macskull

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  1. Quote:
    Originally Posted by Prof_Backfire View Post
    I really don't think that people outside the farmers will even notice the changes.
    Right, no one else is going to notice a 1/3 XP decrease on one of the most common enemy groups in the 20+ range. How silly of me to think otherwise!
  2. Quote:
    Originally Posted by Megajoule View Post
    My hope is that this isn't a long-term thing, and will be replaced with a more finely-tuned system as soon as the Devs have bought themselves some breathing room.
    The removal of the Cathedral of Pain trial and base raids were a temporary change too, yet here we are...
  3. Augh, "Mac" isn't supposed to be in all caps.
  4. It only does it if your entire post is caps. If there's anything lower-cased it'll leave everything else alone.
  5. Quote:
    Originally Posted by EmpYou View Post
    Heres the quick list on how to fix PvP:

    1. Supression needs to be buffable again - Playing a Kin should be something people would want to do.

    2. Buffs and heals need to not supress or decay- Target the freakin empath, he's squish as hell. Once he's dead, you can kill the team.

    3. Mez resistance buffs need to grant actual protection, why else cast them when you're going to get mezzed anyways?

    4. Pick one of the following:
    a. global resists are removed from squishies
    b. An unresistable damage component is added back into blasters/stalkers (Outside of their crit

    5. Slowcap and range caps removed so that debuffing classes can actually debuff and survive.




    Why play any of the toons that are effected by the broken things in the new PvP? Is it fun to constantly have re-toggle a debuff because ANY and EVERY AT shut it down? Is it fun to be constantly slowed to a crawl because you are actually good at healing your teammates?

    Why play ranged classes now?
    Here's the thing - given the way DR, heal decay, and travel suppression work, it seems as though they are trying to balance PvP for 1v1 scenarios. It's the only reason I can think of that would make the changes completely ruin the effectiveness of some entire sets (hello, Kins and Sonics) or change other sets into one-trick ponies (hello, FFs and TAs). That mentality's gotta change - in a multiplayer game, there needs to be some impetus to team or everyone will just end up soloing because they have no reason to team. One lucky person will get the rep and drop chance in zone kills instead of the chances being split among a team - which seems more fair?

    I agree with your list, to an extent - here's what I'd change (and keep) about it.

    * Buffable travel suppression - yes please. Kins need to have a use again. Problem then is every damn power that isn't a buff causes suppression. An Emp shouldn't be suppressed for healing.

    * If a power doesn't target an enemy, it shouldn't cause suppression. This applies to buffs, ally heals, self-heals, and pet summons. Targeted location debuffs like Freezing Rain... maybe.

    * Heal decay sucks. If people complain because they can't out-damage someone through their heals that means the healer is doing their job and the enemy should be trying to take the healer out first. Heal decay for green inspirations would be alright, I suppose, but in-set self/ally heals should not trigger heal decay.

    * The mez system needs to find a middle ground between the I12 system and the I13 system. There are two ways this could happen: change mez resistance back into protection globally, and also give squishies mag 3 mez protection (enough to stop a non-crit Controller hold, or a non-Domination Dom hold). At the same time, cut the PvP duration of mezzes in half - hell, standardize them if you want, but make them last a duration that'd be long enough to be meaningful. Maybe something like 20 seconds, which gives enough time to stack the two holds needed to break a squishy's protection and keep them held for a while, but at the same time not necessarily spelling a death sentence if the squishy didn't have Break Frees or some other mez protection source. Another way to do this is like Emp mentioned - keep mez resistance, but ally-granted anti-mez should give limited protection. There needs to be a way to consistently keep offensive toggles up in a mez-heavy environment, and that fits the bill just fine.

    * Speaking of offensive toggles, enemy-targeted toggles (Radiation Infection, Enervating Field, Darkest Night, Snow Storm) shouldn't cause travel suppression on their target. Their debuff effects are bad enough, being perma-suppressed while they're toggled on you is downright sad.

    * There should be an option to completely turn off global base resistances in the arena, which would make external resistance buffs useful again, and Sonics might find a place on lineups and Therms might take their shields. Outside of the arena, that 40% base resistance should be lowered to 20 or even 30%, which would allow external resistance buffs to be useful while still fitting into the DR curves. What a solo squishy would lose in survivability (very little I'd guesstimate), an entire powerset would gain in PvP viability.

