macskull

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  1. Fire is better. MA has Eagle's Claw going for it but that's about it.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Ok, so;

    8 man team. Steamrolled everything up to the last mission of the LRSF. Kronos Titan? Floored. Slinger? Floored. Vindicators? Floored.

    Last mission.
    How is it, that such a well done SF can end on such a...a cheap note? It really is just that. 8 or 9 Heroes, set at perma level 53.
    Now, this might just be opinion, but surely there is a difference between 'Challenging' or 'Very Hard' and 'Not actually possible without all 3 Warburg Nukes, Shivans and a specific team make up'?

    If this was a random PuG, maybe it wouldn't taste so bitter. Even then, it will still cheapen the whole thing, that the last mission is basically a lolGank fest, that doesnt so much challenge as just push the difficulty through the roof.
    But this was a team of some very good palyers, with very tough characters. We did all the right things. And we just got flattened.

    At least I understand now why people were so immensley hacked off when the difficulty settings made -1 work for MO runs. Because that isn't challenging, thats just...
    Words fail me.
    And my inner game designer screams 'Cheap'.
    The RSF isn't hard. You don't need Shivans, nukes, or a specific team make up. All you need are 8 competent players including some buffs, some debuffs, and some aggro management tossed in as well. +Def and +res for you, -res and -regen for the AVs, and go at it. Don't remember failing an RSF recently (except the one time we quit after the second-to-last mission since we just needed that badge for an accolade and the team wouldn't have been able to complete the last mission anyways), and generally teams I've been on run it in 35-50 minutes.
  3. macskull

    Some PvP Tweaks

    First step to "fixing" PvP is simple: revert to the pre-I13 ruleset. Once that's done, continue as usual.

    (Yeah, that'll never happen unfortunately, but in all honesty all the QoL changes in the world don't mean crap if the mechanics of the system are pretty bad, and they are right now.)
  4. Quote:
    Originally Posted by Dahjee View Post
    I'm quite satisfied with a set if it makes others log, switch, and/or call for help everytime I show up.
    If a bunch of baddos are running because you bring an SR into the zone, I'm not sure what to say. Usually I'll call an SR (or any Scrapper for that matter) last if I'm targeting simply because a Scrapper won't be getting any kills unless their target is suppressed to hell, in heal decay, and doesn't have phase up. They might be annoying as tauntbots but other than that I'm far more concerned with taking out Blasters and their support. Blueside, same story - melee toons come last.
  5. Fire/Kin/Stone was decent before they nerfed elusivity in I14, now you'd be better served with something /Cold or /Therm.
  6. Quote:
    Originally Posted by Dahjee View Post
    Yes and that Dom and/or Fort will be rocked by some other AT/Build.

    Listing a counter to a set shouldn't be enough justification to say the set is useless.

    Besides, much like any other FoTM... most are badly played... or badly built... or both.

    Also worth metioning that Psi resistance is pretty easy to come by.
    You cannot get meaningful Psi resistance on an SR without sacrificing other build goals. Basically, SR is fine in Elude (sometimes) but that's about all it's got going for it.
  7. The common high-mag KB powers are, when fully slotted, assuming DR on, as knockback enhancement DRs at a higher rate than knockback protection:

    * Force Bolt - mag 54, need mag 49 or so protection
    * Gale - mag 41, need mag 35 or so protection (interesting note: Gale works funny and will sometimes apply two packets of knockback, which means it'll cut through KB protection on just about any non-squishy)
    * Power Push (Defender/Dominator version) - mag 46, need 41
    * Power Push (Blaster/Corruptor version) - mag 35, need 31
    * Lift/Levitate - mag 35, need 31

    Anything below that is negligible and will be covered by the standard protection in a PvP build.
  8. Quote:
    Originally Posted by Konnichiwa View Post
    TAs arent that annoying to stalkers :<, and colds only affected barrier cause hes baaaaaaaaaaaaaaaaaaaaaaad
    No but a TA can keep the better part of a team grounded the entire match, plus Glue Arrow patches and Acid Arrow to keep Stalkers out of hide (long DoT is win). As far as Colds, hitting a healer with Heat Loss and Benumb isn't something to be shrugged off and even though slows got wrecked in I13 something like an Ice/Cold Controller can still get appreciable movement slows going. Plus there's Frostworks which might be useful if there's an MM on the team for targeting disruption (Therm, Poison, whatever). I can see the case for an FFer but most of the other support sets don't have the same role they did in pre-I13 team matches - Defender Rad debuffs aren't unresisted and detoggle on mez, Sonic is worthless, FF is only good on Trollers due to the cage change, Dark isn't useful in large team matches, Kins are useless unless you develop a lineup specifically focused on end drain as a disruption method, and so on. I could see the TA's spot being filled by a Grav/FF or something, for Force Bolt, Force Bubble, and the two cages though.
  9. Quote:
    Originally Posted by black_barrier View Post
    yeah. teams to counter stalkers.



