
Dan Petro
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Everything posted by Dan Petro
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PB's are playable, not great or anything but you can probably contribute and not get farmed over and over in the process. Warshades are pretty lackluster. Most of their good buffs rely on either being surrounded or having dead bodies around, neither of which is really common in PvP.
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Eeey! This is the build every time I have played it in zones someone (or multiple people) have cried "Emp's are OP". So do with that what you will. Capped HP, Mag 41 KB protection and a massive 51% healing bonus. Heal range is 139 or a little bit further than blasters with boost range. http://www.cohplanner.com/mids/download.php?uc=1568&c=728&a=1456&f=HEX&dc=78DA65945B53525114C7F7814308A282C4451105BCA028078FF9E64333A9E5058CA4CB4B464738DA992160101B7DE8A17AAD669CBE470F5DBF401FA3C766AA07ABC77AA2C5597FE1CC7046F82DFE7BFDF75E7B9DBDCD9DAC79DEDE7876554883AB15EDE8A8B8A61FE8D5B2DE70E4B443A324DA8F933E810BBD78EDF8E040597F5CD79A8F4E231D7557AB1EEA65E59ED66CA7D04C4DE1CED76A15A550D7F5B2C70CB3BA5637AA873EF3C766F5897164EC1B15A379CAC3855AA3A4374E23EB75A3A4ACD61A8DE37AB3D628166AC795628E26A4B1305592A1CF7D1B7D49EDDA5A0E3166174275095B141C67CA13608C7929CE7C3A29F0905795796C89D9B7CC74AB36A6C28C67987B362C4B5EE996646A9E3B608139781B4C09935EF00179EDF0DAE1F5C23B0CEF30BC97E1B960825E8183F72B39E659EB032769CCC96336E74AFB75D945104C7FE5BA1F125CBCB670614E8DB47ED6ECFD019A20EA12C1BFF433EA14615FBB0EA718F53383B4C600E7DA0630672CC0B52E981E970851CE10EA18424E78858F4F0CF5EC93ECE37924DF2BCE197B8D5CCAF3B35FF8E35CE3006901D6E400D68B6FF37B9CBC0E6E3033A87D883C21EC2B04CF3872C7B72C1EAAD94BB923E8CB08FA59A27222ACC9913CF7652ACBF34CE5C01DE6CC4DE6D934A5C113DDC69A79D40BCF1C7253F096699D099C8709F462E625887391C4B948E25C24779927547E82FB624FFCE33DCD05B9D6748899093307698FD3D8E334FAF182EEC02C7A34FB0EFEF7CCD407E6C247E673CA9D479DF338B70BA82F8DFA327799EA67F6A89F98DF3C4228585B417FDF50318BD016CD73E2146372E74ED21F3D22D5A32CF6286A8F72A54759EE51B272E77F075D0A5E7FA7ABB5F272E78E0BC974B8BC9D9BDB3A77D328DC529A77F4BBABC9D21605493AD5EBCCD80633B5C954CFB933BFACF3CCF23C7FBA9A24E1248C9E31F3EEB6CA35EC5962CD12EF5BE25D3FD9102F85BAF19704C5D8CBF760A737AD1F96F8A725FE0F945CEE27
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In PvP many stats suffer from additional diminishing returns, so that 150% global recharge will not apply to PvP. I can't remember off hand the part of the DR curve where it gets impossibly sharp for recharge, but a general rule of thumb is having 60-90% recharge in a build is solid, going for more is generally overkill. Even having SB + Adrenaline boost (150% more recharge on top of the ~150 base or about 300 total) is usually not enough for perma hasten but it has been a while since I explicitly tested this.
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Melee has - Access to a pool of ranged powers to round out their build. Ways of permanently removing all vertical movement and flight with zero suppression period. Access to hard and soft CC that with a successful hit roll is guaranteed to apply mez effects (if someone else hasn't tagged them with a mez recently). A potent easily perma -75% range debuff, that also prevents a ranged character from attacking anyone else. Teleport foe is a power pick anyone can make (there is your pull) and I believe with i24 they have removed the temporary phase period that got introduced at some point on the target after it is cast. The tools you wished were there pretty much already are.