    * Agreed about the unresisted damage, at least somewhat. Blasters should get their 10% back and the critical portion of Stalker, Scrapper, and VEAT attacks should bypass resistances. Assassin's Strike needs its damage scalar increased - maybe not back to 6x, but perhaps to 3x or 4x. My most powerful attack barely hits for 800-900 damage with Build Up, which means if my target's not already mostly dead I just end up with a Blaster at half health who can now see me. AS is interruptible and has a long, unenhanceable, interrupt period, and against competent teams is often risky to execute. For the constraints given to AS, and because of how incredibly easy it is to avoid, it needs to be more powerful.

    * Slows need fixing. They need to be made more effective while still fitting into the confines of travel suppression (assuming zone PvP here). Adding back the -max speed attribute would be a good idea were it not for the fact that travel suppression already does the same thing. Increase the slow values by quite a bit and see what happens - having someone just run through your Tar Patch or Caltrops is pretty damn frustrating. Recharge slows seem to be working fine.

    * -Range needs to be looked at. Previously you could debuff someone's range to zero, which wasn't exactly fair, but the lower limit's too high now. Stick the -range cap to something like 15 feet, or about twice melee range.

    * Knockback - wha? It's not at all balanced that squishy ATs need to spend many millions to buy enhancements to stop powers that are completely effective using only SOs. Currently the only grantable ally knockback protection buff is Increase Density, which you won't see too often since the addition of forced travel suppression. Add KB protection in limited amounts (maybe 10 points per application) to all grantable anti-mez powers (CM, EM, Clarity, etc) in a PvP situation only.

    I'm sure I'm missing something here, someone fill me in. Oh yeah, TK's broken, the Defender version still does repel and it's awful long duration for a toggle autohit hold...
  6. Quote:
    Originally Posted by Warhamster View Post
    As one of the few remaining vet stalkers, I approve of statements provided by Macskull and Mel. Going one step further I will add that any stalker using a Shark crit over AS needs to screw his head back on. Revealing your position for that crap damage is simply idiotic and gets you killed. Shark is ok for a placate follow-up to AS, but a lead? I shudder at the new stalker mentality in zone.
    If you're solo, sure, sharks are lol. Like you said, the only time I'm using sharks is placated after an AS (while BU is still running, hopefully) or when a target is low on health and running and I know the crit shark will finish him off. When you're teamed and don't have a mezzer or KBer with you, it's a bit different - crit sharks from multiple Stalkers are a solid addition to any ranged spike. If you've got the mez or KB, then yeah, the AS/followup is a much more reliable and safer route.
  7. macskull

    Pain vs. Empathy

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Teams that need healers suck.
    Right, those teams want an Empathy Defender/Controller, not a healer. Of course if you're soloing you'll want a powerset that's more solo-friendly (which is why you don't see a lot of Sonic Resonance characters especially redside, almost none of the set helps a soloist), but given a team I'd take an Emp over a Pain almost any day.
  8. Quote:
    Originally Posted by Galactor View Post
    You would know all about having a big head, mr. spend billions just to duel in siren's call.
    I haven't been in Siren's Call on any server since a few days before I14 launched, and I certainly wouldn't IO a character just for Siren's level, wtf are you talking about?

    Are you still trying to badly play that hoversniping Energy/Energy Blaster in RV or did you finally realize you suck and quit PvPing?
  9. Lolololololol?

    EDIT: Damn the forums for un-capitalizing that.
  10. First, define "best." Some farm builds handle certain mob types better than others, so some people use "off the beaten path" missions. A Fire Armor character might use a mission full of Infernal's minions, for example (not Harvey's mission). A certain mission from Maria Jenkins full of Mother Mayhem's minions (and with MM herself in the back of the map) was popular among some Spines/Dark Scrappers, at least until that mission had a timer added to it in I12 or I13. Some people use Council/5th/Axis America missions.

