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Posts
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They'd both be useful in their own right, for different reasons. Ice has Shiver and Arctic Air (extra stacked slows FTW) but Grav has Lift, the cage, Wormhole, and if you slot Crush for slow you can do some disruption there as well.
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Quote:I noticed that WP's Recon was not suppressing, but it was suppressing on my Regen Scrapper. Did they fix the Stalker version of Regen but not the Scrapper version?They did finally fix recon doing suppression. It was causing suppression on wp as well.
EDIT: Or worse yet, did they suddenly decide melee self-heals suppressing was working as intended and WP's Recon is now bugged? -
Quote:The set is still good, but it's most certainly not Rad Blast anymore. I loved it in closed beta before they messed with the recharge times, now I'll stick with Fire, Psi, or Sonic. Having a nice fluid attack chain right at the beginning was nice, and the promise of sticking tons of damage procs into Neutrino Bolt was just icing on the cake. I requested several times to have the recharge times adjusted to 3 and 6 seconds once they were upped, but nothing ever came of that.Hey guys, I recently returned to the game and been looking around to see what I wanted to roll up for a blaster. Ive never been able to stick with one so I thought I have always been a huge fan of my rad blaster corrutpors Ill give rad blast a try.
At first it took me a min to figure out what was wrong and why it was feeling so slow then I realized.
Neutrino Bolt 4 sec recharge when it is supposed to be a 1.5
X Ray Beam 8 sec recharge when it is supposed to be a 4
What the hell. Why would they do this? At first I thought maybe they thought it was op on a blaster with defiance 2.0 but if it is then why does flares still have its fast recharge time?
Im a bit puzzled and out of the loop on this one and was wondering if this is an intended change or accedental. If it was intentional was their any reason given for the change?
At this point I am rerolling the blaster since I noticed so early. I know its minor and at later levels with recharge I wont notice it very much but one of the appealing things about rad blast for me was always having an attack up. Even at low levels. Having 4 attacks and seeing all of them in the grey recharge phase just does not feel like the rad blast I know and love.
Im sure I will get flamed for this because it is better for late game and burst damage but meh. Just wanted to express my opinion, I felt pretty much they same way when they changed barrage on energy melee. Yuck a 6 second recharge tier one...... so much for low level fury on an em brute.
Anyway thats my rant. If anyone can fill me in on why this was done if it was intentional (which im guessing since rad was ported a long time ago it was) it would be appreciated. -
Random and very rare drops off hard-to-kill opponents aren't going to get more people PvPing. Proof of this is simply the existing PvP population: the number of PvPers was far higher pre-I13 when there were no rewards (no inf, no salvage, no inspirations, no prestige, nothing). PvP IOs might be a carrot on a stick for a few people, but the majority of players who try PvP on the off chance of getting an IO go away disappointed and probably don't come back.
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Quote:I think the changes made to the way they dropped were a knee-jerk reaction to stop people from farming for them with little to no regard for anything other than that (seems to happen a lot around here, unfortunately). On one side, prices for PvP IOs went from really high to crazy high; on the other side, PvP IO farming pre-I15 made some people rich, post-I15 farming is making those who are still capable of it insanely rich - and if you're not using the inf gained to buy those expensive recipes you suddenly have a lot more inf to drop into your "everyday" builds.As I understand it, yes, PvP IOs really are the way the devs want them to be. As I recall, they even made a few rather specific changes to adjust them to this point.
Quote:I don't care about PvP recipes and don't want to PvP. I am simply curious why 64 man free-for-alls aren't organized.
Quote:Someone check my math on this.
48 PVP recipes. If I can kill someone in 60 seconds, which I don't know about, that's 100 minutes per recipe.
If we say three recipes are in the billion range (the Panacea unique, the Gladiator's Armor unique, and one other that I don't know?) then you have to get, on average, 16 PVP recipes to get one of them.
1600/60= just under 27 hours of PVP'ing to get a 1-5 billion inf bonanza.
Sounds like a good rate of return- if it's something you'd enjoy doing anyway. -
Barrage does more damage than Energy Punch these days, it's weird like that.
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That's not a bug, that's the way NPC mezzes work... and unfortunately I don't see them being able to do anything about that because the "mez only if not suppressed" flag would have to be added all NPCs or they'd have to make special versions of the NPCs for PvP zones.
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Quote:The simple solution is to avoid the NPCs. Since they come in clumps, that usually isn't too hard, though most people will notice that the I13 changes (which didn't apply to NPCs in the zones) made them a bit more dangerous for someone who happens to wander into them during a fight.Anyone ever get sick and tired of fighting a player then get a 10 minute stun from a stupid Mistress? i am and i say we need to get rid of NPC in a "PvP" zone if i wanted too fight Arachnos ill do it outside of the "PvP" zone. no other MMO has NPCs in a PvP zone except this game.