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Sentinels: PvP godsend, or false prophet?
Dan Petro replied to Lamb Chop's topic in PvP Build Discussion
Sents with the right build combo's are IMO the dream zone build for the casual player. You are mixing ranged damage (at some decently potent values on some sets) with somewhere between scrapper and stalker levels of mitigation. As with most things there are a lot of combos that probably won't work with the way damage is calculated off of animation time. But something like an Ice/Regen/Dark Mastery will chunk you while having a bunch of heals and absorb to fall back on. Unfortunately they have to wait until very late game (RV) to get their best attack in their epic holds. -
What more do you honestly want? Doms, Corrs, Stalkers, Blasters, Defenders, a few controllers all have very strong builds in PvP from 1 v 1's to 8 v 8's. As the Banana man posted above, Brutes and Tanks fill a role, it isn't an exciting one but they still have a place. Veats still mess with stalkers and have some disruption with web nades. Masterminds will always be annoying for people who fight into them. People still enjoy fightclub where 2 melee slug it out so scrappers, brutes and tanks have their own little world of PvP. What is left? Khelds not really bringing much to PvP?
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Another way of doing the insp macro's is (if you are a 1/2/3/4/5/ power activation type player) is to use a bind instead of macro. So say burn is your most used power so you want your most common inspirations to be combined whenever you use it (small in this case). It would look like : /bind 1 "powexec_slot1$$insp_combine insight enrage$$insp_combine respite enrage$$insp_combine catch_a_breath enrage$$insp_combine sturdy enrage$$insp_combine break_free enrage$$insp_combine awaken enrage" Then you want either a power or a key to burn reds quickly. I personally usually use "r" when I have my binds set up. So you'll have something that looks like this : /bind r "Inspexec_name Rage$$Inspexec_name Focused Rage$$inspexec_name Righteous rage$$inspexec_name enrage" Personally, I also remove Break Free's and Awakens from my drop pool via the P2W vendor, those seem to be a much rarer inspiration and you will often get stuck with 1 or 2 of them sitting in your tray for long periods of time. *edit* Another way to do it is to go the macro route, and then just do a bind to activate all the macro's which has you binding a key to activate the combine macros you created. Lets say you put your 3 insp combine macros in tray 1 in the 7 8 and 9 slots. You'd do /bind r "powexec_tray 7 1$$powexec_tray 8 1$$powexec_tray 9 1" I *think* it is slot first, tray second as far as numbers go but I can't log on to test atm. Worst case just reverse the numbers.
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They are very important as max HP matters now more than ever in PvP. It doesn't level the playing field because some people will still accolade (I'm one of those people, this change does not benefit me) and have a decent advantage over others who are just looking to PvP and do a minimal amount of PvE to get there. And to be real the minimal amount is still pretty significant between leveling, IO'ing and if you are into incarnates all that stuff. This change just attempts to alleviate 1 of the 4 barriers to entry for arena PvP specifically, and to an extent zones. PVE'ers got PvP IO's (that many use in their builds) from just casual PVE grinding now so you aren't paying upwards of 2 billion for a single proc. You don't see PvP'ers being like "Well, I don't really PvE but I feel like if they really want to get those procs that should have pay me insane amounts because I'm the one generating them."
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A bit more casual than even that. It is just a pick up game of PvP where two teams are randomly formed up with a general interest in balance. I.e. If you have 2 emps, each team will get an emp. Some matches still end up a bit one sided, but it tends to be back and forth. After every match, new people are either rotated in or teams are mixed up and picked again usually with new captains. No need to sign up in advance (other than maybe voting on the pool so we can see what time to do it), just show up at the time and you'll eventually get to play.