    2-3 blasters
    2-3 disruption (veats inc)
    2 healers
    1 stalker

    small variations of this.



    i think if we keep it 8v8s, there will be enough variation on the disruption spots to keep things interesting.
    I dunno if I'd really consider VEATs to be disruption when the other team only brings one Stalker - between the AS damage scale nerf and DR a single AS isn't going to be as big an issue as it would've been pre-I13, even if the crit portion is unresisted. I think you might see a lineup like this:

    2 Emps/Pains
    1 Therm
    3 damage (Blaster/Dom)
    1 Cold
    1 TA
  10. Honestly I'd push for a 6v6 or 7v7 league, not 8v8, given that the role of disruption has been reduced and there's no need for Sonics or Kins anymore.
  11. I think I still have around 100 in base storage and I'm sure we can find people to farm them up. I'd suggest setting up an EoE farm on probably the Saturday or Sunday before and then earlier on the raid day. Bio nukes are helpful as well, though it's more difficult to do those in a coordinated manner.
  12. Fire/Fire is okay, but Fire/Regen is currently number one for a reason. If you're playing well, you should never die on a Regen outside of a massive coordinated spike. Fire lacks the KB protection and only has the one self-heal.

    Regarding Stalkers: most Stalkers will self-cap their stealth (Hide, Stealth, +stealth IO), but it's somewhat more difficult to self-cap your perception. If you're got a set with perception built-in (SR, Willpower, Ice, for example) it's easier but FA, Tactics, and the +perception IO should get you pretty close. I13 really messed with the solo kill ability of a Stalker (between DR on damage, free base resistances for just about everyone, and a massive reduction in the PvP damage scale of AS, BU + AS likely won't take off more than 800-1000 HP on a squishy). Your worry these days is all the Stalkers spamming Spirit Shark (standard ranged attack, crits from hide, very high damage due to its long activation time), and the changes to the mez system mean you're going to be in for a world of hurt if there's a mezzer teamed with multiple Stalkers.

    If you haven't PvPd since I8, you'd best familiarize yourself with the changes made since I13 as PvP is a very different game than it was three years ago.
  13. macskull

    Rad/psy

    They're ok, but not particularly good anymore. Build for +HP, +dam, +rech, and try to shoot for at least 41 points of KB protection. You'll want phase most likely which means you have to give up perception (not enough power pools for Concealment + Leadership), which is one of the many reasons Corruptors are better than Defenders these days.
  14. macskull

    Any reason?

    I probably wouldn't bother, as you'd basically be playing without a secondary for the entirety of the time you don't have a target caged.
  15. macskull

    Stealth

    Stealth cap for non-Stalker ATs is 571 feet, for VEATs is 852 feet, and for Stalkers is 1142 feet. In other words if you're at the stealth cap on one of the "regular" ATs you will have slightly better stealth than a Stalker using hide alone. A VEAT cannot hit their stealth cap solo (500 from Cloaking Device or Mask Presence on a Bane or Fort/NW respectively and another 300 from a stealth IO leaves 52 feet to make up), and every other AT can with two stacked forms of stealth (in-set or pool +stealth power plus a stealth IO). Getting stealth cap on a non-Stalker AT is handy, yes, but it shouldn't be a primary goal as most things will see you from a respectable distance assuming they've got the +percep IO, possibly tactics, and then team buffs as well.
  16. Quote:
    Originally Posted by GavinRuneblade View Post
    Well with all the PvPrs moved to Freedom instead of Test, we might be getting more of these on the market. At least, one can hope!
    Even consolidated onto one server, there are not (and have not been) enough PvPers in the wake of I13 to significantly contribute. The drop rate's not high enough to begin with and most players are actively trying not to die. I'm going to guess the majority of the supply of PvP IOs comes from farmers.
  17. Quote:
    Originally Posted by Galactor View Post
    Like your good.
    I know that there's only a one-letter difference between CO and CoX, but you shouldn't get those two confused THAT often. Go back to your dying game and pretend you're good there.
  18. Quote:
    Originally Posted by xoxman View Post
    I recall I was at one point able to click USER CP and check messages that went with rep changes, and I cant seem to do it anymore. Am I forgetting something? How do I check these again? Just curious, thanks in advance if someone can enlighten me.
    You can't. Apparently forum rep was a "game" (correct me if I'm wrong but don't we have an entire sub-forum designated for forum games called... erhm... Forum Games?) and instead of using it in a lighthearted manner people were actually *gasp* using it to judge the quality of posts and their posters. Since no one around here likes hearing anything that isn't heaping piles of praise, some people whined, and instead of just turning the whole system off like they should've done on day one they just disabled the ability to view comments en masse. I'm guessing the amount of whine has gone down as people are generally too lazy to sift through their posts to find which ones get rep.
  19. Quote:
    Originally Posted by Elaith View Post
    Pretty sure there's a code reason we haven't seen this. As I recall (not that my memory is perfect, I may be wrong) adding toxic defense to the game was either impossible or prohibitively difficult (pretty sure it was option 1.) Thus, force fields give toxic resist instead of defense. Adding a set focused on dealing toxic damage would pretty much necessitate either A) Adding toxic defense so as not to screw over typed defense sets or B) Giving all typed defense sets toxic resist in their defenses (not that this doesn't exist, but it's generally minor, expecting that toxic attacks will also have another damage tag so the main armors can stop it.) And really, toxic protection even for resist based defenses, is sometimes found in odd places where it probably won't be taken advantage of (dull pain and clones, healing flames.)