    You've already listed the major ones blueside at least, though it doesn't really matter since as soon as they have timers added or the mob XP gets nerfed (hello, Freakshow) people will move on to the next-best thing.
  11. macskull

    Dear Castle

    Quote:
    Originally Posted by Eiko-chan View Post
    Yeah, but MMs don't get perma-fluffy without some serious work, so it's not as bad as you might think.
    3 recharge SOs give Dark Servant a downtime of less than 20 seconds even for an MM (yes, it's perma out of the box for other ATs, so what). Factoring in Hasten cycles it's perma after that, and with some creative IO slotting and set bonuses you don't even need Hasten. Just wish the damn thing didn't have an expiration period. Funny thing is, the pet itself is a duplicate of the Defender version (same for Corruptors) so its debuff modifiers are actually higher than those of the summoner.
  12. Interestingly, you should also be able to enhance the defense debuff of Quicksand (which does not generally take defense debuff enhancements) by slotting it with Enzyme Hami-O's. There's a chance that Membranes would also work so you'd be able to get enhanced defense debuff and a bit of recharge enhancement out of one slot, albeit an expensive one given the selling rate of Membranes.
  13. You will not need Aid Self in a post-I16 /Elec build (spoken from hours of playtesting experience during closed beta on a respec'd build of my live Stone/Elec). Unless going Stamina-less is just something you're tooling around with or you have a good reason to do so, keep the Fitness pool (+regen from Health will stack nicely with the +regen from Energize). You might also grab Weave and look for IO sets that will give you extra melee defense.
  14. I think he means his zoning times have increased.
  15. If there's one thing I've noticed from Freedom RV and (LOL) Justice RV/arena it's that bad players have started getting big heads. You can tell they're bad just by how they move (or don't) and use their powers, yet if they lose they start throwing excuses at you like they're two and can't handle it, and if they win you never hear the end of it. Hell, a few weeks back I ended up jumping into an amusing 2v1 arena match: Spines/WP and WP/SS against my Rad/Psi, and I ended up winning 5-0 in 10 minutes. Some of the stuff they were saying was hilarious - "You only won because you move around" or "You only won because you use inspirations." Hell, there've been times on my Spines/Regen where I've been yelled at in broadcast because "melee ATs aren't supposed to kite."
  16. DR does wonky things to slotted KB mag and KB protection, but here's how it works in a DR off environment, assuming roughly ED-capped slotting:

    * Lift/Levitate: mag 35
    * Power Push (all versions): mag 45
    * Force Bolt (all versions): mag 54

    Some powers, like TK Blast or KO Blow, can be slotted for knockback and overcome 12 points of protection, but why anyone would slot strong-damage attacks primarily for KB is beyond me.
  17. macskull

    Dear Warhamster

    Quote:
    Originally Posted by Silit View Post
    Mr. Bloodmark is correct. Freedom RV is consistently active at almost all hours from what I'd seen. The actual population of PvPers really didn't take much of a hit with i13 - Most PvPers are casual, and don't care enough about the changes to stop playing.
    Subscription-wise, you might be right. Outside of ladder participants, I don't think many PvPers canceled their subscriptions. However, I'd be willing to bet most casual zone/arena PvPers either stopped PvPing entirely or gave up and just transferred to Freedom because there was still a somewhat solvent PvP population there, even after I13. As far as I can tell, that's the only thing that would lead to lower PvP populations on almost all other servers (other than PvPers leaving for secondary issues such as the MA bans or other game changes).
  18. Quote:
    Originally Posted by Storm_Witch View Post
    I haven't PvPed in the open zones since I've returned to the game, and when I did PvP it was back in i9 or i10 I think. I have tried the arena recently though, so I was wondering if the mechanics of the game are the same in both PvP and the arena. I am going to try out zone PvP this weekend to see how much it has changed. It will be with my fire/kin corruptor, she was A TON OF FUN in PvP.
    Yeah, you get the option to disable two (three if you want) of the more idiotic changes from I13, notably travel suppression and heal decay. There's the option to disable diminishing returns if you want but that's usually a bad idea since it means most squishies will have capped resistance to everything (40% base resistance plus another 35-40% from epic/patron shield). Other than that, arena and zones are mechanically identical.
  19. It does, it just does the crit damage to yourself >.>
  20. Quote:
    Originally Posted by Post_Apocalypse View Post
    Can you tell me the sets names of these IO's for the PVP ones?

    % Defense/Resistance PvP IO (it works in PvE too!) and the 3% Defense/Defense PvP IO, Im curious now, as I dont know anything about the PVP sets, but i just want to names to do some research.

    Thanks
    The IO sets he's referencing are Shield Wall, which contains the +3% resistance piece, and Gladiator's Armor, which containts the +3% defense piece. Shield Wall is a defense set, and Gladiator's Armor is a resistance set. Just be aware that the two pieces mentioned are very expensive, much moreso than any purple.
  21. Quote:
    Originally Posted by Joe_Blow View Post
    I think of everything power-wise as benefit vs. endurance cost. I guess that's why I see CT: O more effective vs. the Leadership Pools power, especially in a solo build, because the cost vs. benefit is infinity.

