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I'd go with Thugs or Bots as the primary, coupled with Dark, Storm, or Traps. Pain or Poison are good secondaries as well but Pain lacks a lot of debuff to take down AVs easily (but it's solid against large mobs), and Poison is single-target oriented which makes it a bit weaker against your everyday PvE mobs (that being said, it's a beast for AV soloing). -
You can get away without the Fitness pool but I wouldn't recommend it unless you want to spend a lot of inf on expensive +recovery bonuses.
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Type "/toggle combatnumbers" and then right-click individual items from the list that pops up in order to monitor them in an always-on window. You can monitor virtually any attribute this way, but you can only monitor a total of ten.
EDIT: Beaten to the punch, oh wells. -
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In case you do not know, all holds are the same now no matter what the mag/duration says it is, except controllers they have longer. Even in domination or power boost.
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This is incorrect. Base duration of mezzes is 2 seconds, unless you are a Controller or a Dominator (then it's 4 seconds). There are some exceptions to these rules but the mez standardization in I15 should've fixed this (i.e. Scare for Blasters used to be 6 seconds base, now if it wasn't manually adjusted to 2 seconds, it'll be 4 seconds). Slotting will still increase the duration of those mezzes, as will other strength mods such as Domination or Power Boost. -
We've discovered having a Stalker on the team helps the last mission immensely - they're the only ones that can get into the "kill rooms" without dying, and then trigger the glowies to kill the ambushes.
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Yep, confirmed in a PM as a bug. No ETA on a fix.
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shield brute
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There you go. In-set KB protection not only has 10 points of protection, but 10,000% resistance. That means your 18 points of KB is effectively turned into 0.0018 points of KB. You're not supposed to be able to KB something running its in-set KB protection. -
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To the best of my understanding suppression is put in place of toggle dropping
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Except defensive toggles aren't supposed to suppress. Your resistance or defense doesn't suppress when you're mezzed, your mez resistance doesn't suppress... why should your KB protection?
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I still see the mechanics of suppression working on everything, but if these toggles didnt suppress, all melee ATs would be immune to KB.
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As they should be. How on earth would you consider it balanced that a Blaster with two -KB IOs would be safe from a power like Knockout Blow, while that Regen Scrapper over there, who has a toggle that provides not only 10 points of knockback protection, but ten thousand percent resistance to knockback on top of that, still gets knocked on his [censored]?
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The balancing factor between the two is that practiced brawler needs to be slotted or needs outside influences to be perma like toggles. In both cases under different situations they both are better then each other.
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It's not a balancing factor that toggle knockback protection fails to protect against knockback. It is a bug. Until I get confirmation from a redname, I will continue to believe this. -
The mez/KB issue is a bug because it's not following existing mechanics. Here's how it works (to the best of my knowledge):
* You get mezzed.
* You get hit with a power that does KB.
* You get KB'd.
The reason this is happening is because being mezzed is causing your KB protection to suppress (it shouldn't, as KB protection is considered defensive). Note that it only happens to toggle-based mez protection - powers like Practiced Brawler as well as slotted or ally-buffed protection (-KB IOs, set bonuses, Increase Density) are not affected by this because they're passive and don't suppress. -
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The only way they can escape being seen by her is if she runs past them and they have AS queued up, RTTC may not debuff them and the AS will still go off as long as it passes it's ToHit check roll and LoS checks.
You're right though, if they are just walking up to her to get an AS off and she's not moving RTTC should debuff them and make them visible by anybody with anything better than a Yellow running.
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RttC won't interrupt AS - it'll only drop Stealth + Stealth IO. Only thing that'll interrupt AS is moving (or being moved) or taking damage. -
When you have billions of inf to kit out new characters and can take a new character from 1-50 in less than 10 hours, you kind of stop caring about FotMs constantly changing. Burn respecs to get the good stuff off the old character, delete it, PL up a new one, slot those IOs, accolade it over the course of a day or two, and you're all set until the next issue.
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Which mez bug? The one where mez + KB will ignore toggle KB protection, or the one where NPC mezzes last an ungodly long amount of time?
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In PvE, Warshades blow PB's out of the water because their self-buffs are fueled by the enemies around them. However, that's their weakness in PvP - PB's buffs and heals are entirely self-contained and are always the same strength.
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Zones essentially ignore the "3 levels" rule because everyone in the zone is set to the same effective level. It's in the arena that things get a bit more complicated.
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What time during the animation are you interrupting them? After a certain point in the animation, doing damage won't interrupt AS.
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All your attributes - defense, resistance, recharge, +HP, +damage, everything - is subject to diminishing returns. Basically at any given time, the game tallies up your totals for your attributes and then applies the diminishing returns curve to them. They don't decay over time, but adding more and more of the same thing becomes less effective over time.
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But how can you really call a legacy version of an item "broken" if it's been in the game for years?
[/ QUOTE ]The same way Defiance 1.0 or Domination pre-15 were broken?
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In other words, not broken at all. -
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You forgot the "arena PvP matches no longer give any rewards" patch note. -
Welcome to the new PvP, where powers don't work like they're supposed to and everything from slotted enhancements to your own powers to external buffs are subject to diminishing returns.
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EDIT - Oh and btw, it's entirely possible they turned it off for now until they figure out how to handle it.
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You mean, like they did with the Cathedral of Pain Trial and base raids? Yeah, if that's the case I wouldn't expect to see them back anytime in the next few years.
I'm almost wishing I'd held onto all the PvP IOs I sold, because I know I could probably get double what I sold them for now. -
No more awards in the arena, period, it seems.
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Hold onto it. If this rumor about no drops in the arena is true, the price is about to go waaaaaaaaaay up.
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Subbing out drops for badges is not going to get more people into the arena.
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Cold is good, Ice is garbage. Reroll as Sonic or Fire.