    All that being said, while I wouldn't expect one it would be nifty
    You are correct in your reasonings for not having a toxic-based set (which is why most of the toxic damage available to players is either procs or DoTs attached to other attacks). However, if they did decide to make a pure toxic damage-dealing set, they'd have to give its attacks not only a vector by a second type so as to not screw over sets that do not grant toxic resistance or defense (for example, many Mind Control powers are simply typed as Psionic and don't have a vector attached which means they're much more effective against people running defensive sets like SR or Ninjitsu).
  20. macskull

    need bane advice

    Stun grenades in team arena matches if you don't have a mezzer (should probably not be doing 1v1s on that). If you're in zones your teammates will probably be more helpful.
  21. Quote:
    Originally Posted by RoboBug View Post
    is this a joke like the fiteclub police?
    The fiteklub police was srs bsns.
  22. macskull

    need bane advice

    Quote:
    Originally Posted by Solo_One View Post
    how about this one? my mids will only let me slot shatter armor with to hit buff so i put pulverize in as a placeholder to plan out the IOs. i wasnt aware that banes could go higher than 1606hp(i play too many squishies), what is their HP cap? this build has 1728hp, 32.5% +rech before mental training(20%), 18% +damage, decent +acc and +def and -43 kb w/o acrobatics.

    also uses no purples and only the amount of lotg i actually had lying around in my vg base. do you think a bane with CT:O needs a kismet? i could drop a lotg for a kismet pretty easily. finally, how important do you think placate is? i couldnt fit it in this build and still have CT:O.
    i am thinking i can build this for considerably less than 500m based off of what i already have. i wonder if its worth it?
    VEAT/Kheld HP cap is the same as Scrappers at 2409. Realistically you'll never hit that solo so having a /Cold with Frostworks might be nice. That build looks fairly solid, actually. Still not sure if I'd go without Placate (might drop CT:O and just put in a Kismet somewhere) but that's personal choice - in my opinion it's just nice to have because the VEAT stealth cap means things will be seeing you more often from further away and Placate can buy you an extra few seconds if you're only fighting one or two targets.

    Tweaked your build a bit:

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  23. macskull

    need bane advice

    Nah, Shatter when hidden will do quite a bit more than Shatter Armor. SA does more base, but when you factor in the crit it gets nasty (might be even nastier if you did SA -> Placate -> Shatter). The problem with Banes in PvP is they're incredibly hard to build because there aren't many powers you want to be skipping, and you need to fit in at least the two travel powers and phase - another one of my builds went with double Assault and Tactics instead of the Fitness pool but I doubt I'd ever actually use that in combat.
  24. Quote:
    Originally Posted by GPBunny View Post
    Its starting all over again. Spamming Atlas with samurai farms. Please Devs can you cut XP or Tickets in half again. Seems that farmers can't learn from the past. They are spamming request and broadcast, as if they are too stupid to know that there AE channels.

    I vote we have to PAY inf to use AE after all it is in game a company that provides a service. If I go to the local arcade I have to pay to play video games why not AE?
    lol @ the people who thought the I16 changes were going to stop people from farming MA missions.