    Yes, this analysis doesn't hold up when the benefit is trivial, but CT: O is far from trivial, especially when 3-slotted with ACC IOs.


    CT: D on the other hand, is a joke. It provides only benefits against ranged attacks, and as far as I recall (if I'm wrong, I'm sure someone will point out I'm an idiot) it doesn't stack with any other defense besides other ranged defense.
    You seem to have the actual effectiveness of CT:O and CT:D backwards. You want to keep believing CT:O is better, be my guest, but don't mislead people into thinking you're correct. Just in case you don't believe me, here are the numbers.

    1. Even fully slotted, CT:O provides the approximate benefit of one even-level accuracy dual-origin enhancement (about 15%). That's half of one SO. Not at all worth taking once you get to SO level, let alone slotting the damn power.

    2. CT:D provides a decent defense bonus. It might only be to ranged damage, but that's not a terrible thing, as it means you don't have to build for ranged defense when you try to get to the softcap. Slotted out, that gives you 12% extra ranged defense. Even not slotted, it's another spot to stick a LotG or -KB IO, and it's another defense power to hold set IOs (5 Red Fortunes for the +rech, for example).

    That being said, here's my Bane build. It's just shy of the melee/ranged softcap when Cloaking Device suppresses (for the love of $deity, don't detoggle that when you're in combat, it still offers defense which is your primary means of mitigation on a Bane), but doesn't have a whole lot of AoE defense, comparatively at least (not a big deal normally since most enemy groups aren't AoE-heavy). You could tweak the build to fit in the Fighting pool and grab Tough/Weave to help boost the defense numbers and smash/lethal resistance, or if you had the cash you could pull out the Steadfast Protection: Res/End from Wolf Spider Armor and replace it with the +3% defense PvP IO.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Bane: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping

    Villain Profile:
    ------------
    Level 1: Bash T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Wolf Spider Armor S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(7), S'fstPrt-ResKB(9)
    Level 2: Combat Training: Defensive RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13)
    Level 4: Bane Spider Armor Upgrade TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(15)
    Level 6: Mace Beam Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
    Level 8: Hurdle Jump-I(A)
    Level 10: Tactical Training: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23), RedFtn-EndRdx(36)
    Level 12: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 14: Super Speed Run-I(A), EndRdx-I(31)
    Level 16: Health Mrcl-Rcvry+(A)
    Level 18: Shatter T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
    Level 22: Tactical Training: Leadership GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 24: Cloaking Device RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50)
    Level 26: Venom Grenade Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dam%(37), Posi-Acc/Dmg/EndRdx(39), RechRdx-I(48)
    Level 28: Build Up RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 30: Surveillance ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46)
    Level 32: Crowd Control Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 35: Placate RechRdx-I(A), RechRdx-I(40)
    Level 38: Poisonous Ray Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
    Level 41: Mental Training Run-I(A)
    Level 44: Web Cocoon NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Acc/EndRdx(45), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(46), NrncSD-Dam%(48)
    Level 47: Tactical Training: Assault EndRdx-I(A)
    Level 49: Combat Jumping DefBuff-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint ULeap-Stlth(A)
    Level 2: Rest Empty(A)
    Level 1: Conditioning
    ------------



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  22. macskull

    Pain vs. Empathy

    Just for ***** and giggles, let's compare Empathy and Pain Dom on a power-by-power basis.