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It's impossible to slow someone to pre-I13 levels as long as they have Super Speed (without SS there's not much difference between pre- and post-I13, but it's very rare to see PvP builds without SS). One application of a movement slow usually isn't anything to worry about these days, two can get dicey, and more than that is just plain annoying (ask anyone who's been followed around by Mage's Ice/Cold for an entire match). I found that a combination of Lingering Radiation and Web Envelope reduced my running speed to the point where I was unable to evade (though that was also partially due to the -jump meaning I couldn't do anything vertically either). I'm not sure as far as percentages go since I don't know how anything works in that regard anymore. With that much movement slow, the webnades will be your biggest asset.
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Quote:You can reset mayhem missions to farm them for badge credit, believe it or not, but there are a few catches:danged, you fast. (or had a mayhem stored) I just got on and quick hit 5 mish for my bank job. Going in now, and I think we all know I'm only concerned about the one key. Let you know how it goes. If successful this will be my battleplan for the next 3 nights, at the rate of 3 mayhems a night.
* If the mission holder enters the mission, the side missions do not reset when the main mission is reset
* The timer inside the mission and the timer outside the mission don't always line up once you reset, which is more a cosmetic issue than anything
The first point can be dealt with easily enough - have a friend get the mission for you, and then go in, kill stuff to rack up the clock, and then do the arson mission. Jump out, reset the mission, and head back in until you've got credit for the Firebug badge. A bit convoluted but much faster than trying to get credit for one arson every go. -
Signing up @macskull/@Not Mac and @Con Flict.
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Quote:Placate proc is only supposed to fire 33% of the time but right now it's firing 100% of the time or something like that. It's been bugged since at least I13 and possibly even since it was introduced in I11. Stalker/Bane/Night Widow Placate is still busted as well, though that's been that way since I6 so the odds of it ever getting fixed are slim to none.Max - really? they still have not fixed the placate proc or is something else funny with it?
Yea, figured they would stick around for atleast a little, I've always loved therm for dueling anyway
Is that because damage > buffs no or because no one is a team player anymore?
Why is melee so good/easy now, what did they change?
And haha, figured kd/ku would reign after the acro nerf, but that is ridiculous
People don't seem to have buffers as often because Kins and Sonics were quite popular and those two sets got gutted into near uselessness. Every other buff set is a shadow of what it once was, and with PvP focused on damage spam these days there's not as much need for defensive support (offensive support and disruption are still nice, yes, but again there's that "shadow of its former self" thing). People changed to damage-focused builds because that's what works best under the current ruleset.
Melee isn't particularly "good" in an arena environment (it's essentially the same as it used to be if you turn off travel suppression and heal decay), it's in the zones you find them. Between TS, DR, HD, and the mez changes a melee character (especially Tankers and Regens of course) is often very difficult to kill solo unless they're played by a complete tard, and sometimes not even then. Adding an autohit 75% range debuff to Taunt helped as well. Melee characters are considered "good" or "powerful" in a zone environment because the I13 rule changes directly favor characters with lots of HP and powerful one-shot healing abilities (i.e. Dull Pain) because they're able to last longer with multiple attackers on them, plus some melees are capable of putting out Blaster-level damage at range. Yeah, nothing quite like that 3000 HP Tanker over there doing 1000 points of damage without ever needing to get into melee (I wish I were exaggerating, I really do). -
Quote:DR hits recharge pretty badly once you get past 30-50% or so (again, everything's all messed up and no one is entirely sure what works anymore). Whereas under the old rules (and in PvE) you can have permadom with about 75% global recharge + Hasten and have it stack infinitely, you'd need about 120% global recharge + Hasten for permadom under DR, and even then it would only stack two or three times (not sure on that exactly, someone with more experience might know). After I13 the biggest reason to use Domination was for the damage buff, but as you may or may not have noticed Dominators got changed in I15 - the damage buff was removed from Domination and added to the damage modifiers and some assault sets had their damage/recharge/endurance tweaked (Elec is not quite as good as it was, and Energy is really good now). With the way mez works in PvP now Domination doesn't add any mag or duration, it just ignores mez resistance. These days Domination is good for an end refill when fighting Therms, and that's about it.Is permadom still a goal to attain, or is recharge not as important as other stats?
How were confuses/sleeps/fears affected?
Should I even pick up TK or just use dominate to a last moment mez for a kill?
Confuses, sleeps, and fears had the same changes to them as all the other mezzes, so sleeps are largely worthless except as a place to slot the placate proc (currently broken to fire almost 100% of the time so you'll see a lot of Mind Doms/Trollers and Psi Blasters using it). Confuse is still on a different timer than other mez and it's still very useful. Fear is still all kinds of weird but it's not really common - biggest advantage for Fear used to be most melee sets had no protection against that and you could burn someone out of Break Frees during a match, but with a 2-4 second duration that's not the case anymore.
