a build they like that would be good also
    If he's only 26, roll a different PvP toon. Fire/SS and Inv/SS (and kinda-sorta Shield/SS) work well. Neither WP nor EM are all that wonderful anymore (except for Stalkers) so I'd just make something else.
  10. Fire/Cold, Fire/Kin, and Fire/Dark are pretty hot. Pair those secondaries with Ice or Sonic and you're rolling well too.
  11. Quote:
    Originally Posted by Sentry4 View Post
    All the good pvpers left with i13 because they weren't good anymore, they were average like all of us.
    A good pre-I13 PvPer will still be able to wreck you, just like good post-I13 PvPers routinely do. They left because the game wasn't fun anymore for them and because the devs decided they'd rather nerf skill than fix what was really wrong with the game.

    If you were good before I13, you're still good now. If you weren't good before I13, you probably get an open-zone kill here and there and have a huge head because of it (yes I'm talking to you). You feel the need to have everything handed to you and feel that the only ruleset that should be respected is your own, and you get raged and come post on the forums when people break those rules, which in turn on makes those of us who can PvP laugh at you even more. Worse still, you constantly compare PvP in this game to genocide or other illegal activities, which makes me wonder why you haven't sought professional help yet.

    Seriously, if you lose in a no-insp duel on an SS/Fire with Aid Self against a Blaster with no Hibernate or Phase, you are really terrible and what you have to say has zero weight with the rest of us. Sorry.
  12. BTW he spent the last minute or so of that match inside a dumpster (think it was the KR arena map) trying to webnade the Blaster inside with him.
  13. Sentry4's new sig makes me lol.

    BTW, lemme know when a GM will do something about me killing you in a PvP zone. Until then, it's not abuse or an exploit or even being mean, no matter how you want to paint it. All I'm doing is playing within the rules of the game and you simply can't accept that.

    EDIT: Rei mentioned Vince - he was actually online yesterday on an Ice/Dark Corruptor. We had some fun farming the 3 or 4 vills in RV, so when they finally managed to kill me after their heavy nuked me at point-blank range, they started talking ****, and commented that "any villain can kill a scrapper." Naturally I challenged Vince to an arena match and he accepted (omg!). Set the rules to the standard (no TS, no heal decay) and he commented on that saying I only turned off heal decay since I was a regen. Go figure he got me into Scourge range exactly once because he spent the entire match spamming Twilight Grasp. After a rather boring 10 minutes, I phased as sudden death started, popped two greens, unphased, and hit him with Impale. Of course it was a cheap kill, but it made me chuckle.
  14. Quote:
    Originally Posted by Not_Epsilon View Post
    Inorite, I am so bad, but my MA/EA stalker would still beat him.

    On another note, mac, i srsly hoping he's not rep'pin the rest of justice, cuz now, im afraid to roll anything on that server incase that stupidity is contagious.
    Most of the better PvPers on Justice have either left the game or mostly PvP on Freedom. Sometimes they'll come back to Justice if there's enough people in the zone but if we're lucky Justice RV might have the population of Freedom RV on a bad day once a week.
  15. Quote:
    Originally Posted by SonicBang View Post
    most of the time i just look on my buff bar below my health bar to see whats on me, not actually check the animations...I don't see any major difference besides dueling regens and harder to see aura effects or something
    Might be a bit harder to tell what defensive set a melee AT is using but other than that it's a simple matter of looking at your buff bar to see what powers are affecting you, as those icons don't change.
  16. Eh, not worth rolling something on Justice. Most of the people there aren't all that wonderful anyways, but oh man will they go nuts when they get a kill on you (lol celebrating 3 vills and a heavy getting a kill).
  17. As I'm writing this post, Sentry4's SS/Fire (which has AID SELF - lolololol) is losing in a no-insp arena match against a Blaster without hibernate or phase.

    EDIT: After the match, I told him to drop Aid Self, use greens, and pick up a useful pool like Concealment, but apparently that's cowardice. And this little gem as well:
    Quote:
    [Broadcast] Titan of the Inferno: not to mention i dont know how to use inspirations. don't know which to use or when, lol
    and
    Quote:
    [Broadcast] Titan of the Inferno: all the best pvpers don't touch the forums
  18. No, someone left me negative rep (lol) with "anti-pug" as the comment - kind of interesting considering I'm no such thing.
  19. Try this one... could use more HP but otherwise it seems OK.

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

    rad-pain: Level 50 Magic Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Pain Domination
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    ------------
    Level 1: Neutrino Bolt Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Nullify Pain Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(45)
    Level 2: Soothe Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 4: Share Pain Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
    Level 6: X-Ray Beam Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23), LdyGrey-%Dam(43)
    Level 8: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 10: Hurdle Jump-I(A)
    Level 12: Aim AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(27), AdjTgt-ToHit/EndRdx(29)
    Level 14: Super Speed Clrty-Stlth(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(45)
    Level 16: Enforced Morale EndRdx-I(A)
    Level 18: Cosmic Burst Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(33), LdyGrey-%Dam(45)
    Level 20: Health Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(50)
    Level 22: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 24: Soothing Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 26: Combat Jumping Ksmt-ToHit+(A), Krma-ResKB(43), Zephyr-ResKB(43)
    Level 28: World of Pain TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), AdjTgt-ToHit/Rchg(42)
    Level 30: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(46)
    Level 32: Acrobatics KBDist-I(A), KBDist-I(34), EndRdx-I(36)
    Level 35: Stealth EndRdx-I(A), Krma-ResKB(46)
    Level 38: Painbringer Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal/Rchg(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40)
    Level 41: Invisibility Krma-ResKB(A)
    Level 44: Phase Shift RechRdx-I(A)
    Level 47: Dark Embrace TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
    Level 49: Power Boost RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Scourge