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Here is a soft capped w/o agility DM/SD/Pyre. 2 seconds off perma hasten with agility alpha. Both -Res procs to really up your damage. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;697;1394;HEX;| |78DA65945B4F135110C7CFB65B2BA5174A6929D70A08F64297168A895712AD18144| |C0DD137830B3DD2C6A634DB12C137BF81A2C6272F187DF53BF8EA3DBEEA07F04531| |511F0C629DEE7F5A9B74D3CDEFECCCFC67CECCD9EDC246DAF9E2ECAD19A1B84F17F| |472796971C5D04B2569D82FE89575432F88DA65A7BBA7EE595A900529B5B46E5CC7| |32D4F0A4E535592C4B6D319797856CFDD13B57CC4943162B5A7DE1C8ACAD15B4C59| |29459A7B99C977A295F5C75990FB3F9D55C859E3C7557561AE55CBED479A6945FD1| |4E15F49B7269412F57A4B119A48D45E936EC82AFAA4DDC568548AAC27287B905AA7| |799F7C07DF741878B640A6BF70803E4EB524CDFFE0EE634E8483113603B6915682D| |8A1F36276B9DAC75528C95F35B2FC3E6BEC4BC0876FCB482BFC0CEDFE030F565835| |6B1C5047CCC113B0EA6E6B37FB298B6AECFE03A39DA781E6D57D16797040359E632| |18F4A156D00FBA68BFEDD08A76AE15A07C2EEC43B8B84F37C579CCE6ABC23384B81| |B14E7358759B5795F21DFD06BE61B70E42DF31DF33DE8A17C3EAEE1E31A0AE5F3F3| |5EFC55BA84952CDD3CCDEE49280F2498135C2909C6A798297083B43DBCBB9E19D87| |A8F6062BD47C1FE63CCE3E0E00950256D1FEA5AFBE6A01D3CCF3CC7F567F914A993| |01EE64803BD9247D884F2434869C07C3CC08330A8EC5985F2CE6DBE8A57CC3AC1DD| |E65DF1FF0D01EF32FB30A4604BF49A41DE5098ED60647F9B6C916E67CE18738B9C8| |23E66330FA84B9CD7C0A3E236D0C5A4BEC036A8D7F64BE24FA54F19C6234C4A8DA2| |47C1353CC14731A4C1E06BD349F047F49099E59F2077A48EE80FD6AE32BA75FED6D| |08A98D6FB71A6DF1265A2CC916CB548B25D562996FB164542E4B16C5B4B47588DAC| |4CD9D7C7534FE158412C7DC76FEDB146508FD8C9FC4797C6B8E0F23FE7B73FC1666| |147F00EE0608DCF515472D026BBD69BDDCB4CE34ADFF01D152F225| |-------------------------------------------------------------------| Looking at your builds I think you may not be familiar with the proc changes and how they operate now on the PPM system. You can read up on them here : https://paragonwiki.com/wiki/Procs_Per_Minute The TL:DR is powers with longer (slotted) recharge + activation cycles have much higher proc rate as high as 90% where as powers with very short recharge times with short activation have very low proc rates (as low as 20% I think). I.e. Smite bad for procs, MG good now. As for IO's once you get a good farm toon (spines/Fire) it becomes very easy to max out / IO builds and just generate influence/resources in general. There are all kinds of new shortcuts to generate rare stuff by simply AE farming (emp merits, ATO packs, raw influence gain with xp off, etc). I think it took me 4 days since starting up to get a PVP IO / Purpled out / +5 / Catalyzed / Accolades / etc blaster for PvP.
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Possibility of incarnates being disabled in PvP zones?
Dan Petro replied to Divine's topic in The Arena (PvP)
As it is, Incarnates in zones (specifically just 1) is probably the the best way to please the most people. You have 3 zones with no incarnates, you have the arena where people can usually come to an agreement (and I think with a little work can implement an option like small inspirations only to toggle them). RV is the only place you'll experience it. It sucks if you are a player that happens to fall into the category of "I only play in RV" and "I don't like incarnates" but it is impossible to please everyone. I think the OP mentioned people talking about it breaking PvP, and I know I have said something to that effect but just to clarify it was specifically referring to team PvP not so much the open chaos of the zones. -
There were around 14-18 people running around on both sides in sirens the other day. Last night there was a 6 v 6 there. Most of the people were not level 50 and had no IO's. Safe to say it is still really early for a majority of the population. Also the arena just plain doesn't work now and some people prefer arena over zone PvP. For most people, they have been out of this game at the very least 6-7 years. For some much longer. Give it a few weeks or maybe even a month before getting worked up.
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