    Tier 1: Healing Aura, Nullify Pain. No differences here. Same stats, differentiated only by AT modifiers (Defenders > Controllers/Corruptors > MMs). Advantage neither.
    Tier 2: Heal Other, Soothe. Again, no differences here. Advantage neither.
    Tier 3: Absorb Pain, Share Pain. Powers are identical except Share Pain gives the caster a damage buff (and if you're an MM, the damage taken by the power is split among your pets and Suppress Pain will allow you to regen the damage taken). Advantage Pain Dom.
    Tier 4: Resurrect, Conduit of Pain. Resurrect is your plain-vanilla rez, Conduit of Pain is like Mutation, but the buff (and delayed debuff) are applied to the caster, not the recipient. CoP is somewhat more useful for a Corruptor than an MM since the MM usually has few or no attacks to benefit. Advantage Pain Dom.
    Tier 5: Clear Mind, Enforced Morale. Powers are the same, except Enforced Morale causes slight damage to anyone you cast it on, and it grants a bit of +speed and +recharge (but only if the recipient doesn't already have significant amounts of either). Given that the +spd and +rech in EM are minimal if they do apply... advantage neither.
    Tier 6: Fortitude, Soothing Aura/Suppress Pain. Soothing Aura's kind of a joke because the heal number is so small even when enhanced. Suppress Pain is nice, but it's no Regen Aura (the low end cost is great though). Compare those two powers to Fortitude, which is an appreciable tohit, defense, and damage buff which can be kept on up to four teammates at once. Fortitude wins this one by a long shot, advantage Empathy.
    Tier 7: Recovery Aura, World of Pain. Both powers have their uses but RA is more generally sought-after because it essentially means you never have to worry about endurance (unless you nuke). Masterminds get better mileage out of WoP than Corruptors, but the numbers aren't spectacular even enhanced. Advantage Empathy.
    Tier 8: Regeneration Aura, Anguishing Cry. AC fits the theme of Pain Dom, but in practice the power's just not that wonderful. It's a long-recharge PBAoE debuff, which when compared to the debuffs Rad, Dark, Cold, or Storm bring is pretty weak. Meanwhile, Regen Aura is busy turning that Blaster into a ranged Regen Scrapper. You could compare Regen Aura to Soothing Aura/Suppress Pain, but RA still wins that fight handily (you don't need to stay near the Emp after they've casted RA since the buff is a click not a PBAoE toggle). Advantage Empathy.
    Tier 9: Adrenalin Boost, Painbringer. Both powers have the same base stats in terms of regen and recovery and both are very useful for those purposes. Painbringer has a 50% damage bonus (less on an MM) which is nice but nothing that can't be made up with a few small reds. Adrenalin Boost grants a 100% recharge speed buff, as well as good slow resistance. Advantage Empathy, hands-down.

    In short, both sets are good at what they do. The reason people like Empathy (and the reason people were begging for something like it redside) is not because of the heals, but because of Fortitude, the RAs, and Adrenalin Boost. The reason people like Pain Dom is because of World of Pain and Painbringer. Independent of each other they're good sets but in a direct comparison, Empathy easily wins. When redside Hami raiders heard villains were finally getting an answer to Empathy, they were happy because it finally meant they'd get the RAs and AB. They got neither (though Painbringer helps the main Hami Brute, or if there are enough Pains, the yellow aggro/damage Brutes as well) - Pain Dom was advertised as the villain answer to Empathy, but it really isn't. The lack of RAs mean redside Hami raids are still somewhat reliant on the only other source of AoE regen in the game - Warburg bio nukes.
  23. Quote:
    Originally Posted by Forgottenn View Post
    lol all i have to say is you fail kaatrina, But good try in being a smart ***.


    I have never played a blaster and don't pay much attention to them but i was wondering about how much dmg dose there snipe do?
    Can do upwards of 400-500 before procs if they've got some extra damage (Aim, BU, reds) running. That figure is after factoring in the 40% resists squishies have (40% base + 40% epic/patron shield - DR).
  24. macskull

    Dear Warhamster

    Quote:
    Originally Posted by Southern_Comfort View Post
    All your posting about the numbers in RV on Freedom prove one thing and one thing only.Freedom has a pvp population in RV. Its still about the same as pre13. In addition, ALOT of people transferred to Freedom specifically to pvp. Ironically, the server transfer fee will fund the development of new booster packs and costume pieces for pve'ers. Har!! Har!!! The laughs on us!!!

    I'd like you to go do a pvp numbers poll on all the other servers and then compare it to whats on Freedom. That might give you a better idea of how many players actually pvp post changes in the game ,WarHamster.
    Nah, don't make him do that. Wouldn't want to see numbers that are useful in more than a vaccuum, would we?
  25. Quote:
    Originally Posted by BLACKJACK View Post
    It seems to me all the problems and complaints with MA deals with those that abuse it for farming and Pling. Why cant the devs just monitor the game and crack down on the offenders? Trace the spams selling inf & PL to the game accounts. Get after not only those that create farm missions but also the team leaders who form and run the farm missions. If this is being abused by a small portion then get rid of them and not punish all who choses to use MA as it was attended to be used.
    Maybe because they tried that already and all it got them was a shitstorm on the forums and a load of bad press?