    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1423;710;1420;HEX;|
    |78DAA5544B4F136114FDFAA2B4B4B4A550CABB50B040DB017 6A05113401322D5424|
    |58D1A9B910E38499D366D31B0F307B8D2447CC4F8FA17BAF2 07B852E30397FE0837|
    |A6DE7BCF58302E9DB4E7CCDC39F77EF7DC996F72BBCB01A5E E9E568ED05259AFD78|
    |B4B955A6DA7DAA8D43C397DDBDC6CAFE9A56C55372DAF522A D1BA595CD7AD6DA3A4|
    |ADEB25536F9815ABB848D98DE143C1E2CED69696A7C4E272E 5B6698928B262DD326|
    |A86D5D0FE9CF8F3954A592B540DA31490D3B366C332EA755C AC1A7AD5B4B62372B1|
    |62DD31EBE64DB36C36F606CE54CD4DED70B14265A75CCC510 3466D2F4E8D4ED17FD|
    |EA9ECA3E951FB4429E57C047A2CE47E027A2AD4F68EF451F5 217024EB9C43A939D5|
    |B62AD49E039D17F25F10CAE4853E529603596E07B2FCC80A2 02B80AC4E647D22B9C|
    |B96BB20EF843C0C7918F22EC817A8338FDD93074EBAE0A41B 4EBAE1240627D3EF9D|
    |9C35464FCC8B2CA737AD381403C5416D74D7275D37956F524 22729B3C36EACE3B59|
    |4893F17EA7F017A2934F84A28491582A8E00CFA24347A2094 F92EF4998C86504F85|
    |466589537423629B89C0CC30CC24602601330998C9C08C975 68ADA2B452FC954B21|
    |B42736B782C24E881C0D5731F4D3E101A7E08DA17FA421DF5 42E7EEC5E893187D12|
    |A31FC7E8C731FA1895EDB3D7EDFB4534A4A67F82E0F02BD51 BB0ED0C68489D164A6|
    |585A6D2A00C08D3ECF57209941DFA76747059948D9360C45E 77644A06370A4A628C|
    |41128CA182630CA12C1A3BA08E26EC8E26D665D5631741051 0C693C27852184F88E|
    |A4DDA4F6A1285C2144ADBA1345E995D7A6B35845C1ADCCEC0 ED0CDCCEC41D9CFA83|
    |7A98B5FDCD2275EE2F1A74B7B619FDE850ABFF44F2EED6A65 20E89AC1C6AFEEB78C|
    |39B5C4AFBD6FC745620501B0C97F9F20AC355866B1CBBCE70 83A1C8D07CDBFA4484|
    |E6B9A10586E30C2718EEB1C8CBBBA88321C01064E86408318 419A20C31867E86670|
    |CCDDF2AB50A20|
    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by macskull View Post
    Are people still laboring under the delusion that I16 is going to kill MA farming? Seriously, people, look at the changes - only things they're doing is killing boss farms and pissing off a lot of story-oriented authors who use custom critters.

    If you're having issues finding teams, it's you, not the game. Make some friends who do the same stuff you do - works for the rest of us.
    Oh snap, apparently I'm anti-PuG for suggesting people *gasp* get to know people.
  21. Quote:
    Originally Posted by EnD_Reitanna View Post
    I guess FC is just huge show off. Only reason they refuse so much to leave train station is not even because of long loads honestly, but rather the fact that not so many people can observe their fight and they can't stroke their e-peen. Well, LOL.

    On the other note, this guy is retarded. And if Frost Elf D said so then it is really bad case. I am sorry for people around him (if he got any, what i doubt).

    Yo, sentry dude do you go to Freedom RV? I would love to get rep off ya son.
    He plays on Justice, apparently all the Freedom PvPers are bad.
  22. Quote:
    Originally Posted by Geek_Boy View Post
    Not really, no, no, and they still are.
    Incorrect on almost all your points (except the last one). The MA is more efficient because you can tailor NPC groups to your specific character's strengths, even by using canon NPCs. You can mix-and-match characters using relatively weaker canon NPCs to make the kills easier and take less time. You can do funny things with spawns in MA missions that you can't do with normal missions - lots more mobs in the same area, for example.

    The people who've been farming in PI or Grandville are the ones who've been chasing after purples since those are just about the only things you can't get with MA tickets. If someone's running missions in PI or GV with the sole intent of PLing, I'd laugh at them for not running an MA mission where they could be leveling many times faster (it's not really possible to get a 5-hour 50 being PL'd through standard content, but you'd better believe it's been done in less than that through MA missions).
  23. macskull

    Orbiting Death.

    <QR>

    Costs too much endurance for too little benefit, especially when I'm not spending much time in human form other than using it for the buffs/Unchain/EE. If you're human-only it might be useful but otherwise, not really. Looks cool and that's about it.
  24. macskull

    PB/WS Questions

    A well-built and well-played PB is essentially a cross between a Rad Blaster (mostly for -def aspect), Regen Scrapper (two Reconstruction clones and a Dull Pain clone), and pseudo-Tanker (taunt in Dwarf form).
  25. macskull

    SNOW DAY!

    Tal, your sig is outdated.