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Posts
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Joined
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Aaaaaaaand Corruptor Forge still suppresses (Controller Forge is fixed) after the patch to test.
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Okay, this is a fairly easy topic to explain. Knockback and knockdown are exactly the same mechanic (they use the horizontal axis). Whether an attack does knockback or knockdown depends on the magnitude - if the magnitude is less than 0.7 (maybe it's 1.0, I don't remember, but there are no player powers AFAIK that are less than 1.0 but greater than 0.7) the power will do knockdown. If it's greater, it'll be knockback. Knockup (all jokes aside
) is a similar but separate mechanic - it uses the vertical axis instead of the horizontal one.
One thing of note is that if a power does knockdown and also accepts KB IO's, you will effectively be increasing the magnitude of that knockdown and turning it into knockback. This is not always desirable, especially in a power like Footstomp. Enhancing a power that does knockup (Knockout Blow is one example) will simply increase the vertical distance of the knockup. -
AR has three really good cones (all of which were good before the AR buffs a while back, but now they're awesome), which require you to be a distance away from the enemy to leverage effectively. Many of the powers from Traps require you to be at or near PBAoE range of the mobs (PGT and Tripmine, notably) to work best.
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Because PvP sucks compared to what it was like before I13. Lots of good people left.
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Even though power customization would likely be a cool feature (depending on how it's implemented) I would be a sad panda if I couldn't recolor the powers on my Rad Blaster the day power customization went live.
See what I'm getting at? -
If you're looking for constantly busy zones with mostly even sides Freedom RV and Siren's really are your only options these days, sadly. Even Infinity and Liberty, which used to have healthy PvP populations, aren't doing so hot.
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I don't play heroside in Freedom RV much (my Fire/SS is the only RV-level hero I have there, and I'm not even done with his PvE build yet, I haven't even started his more expensive PvP build). Most of my heroside RV gameplay has been on Justice, where there's all of three or four good Stalkers (and they're almost always playing on a hero on my team when I'm there
). Most of 'em are bad - there's one that literally does nothing but spam Focus and Nemesis Staff.
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This thread makes me laugh. Clearly the OP has no idea how defense (and that's all aspects of it - defense, def debuffs, tohit, and accuracy) as a mechanic works, nor does he know how to best play his character.
My DM/SR's only weakness is soloing AVs, and the reason it's problematic for me is running out of endurance, not getting hit. -
I hate G4 for what they did to TechTV. Not debating about Morgan Webb though.
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Justice is pretty dead lately - a lot of us have been playing on Freedom the last month or two.
Which zone are you trying to find people in? The most active zone on Justice is Recluse's Victory, which is level 40+. You likely will not find anyone in Bloody Bay (15+) except those looking for Shivans. Siren's Call (20+) is a bit busier but I don't know many who go in there anymore. Warburg (30+) is similar to Bloody Bay in that most people in there are hunting temp powers and not other players.
If you're looking for arena matches, make use of the arena channel ( /ac ). -
Assuming PvE, go Fire or Sonic. Assuming PvP, go Sonic or Rad.
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You won't be running all your toggles at the same time for very long. You'll either get a kill, the enemy will run out of range of your debuffs, or you'll get mezzed and RI and EF will turn off. You don't really need Focused Accuracy with the Rad toggles, I have it slotted mostly for the +HP set bonus.
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When I'm playing my Stormies, I'll sometimes put the Scrapper on follow. With Hurricane running. And a Tornado or two trailing behind me. And Gale on auto.
Incidentally, the only people that ever complain that I'm a bad Stormie are the ones I do that to. -
It's kind of funny, though. Ice was probably the best Corruptor PvP primary before I13 because of that very reason - it has different activation times than the Blaster and Defender version and you were able to put out a good attack chain very quickly. Now those shortened animations have come back to kick it in the groin.
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[ QUOTE ]
The complaints directed towards the buff (yes, it is a buff. No, if you think it's a nerf, you're wrong. Period) have been so half-baked and ill-informed/thought out that it's been comical.
