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Dan Petro

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Everything posted by Dan Petro

  1. I think the problem becomes inserting special rulesets into an area where everyone has their own idea of what is fair and balanced. When the server first relaunched, this topic was brought up (alpha only RV) and I was initially for it but there were a good many zone PvP'ers who came in and basically said "No, we want the chance to be at maximum power, anything goes, etc" So I came around to the idea of letting Zone PvP be Zone PvP. See how broken you could make things with the general idea that eventually people would figure out some of the ultra cheese that comes with zone PvP. Incan stacking is the tip of the iceberg. You have base TP macros to keep you from ever dying, you have loading into the arena to reset tier 9 powers every 6 minutes (Tier 9 /burnout / tier9), you have the base TP macro to refill inspirations on demand. etc etc etc.
  2. http://www.cohplanner.com/mids/download.php?uc=1519&c=688&a=1376&f=HEX&dc=78DA6594CF4F134114C767BA5BD7164A5B0AB4407F500A08A55DDAE8DD9F2D102021723664A19BBA4969D7B61839FA2F78D044452FFE808B7F8D27E351E309F5A80753DFEEFBB634D94DB79F99F7DE77E6CD9B99DD79726FF4D3FAD39B4286EE368C4E67FF0EFD77CDB67FC7A85B87C279347AA761DEBF6F34EB664DAF5A6D9343737DCFDEB16DB7DA5DBDD234DBF593FD1DA369D9C70DA36BB59A22B8DB6A35F43DDB346BA36E73DB346CAB590FF73B35B3DD7968D951B7BFD97C6C75AC03AB61754FC62BB675A8571BC69149433A139D24289F557A6F89FED35345C1274439207C455067AA6B60897934AC11AA6BBB22411FF3AA02AACCDB142D59E3972B8A6B0BE6C155E668012C32C774668B540A6B7DCA7BCE61EC0333F291394F05F6738CF43B0B737C604EE3FA3B7A6D9AC71C9F01BFB27E8A020288094C4AD736F187BA292262E214332279DD23123A1FA8301388CD7F71A889046942AC11A12CE7F3881046FDC249CE239162CEA4C10C3339C7AC507494354AF49CE748A21669D4228DF5560931D43AF692F5E953E6DC5B107B30879A67CB3C4694F29D441D2751872CEA10235F9CD7A2C4DF717CF68C99430EB953622C20D69DF38E1CA6BFF119C8FD602E7C073F73BE0BC865C9CD45131334CF2CEA338B1C96D611B3C1BCB60922B71069529C9B3F054DDFB7F20FDC62CD4A9599C75863A4CDF07C22036D977AF3B0CD63DFCE287C116B5A44CE79D4AF500137B90E85231EA7684877EE73722FA376CB536C2BC6C10473ED2F8F11D1F86E3A73AF624F37083ACEA7FE8AE3CAAFC137CC30E94AD095DCB56B22A90EEE2AFDE81159B57F157BBDADFCC0DBCB7B224B1E4BD963B9EEB1DCF058B63D965D75F03510D2B50422833BDEBB0892570E7B7F5D5AA4BCC0AAB3CC9F9EE8DF97169F7CC1FBB1F61C7C866F599C802A3C083AE372DB186A1F0CB57787DAFF011395EFFE
  3. The PvP discord is a much larger resource for builds / help / etc. You can hop over there if you want to ask questions and get real time feedback/answers. As for guides, there isn't really a one size fits all. There is arena PvP, Zone PvP, fight club, solo builds, team builds. 1 v 1 builds, 2 v 2 small matches type builds. 8 v 8 builds, etc. Each group has different things going on, different priorities, different goals.
  4. They are intended to be league wide buffs that you can stack with up to 30+ people to tackle incarnate level threats. You can cap out defense, resistance, recharge, recovery, and regeneration between (on top of allowing aura heals to be as potent as or much more powerful than single target heals with incan stacking) The zones should IMO remain the wild west for PvP, anything goes. You want to go back to your base every 2 minutes to refil tier 3 greens? Go for it. You want to team up with people to stack 10 incans so each green heals you for 3000 HP, more power to you. You want to camp the other side with 3 to 1 odds? You do you bby. There is no balancing factor in the zones, no real win / loss mechanics tied directly to PvP, no penalty for dying or removing yourself from the fight or sitting inside the safety of your base. If you want a more competitive / balanced environment, as others have said check out the arena. You have stakes, kills / deaths / resource management matter and everyone is on a pretty equal playing field, numbers are always even and there is no safe zone to hide in.