Quote:I also noticed they buffed villain PPP's a bit -
Should i keep medicine and go leviathan for hibernate or mace for PFF?
Should i go concealment for phase and go Mu for power surge?
Quote:Also -
Sonic/Therm wise - if they nerfed thermal shields with DR does that mean instead of going for a pure old school shields support build should i just keep cauterize and thaw and focus more on blasting while integrating Heat Ex and Melt Armor? I'm assuming forge is also useless because of DR?
Also should I go Concealment for phase and soul for PB? Leadership for tactics and Leviathan for hibernate?
In general - do people still pick up CJ for immob protection or just use super jump?
People seem to use CJ as an IO mule these days (LotG, Zephyr -KB, Karma -KB) and just run SS and SJ, but I'll often toggle on CJ when I've been hit by an immob just because it makes it last less time. Speaking of -KB, you may have noticed that knockback has become a lot more common (due to a combination of the Acro nerf from a few years ago and then the I13 PvP changes, especially to mez) and you'll find yourself getting tossed around a lot unless you built for it before I13 or are on a melee. You'll usually want to shoot for 41 points of KB protection in any squishy build, more if you can fit it in. -
I just like watching them because I know the underlying mechanics aren't terribad.
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I would say go for it, 10 seconds to toggle up and haul *** out of there should be enough for a solo player, and if his teammates are on top of things they'll be buffing him as he comes out of that 10-second period.
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Wow, you really have been gone for a while. Let's bring you up to speed on some of the changes that were made during I13:
* PvE-style travel suppression replaced with an unresisted suppression that triggers when you attack, are attacked, or activate a heal or location-based power (this is why Kins are now worthless)
* Diminishing returns (DR) applies to all your stats except maybe hit points (and including slotted enhancements) - intent was to lower the gap between SO'd and heavily IO'd builds and reduce the ability to turn things like Blasters into tank-mages, but had the side effect of making Therm and Sonic shields (and many other external and self-buffs) worthless, and now no one really knows how much of a given stat you can throw into a build before it starts to become a wasted investment
* Heal decay means that if you heal more than once per 8-second period, you heal for less and less until the heal has barely any effect (for example my Therm Corruptor's heal goes from about 430 with no decay to about 86 under full decay). Was supposed to reduce the contribution of heals to a fight but basically had the side effect of turning everything into a damage spam; if you don't have phase or hibernate on a PvP build and you aren't a Tanker of some flavor you'll probably die a lot
* Mez got changed pretty drastically: protection was replaced with resistance, which means that everyone gets mezzed whenever they're hit by a mez. The 15-second suppression period is still in effect, but the mezzes themselves only last a few seconds, do not turn off or suppress defensive toggles (things like armor toggles or travel powers stay running, things like the Rad or Storm toggles turn off), and there's no way to keep from being mezzed and no way to get out of a mez once you've been hit by one except to wait for it to wear off
* Damage was rebalanced - basically AoEs were gutted to the point of uselessness and damage for single-target attacks is now based on animation time, so powers like Shout and Total Focus can be very powerful but you have odd cases like Bitter Ice Blast doing less damage than Ice Blast (the Ice Blast set in general is considered one of the worst sets in the game now) or Flurry and Kick being some of the hardest-hitting attacks.
Basically, they "rebalanced" the entire game in an effort to bring more people in and make more powersets and builds viable, but ended up trashing the usefulness of at least two sets, at least one AT (you will notice quickly that very few people play Defenders anymore and VEATs are rare as well), and effectively destroying high-end organized arena PvP.
Regarding the Dom: use TK as a "get away from me" button since it's pretty much only good for holding someone in place while you back off and heal up or something. Use your mezzes when the target gets low on HP so you can mez them and kill them off while they're unable to do anything. Other than that, ignore the fact that you have mezzes and just play it like you would a Blaster. -
Depends on playstyle, I suppose. I'd definitely do Elec/WP or Elec/Regen (I'd lean toward WP) and whether to go Leviathan or Soul depends on whether you want to give up a hard-hitting ranged attack for less reliance on phase when things go bad.
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Dwarf form melee mod for Khelds is 1.0 as well (Khelds are weird like that, the forms have different damage modifiers than human).
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Yeah, I get that. My only concern with testing under the GMA 950 is that if I find an issue that's obviously graphics-related, I'll have no way of testing it on a supported Mac system to find out whether it's an actual bug.
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Lib might be difficult because of the stacking Vengeance. If you could wipe a group fast enough so that wouldn't become an issue, you might be able to do it, but you're better off spending your time investing in a good Dom or Brute.
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What about matches that enter sudden death? Do we give the win to the team that scores the first kill during sudden death (debatable due to the mechanics of SD) or do we call it a tie?
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Other than Defender TK being hax, I'd probably go with the Mind/Rad.