[/ QUOTE ]
You haven't been reading much of the constructive criticism then. Many, many of the posters who have left feedback in their testing of the changes have said Domination builds slower, they have pauses in their attack chain that aren't there on live, and they are burning through endurance faster. Hopefully these issues are addressed before I15 goes live (I'm guessing they will be - I'd expect to see the early-tier recharge/damage/endurance dialed down a bit, to a comfortable medium between what's on live and test).
Other than what I've listed above, my only concerns about the Dominator changes have to do with Psi Assault:
* The change to PSW also changes the feel of the set. Peopled generally played Psi Assault because they wanted to have really good AoE. Now, they have "ok" AoE. Psi is no longer the AoE assault set (that probably goes to Fire now). You can leverage the buffed Psychic Scream to make up a bit for PSW's being gutted but that requires a lot of extra positioning and the cone on Psi Scream isn't very good.
* Dominator PSW now costs 18.5 endurance. The Blaster version on live, which is essentially the same thing in terms of recharge, radius, max targets, and animation/activation time, costs 10.2 (same end cost as the Dom PSW on live). Either the Blaster version gets adjusted upwards or the Dom version gets adjusted downwards. Having what essentially amounts to two identical powers with very different endurance costs just sticks out badly. -
I stopped caring about what powers look like a long time ago. I'm more concerned about what they do than how they look.
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Don't forget that PSW is also getting changed from 10 max targets to 16. I'm not sure you'll often be able to take full advantage of that 16 with the decreased radius, but in essence you'll be hitting more targets per use, but dealing less damage to each of those targets.
If you have a /Mental Blaster with PSW, that's roughly what Psi Assault's PSW will be like once these changes go live. -
O2 boost suppresses because it's considered a heal (lol at that). Self-heals (Healing Aura, etc) should not cause suppression. Ally heals should not cause suppression. In short, any power that does not directly affect an enemy player should not cause suppression.
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Get rid of Howl and Dreadful Wail. Don't take the Concealment pool if you're not also going to take Phase Shift. You went overkill on the recharge time, and should have more HP set bonuses. Here's one I threw together quick.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
sonic-rad corr: Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Shriek -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Dev'n-Hold%(40)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), HO:Enzym(11), HO:Enzym(11), HO:Enzym(13), Range-I(13)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(17), Efficacy-EndMod/EndRdx(17), P'Shift-EndMod/Rchg(19)
Level 6: Scream -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Dev'n-Hold%(42)
Level 8: Shout -- Apoc-Dam%(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(27), Range-I(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(31), Range-I(46)
Level 12: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), Rec'dRet-Pcptn(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 16: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Numna-Heal/EndRdx(43)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 24: Lingering Radiation -- Acc-I(A), Acc-I(37), RechRdx-I(39), RechRdx-I(39)
Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), RechRdx-I(37)
Level 28: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(42)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(43), LkGmblr-Rchg+(46)
Level 38: Invisibility -- LkGmblr-Rchg+(A)
Level 41: Phase Shift -- RechRdx-I(A)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(50)
Level 49: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(50), GSFC-ToHit/Rchg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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[u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]6.25% Defense(Ranged)[*]51.3% Enhancement(RechargeTime)[*]33% Enhancement(Accuracy)[*]3% Enhancement(Stun)[*]6% Enhancement(Heal)[*]10% FlySpeed[*]204.8 HP (19.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 2.2%[*]20% Perception[*]10.5% (0.18 End/sec) Recovery[*]84% (3.76 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
Ah, I didn't know they had changed the patron / ancillary armors. I was never that big on PvP... just played around in the zones some, and haven't really fooled with it since I13 hit. I knew about the 40% resist all, but with the armors also blocking everything... yeesh, that's like everyone having Scrapper level resistances with no holes.I guess /Psi will be a bit weak then since in terms of raw burst damage it will still lag behind /Fire and /Energy. The -recharge may be useful, but there are better ways to get that without sacrificing damage... like Ice Corruptors.
[/ QUOTE ]
Ice Blast is probably now the worst Corruptor PvP primary thanks to the I13 damage changes. You're better off with just about everything else.