  5. +resistance effects inherently resist -resist effects. Meaning if you have 75% resist to S/L damage, and you get hit with a debuff (lets say envenom) which is -40%res. You resist, 75% of that debuff meaning you only lose 10% resists. At 90% res caps that -40% res only becomes -4% and you have characters that are effectively immortal.
  6. If you get mids working, here is a build : http://www.cohplanner.com/mids/download.php?uc=1503&c=684&a=1368&f=HEX&dc=78DA65944B6F125114C7EF30172B145A901628E5DD275006881A4D3531B18236B609B16BD38C6542C7204C284DECD24F6162D2B852E3C64FE34A5DF805AA2E7561F0CCFD1F9A894C80DFBDE77DCEDCCBFECB07A14F0F5FDD135A78A7679E9C1CDEA7DF9135F4EF9B5DFB48B8CF0C7D97597CF8C4EC77AD8ED1EC5BC3EE198C8B13DDC1A9E30C8623A3DD33FBA3C37DB36F3BA73D73640FFA22D81E0C7AC68163599D905AEE59A663F7BBF3934DC71A9E1CDB4E58ED5B76F77844DA68D3B18F8C9D41AF43D1DC146749AAA54CDFDB62F28CA528E9423402C2B7C5AC80F2CC27448C78D76D421773258FCF964FD95CA982570D660D0CD6C15B64ADB18F26247CFC60D0078674A604239447878F5FE7DAE6B8B639AE2DB28BF89126F6D75E688ADBE4E5675FFF1BD69D830B6F991C2BDE408C38F7599CC1BB225F6DA622942EC95C2145403532D6034BF04FA6C0EA37C4A97D7529C51DB29AE51A66B9FE14E74C71FDE9CF889BE6DC599EB18B307C7DE177889B7DCFFC0046693EF3B0D1E73F429667DB3CDBE4B7112F4E7547395E7411332AFCA66D86C87527C82686DE644C836CC3C7D4996CDBF8821E6354C322F7B898464F850CB89265E698797035CF33A57C09E41389026451922DF1EC97B8CE55AE3346BA65D86BCB37D157F91C735B205D86FD32FFF969A4CB412772637A844E9222BFC5E21F54B51ED794F57A8299048F49BDC6DE6BCADB26C926BCFD9B9CABF417B94A9CB3F41851CB2DE62EF83D244485E75551F3A22B9461669939B09A67AA4AA49054B5C1EFC75079A5A8A97CC4166C1BBBCC47E073429DABAF1FC0272D2FEF2F7DDC8E0A72723DC7E3F294B63E25694C49AE4F496E4C49F6A6246D79F9AF20342509442EEFFCF822485A3E1F5A15E7E3A7577641961B01F1C32BDB84DD2FAFEC35CEAC4C10B84B33E89E14AC9F79D64F3DEBB667FD0F735BE55D
  7. Temporal Healing is an absolute must. http://www.cohplanner.com/mids/download.php?uc=1531&c=723&a=1446&f=HEX&dc=78DA65944B6F125114C7EF3043115A5AB014684B0B14FAE03585585DB8316A1F124B42DAAA2B43A6306927A1C3A4D0C62EFD1426268D1BADBA7163F41BF80D5CA94B13575597BA307898F3874CC224F0BBF7DCF33F8F7BEF4CE5C9FAD8BBADA7B784E4BFDBD4DAEDDA1DFAEFE8C7EE8A7660D445EFF1D02F06736D47330FF4865A6D9FD50F8D3A7B2FF617774F2CAB75DC51F7F423A2D6AC5534D3B04E9A5AC76899C2576DB59AEAAEA5EB8D317BB8AD6B96611E4CF4270DFDB87D6858417B5E364F8DB6B16F348DCE5972C332EA6AC54E7264988DDAB67E6A689D43CDACB1F12C4A3566E9B72BFA4FD72DF22E214A5EE12A802A5359058BCC91BC6CF37666A015E246AF7159EC1124C49332EC3792655EC981D0FB0AA0CADC2195CC5A45168A6D1B73832EE6B80C2ACC07E4ED668DCBFD8AEB8BBE662E5F301FE24C7A35799E73AEC039F3EA0B10B586505BA8C4DA05127AED86BA9237276CDB1298A2B5515E9347A759179E612E7DEDE93D62F91BC759A7BDF2730DB21FF505DE326750F7CC4DDEC330C59D404F135312F78438993F649EF38A4784207A0A7EE7BD48FE00D14B12BDA4B0EFA9CF5C7784E24F72DDCAA4C471C32E664206BF201FF26E52FD53AC714FC5385E2CC99C9F07E36082994870BE28E58BB05644926C0B926D9AEB97A6D1E3327A9BA4B559ECEBEC4BDEC7D81B62C82BF2173C2F9C13C93144BE73B833738893DDE2FCD97B609959427C3F69E2E8250E4DEA1FAFA5E193BECF9AF426CE1331C649BB80BA17A02DD81A8F28D31E2DE2AE2CFE65FF4C54B2E3BDA7E90ADE9595353EE70F64CBA1CF5C98FDF21110BAC275C9EEF723F9AAA859C5F9AEE27C5737C023AEA754E6332B7DE2FB10A09A8BC85DC4DD8D298E77B74B8F482AFD57B7DBCD0EAD16872CA521CBB521CBDA90657BC85255065F0C21D9166F60F01DE85EFA681577472A70EDBF9CB64BEEFDA7D3B6C27EBF9DB667BC278F7DBDD3E1D89A63BCEF18571D632542328CFF03C377ED7E
  8. The problem you will run into is when you fight players with PvP builds that know how to build, you will never be able to keep up with the damage of squishes (blasters/doms/corrs/defenders) 1 v 1. Most will do 1600 damage over 3-4 attacks (your current HP cap if you've built for it) and you will really struggle to keep any kind of offensive pressure up. It used to be controllers forced you to replace other inspirations with a large number of BF's to wear targets down. Now no one uses BF's as they are pretty much useless. As is stands you don't really need to sacrifice much (damage vs procs vs hold duration) as you can do a slotting like this : http://www.cohplanner.com/mids/download.php?uc=649&c=271&a=542&f=HEX&dc=78DAF3AD70E159E7DE68CFC028E09C93585C1CEF9C9F5752949F93935AC4EA9B989E99CC0002EC40AC84908129D2732F4A2CCB2CA984F1E591943895A6A5E939E7E7A4C4BBE4E766E6259664E6E7310806E4037579E6956516672665E600B5F28245DC32D3334A32F3D2B921BC1C10971FCCF6494D4C492D2ACEC82C10742DC84C06AA2C4A8DF74D2C2E492DAA9400BA4A0D887B1919A0E03F10010143362FBA483F500D44D97F56464D660606434E06261D286D03F22233038B0B1398CFE209A1D95C21F2FFE9056458D09D2D8B10F9AF85216B8021628821628C21628221E2832112C0020F2E0646B008A700030333D4256FB980B28CC8B2EF3144DE61887CC010611107862F44E43F00BD1501F8 And just hit 70% acc 100% dmg and ~100% hold duration
  9. Gravity hold damage is dot and Lift/Crush are just above blaster tier 1 attacks (they don't do much base damage). Controllers are generally speaking best off slotted for team/disruption type stuff rather than damage as any damage dealer (blaster/Corr/defender/dom) is generally just going to severely out box you.
  10. If you would like to be poached by RARE please use whatever back channels necessary to contact @general kno. As a note your signing package can be affected (usually only positively) by any information you can bring with you including builds, strats, lineups, and any details deemed "juicy".
  11. It is kind of a miserable time to emp with the current meta, but here is hoping it gets better! Hopefully you come out and have some fun though. Just be ready to evade like crazy as TA's seem to have a massive target painted on their backs in KB!
  12. Here is a grav emp that covers all your bases (mag 49 KB/hp capped / decent recharge, range and heal values). If you settle into a main build, it is worth it to drop KB from a second build and go for a max range one as well. http://www.cohplanner.com/mids/download.php?uc=1518&c=685&a=1370&f=HEX&dc=78DA6553DB4E1A51143D871944100A8A5CE56E55AE23449B36FAD0D66B8C9A506D1F1B3352B4932010A0A63CF65DD3D8FE477FA469BFA0BFD0CB63FB44F7CC5E080913C83A67EDCBDA679F7D8EDFEFB8BFEC7F782AA46FBBA177BB67DBAD66AFD36A34EA1DFBB17E69D484F939E89F1959864EDA7E47BF367AFDE13E34E6B2F5EEE242DBBD6AEBBDB77DE1AAB6C8FBB45DAFBF715BCBA3BADE369A97B3D6E6A0796D748D73A341A9D87CDAEAD4EA9D7E74B76DD4B46AC7B8D21B677B26D73D3BD6BB3D3285A9A23CFD6FA5C037B08BB02A44C5296C31E002E35C4EB1305C64AC688C6BA35845BC9016A7BE029E324EBD645C2790D091F09D86AF0BBE2EF8BACDC2C6F023D10AC7AACA33D67EF01CB8C5E8DB06EE303EA2183BF4ECD09B83DE3CF4E6A11784CE1033745D0EABD8817414988B0217C9E6649BE28CB05634CA98DE245A5544F1878DF6AAF8447E335C836D26CEBD8C45191311C620E5F3C0C713E07A627F694BFE29E409918F97356D5E68A6A1B9029FC7649FE53C6216E708539C9FE3843FCD9C87B800736A007A8943CE95DA031EE09E51879762429C5B8610B3089B8F6C11E846D0A3CF4B422C805B407D77C4C57187F19862718B716082F1611298627C425249F42609DDE50DF33929220FFD0DA233C89B8971DDC3F8E538EF9713E8559271936296301B4B279C77C59A0555E4302339CC48EE86EBCFDFDA78DEE8BC59F4221BE098612D5F297D01B51456D9BFA801CB8CA50AB0C879BF518C8679D2FED126EE14AB41C9180286A595FF3B99CBD02EA3D7150B55613E59BC45FAD167060C99417EC25A9E602A13CCDA04B33EC11C990C664C287CB6AA7AFFD685B4BC9CBEFB173CF8E9222B2264894FF17BC4D925A6630AD311C67424301D69DC6E29CDF86B3C5F96F3FD197152DE7055D377DCF1D72E93E55AF4B1F5F9D8BA3AB63EF15318D6FF01F2BDDD9C
  13. Just to put this out there with people doing rogue damage. The idea of KB has traditionally had 3 facets to it. 1. Have fun. 2. Get to play with people you wouldn't normally play with (back when everyone had their own teams) and 3. A bit of a gateway to get people in PvP, help them to understand the fundamentals of team vs team pvp, and become better players. The traditional offense of CoH PvP for the longest time has been spike damage, call a target, lock, spike, reset. The stronger teams and players still follow this and generally have more success than those who don't. In actual organized team settings it is super easy to punish this behavior (just have one of your blasters rogue the rogue blaster, cycle in a third support, run a disruption character that focuses effort on the rogue + does other disruption things, etc) but in KB with random teams it is bad behavior that just often goes unpunished because most of the time you are struggling to put an offense together period. I've heard people say "well it worked right?" and this is a pretty terrible argument. Your rogue damage might have disrupted an emp and got your team a kill, getting them to heal the wrong target. But to your offense, you are consistently a detriment to your team. You are 1 less person on the target, you are disrupting your own target caller, and you are pulling yourself (and potentially your emps) out of position for whenever you get spiked because you are off chasing someone around a building. When you win those matches where players rogue non stop, it isn't the rogue player doing it. It is more than likely the spike offense being good enough without you because of the sometimes RNG nature of picking teams. Any idiot can put a target on follow and just keep throwing attacks. Not everyone can lock and consistently be on targets. Not everyone can position themselves so that they get maximum damage on the target when the spike is called. If you want to do better, just get on target. If you want to get picked less and less then keep rouging.
  14. With this one, what do you feel like is a good solution / fix? Right now TK has been pretty much universally banned in arena stuff since i14 or so on live because a 10 second auto hit hold that you can't break out of (with BF's, CM's etc) ends up being pretty broken in small scale matches, and is essentially a free kill once every 20 seconds. For random people throwing damage it has never been as bad because of the "Breaks on taking damage" aspect of it. I've always sort of leaned towards 4 second hold, the + is it is auto hit and impossible to avoid and isn't affected by mez resistance. the - is the duration breaks on taking damage and can't be enhanced.
  15. I'll be out the next week if anyone has the time to test the mez procs, if not I'll get to them when I get back. Thanks for the response Powerhouse, and I personally like that implementation for the mez procs. Now they allow you to mez on a power or set that wouldn't otherwise have it rather than offering superior duration to an AT that couldn't achieve something like that.
  16. I went to check out all the CC Procs today and there is currently no listed duration. Before I sit down and try to slot them all and get an approximate duration while factoring in passive mez resistance, what exactly is the set duration supposed to be?
  17. Tanker Epic / Patron pools : All duration's correctly listed at 2.00 seconds. All pets at 1.00 seconds Brute Epic/Patron Pools : All Duration's correctly listed at 2.00 seconds. All pets at 1.00 seconds. Scrappers Epic/Patron Pools : All duration's correctly listed at 2.00 seconds. All pets at 1.00 seconds Stalker Epic/Patron Pools : All duration's correctly listed at 2.00 seconds. All pets at 1.00 seconds.
  18. I thought that might be the case, good to know going forward.
  19. Sentinel epic psychic shockwave on that one, Dominator is doing 120 damage.
  20. Made it through the pool powers, much shorter list this time. All Mez duration's seem accurate. Blaster Epic / Patron Pools - All listed duration's are correct at 2.00 seconds. Soul Mastery - Oppressive gloom does not have a listed duration however. Defender Epic/Patron Pools Dark Mastery - Oppressive gloom does not have a listed duration. Psychic Mastery - World of confusion does not have a listed duration. All other powers have correct mez durations. Pets from defender epics all have 1.00 second mez duration's on them. I'm assuming this is the correct value for pets, as I honestly don't know for sure. Corruptor Epic/Patron pools Dark - Oppressive Gloom - Does not have a duration listed. Psy - World of Confusion - Does not have a duration listed. All other Corruptor powers (including pets) have the proper 2.00 or 1.00 second duration. Controller Epic/Patron Pools Fire Mastery - Rise of the Phoenix - 2.00 second stun duration, should be 4.00 seconds Psy Mastery - World of Confusion - No listed duration under the mez effect All other duration's are at 4.00 seconds, all pets at 1.00 seconds. Dominator Epic/Patron Pools Fire Mastery - Rise of the Phoenix - 2.00 second stun duration, should be 4.00 seconds Psy Mastery - World of confusion - No listed mez duration Leviathan Mastery Water Spout - No listed mez duration on the 4% chance for stun. All other duration's are at 4.00 seconds, all pets at 1.00 seconds. Sentinel Epic / Patron Pools Psionic Mastery - Dominate - No listed mez duration Also, Dominates damage is now 160.33 damage which seems to high for its 1.10 activation time. And a few of the AoE powers (Frozen aura, The Lotus Drops, Psychic Shockwave) seem to be doing much higher than expected AoE damage in PvP (136 / 211 / 184 respectively)
  21. Dude, please. I straight up told you how PvP and attack chains go hand in hand. Refuting this makes me either think you are trolling, trying to bait arguments over semantics, or have no idea what is going on. Saying things like : "Plant's entire intended purpose is for Deleting people" Makes it seem pretty obvious you aren't approaching things from a balance perspective, because nowhere has this ever been revealed to be an intended purpose of the set. I'll give you a personal guess though, toxins was probably intended to create a build up clone with flavor beyond just a flat damage increase. It had the + of giving you a build up style power that has a tangible benefit when you reached your damage cap without it, it had the - of not actually helping you get there but still offered competitive levels of additional damage even without +damage buffs. If the amount of + damage it added in PvP was far enough away from standard build up powers, it would be an outlier from a balance perspective and need to be brought in line. Luckily, the set still has tools that are useful to PvP'ers. In arena play specifically now that nature gathers are a thing and you can approach very high damage buff values, toxins becomes a stronger pick because of the above thing I mentioned.
  22. As soon as they transfer characters over, I have a Fire/Plant and I'll post the numbers up.
  23. I think this was just a bug on the private server for some reason over here last time I tested it for scrappers and brutes it was providing +damage.
  24. This is the good stuff right here. Thanks for posting! I'm kind of surprised powers like BFR are actually doing less damage with the changes. Maybe @Powerhousecan hook us up with the formula they are using here to get these values.
  25. Stuff like this confuses the heck out of me. PvP doesn't revolve around attack chains? Since when? Where? What? I guess in solo zone PvP or 1 v 1's when you just try to throw damage at a target. But anything team based in arena or zone PvP completely revolves around an attack chain where you lock, spike with a specific chain, then reset said chain. Like it or not, plant brings potential viability to sets who lack a good second or third ranged attack, specifically one with hitscan style damage (where as char is very slow projectile based damage.) It may not fit your individual needs, but for PvP as a whole it has a place as a top tier set for different kinds of offenses people might like to run.
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