Jump to content

MJB

Members
  • Posts

    119
  • Joined

  • Last visited

Posts posted by MJB

  1. in kickballs its a bit harder to organise, but in scrims yeah we totally reset for 10 seconds or so waiting for respawns, sometimes its bringing the fight closer to our spawn. sometimes its evading for a while, sometimes its jumping on the roofs of outbreak for a bit etc etc. 

     

    some of that works a lot better in smaller team sizes than larger (like 5v5's and the like). in 8's you can often get away with changing your calling strategy, depending on your team maybe youll call faster or slower, and often your target priority will shift when you are behind/ahead. emps are generally (not always) easier to kill than offence, so maybe if you are down 2 kills with 20 seconds left youll try targeting their emps, however everytime you target an emp, a blaster on their team isnt being targeted, making their offence stronger. conversely if you are ahead you almost never want to target an emp, and instead keep their offence down as much as you can to try to deny them kill potential.

     

     

    at least, thats how i try to deal with it with my team, others may have very different opinions

     

    an example of a reset:

     

     

     

    its not a big thing, just a little break to get a bit of room. something to note is they still got a kill while we were "resetting", but they had to work for it and we managed to leave them with 1 person from our team re-spawning instead of 2

  2. dark/ can work somewhat well, however /sr doesnt really work for sentinels thanks for DR 😞 your defence never gets particularly high as sentinels use the ranged class DR curve still

     

    unfortunately most/all sentinels are either /regen or /bio for good reason, the primary matters a lot less for the most part

     

    other than that, the only thing you need to think about is your mastery, which as long as its //psi (for dominate) or //dark (netherworld grasp) youll do fine, in fact most of your damage will probably come from whichever of those abilities you choose.

     

    as for IO's, i recommend having a read through: 

     

  3. sonic as an attack set is a bit tricky to pull off atm i feel, its animations are pretty rough

     

    having said that, defender sonic attacks do -20% res each, which is pretty insane, i could imagine something like a kin/sonic defender or the like being pretty fun as an offence toon. nature/sonic could probably also work, but i feel like there is such a thing as "too much" -res, and so i dont think you would want to use corrosive enzymes much. cold/ and therm/ could also be interesting as disruption toons. of course pain/ and emp/ are really strong, but thats a very different playstyle and tend to be built around more than the attack set

     

    all of that is also true of corruptors, but i feel like the -20% res for defenders is sonics best asset

     

    I cant recommend /time as a secondary for blasters, its pretty overshadowed by /plant, /energy would be alright as iirc power boost effects the -res, but the animation times _really_ hurt. if you really want to go blaster i would probably go /ta (to help with rooting all the time) or /plant (to be a bit tankier, and -res works somewhat nicely with toxins)

  4. 14 minutes ago, Sublime said:

     Do we got any guilds that could recruit or help us pvp lovers level faster so we could get ourselves into that fightning goodness?

    not that i know of, there is the pvp discord (stickied a level up) but in general you are kind of on your own unless you get some nice friends, i know @M3z has some videos on his youtube about making a farmer/setting up a new toon and whatnot so you can be easily self sufficient, but thats about it

  5. 1 hour ago, Funkenstein said:

    Honestly, if they're that good in team environnement, why don't we see none or so few in kb/arena matches ?

    we dont see many in kb because no one likes getting farmed, but the ones you do see always have a high impact.

     

    as for scrims and whatnot, havnt rare been running triple dom teams lately? (yeah yeah i know its because of the clean spike, but still). i know that other teams, including mine, have been talking about using doms a lot too, though talking and playing are different things 

    1 hour ago, Funkenstein said:

    As for the build guidelines, i just want to point one atavic thing : do you see lots of forcefielders or powerpushers ?

    yeah i do, i see people kb checking peeps all the time, keeping people honest. tbh this is one of those things that you can metagame (which is why i said you can get away with less). peeps dont run knockbacks because peeps run knockback protection, and so you can abuse that by not running knockback protection. this is completely fine, until you go up against someone who starts knocking you back, then you have a really bad time. the choice is yours

     

     

    from the sounds of it, our differing opinions come from the fact that we pvp in different ways, i tend to stay in arena matches and you like to zone, thats perfectly fine. i just want to point out that statements like:

     

    3 hours ago, Funkenstein said:

    Don't waste your time with a dom, specially a*/ice : they do anemic damages. You'll be disappointed and kind of frustrated to see that mezz is almost useless.

    are not completely true, there are use cases where doms are good (and equally there are use cases where they are bad)

  6. On 9/11/2019 at 10:16 PM, macskull said:

    Has there been any consideration given to removing the area factor from the PvP damage formula entirely? IMO they should be treated as single-target attacks on the basis that they're not being used against multiple targets anyways.

    yes please give me back 1 shot inferno's 🙂 

    • Like 1
  7. 47 minutes ago, Funkenstein said:

    Don't waste your time with a dom, specially a*/ice : they do anemic damages. You'll be disappointed and kind of frustrated to see that mezz is almost useless.

    I disagree with pretty much all of this, yeah perhaps if all you do is 1v1's (and maybe zone) youll think this, but if you do any team pvp youll realise that doms are always the high value target for the opposing team to call, because 4 second holds are stupidly strong.

     

    also didnt they recently buff ice so that it does pretty legit damage now?

    yeah blasters are good and easy and whatnot, but doms still very much have a place in team pvp

     

     

    anyway, i dont have a build, but some guidelines would be capped (1606) health, between 41 and 48 kb protection (can get away with less if you want to take the risk), min 60% recharge, a res shield (i think leviathan mastery is the meta atm), speed (hasten, ss), leaping (sj and acro, cj is useful for slotting kb protection), leadership (tactics) and concealment (phase shift) for power pools, and then whatever flavour you want after that, personally i like slotting for range bonuses

    • Like 1
  8. 12 hours ago, barrier said:

    DR isn't that bad on range. It really isn't.

    its not bad, but it still exists

     

    my point is that eventually you dont _need_ more range, you will be "safe enough" and its a lot easier to get to that "safe enough" range for sets with a snipe than without, and thats where boost range is most useful imo

  9. 2 hours ago, Dan Petro said:

    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.  

    unless my maths is off, they are actually doing pretty much exactly the same damage before and after for BFR (both within a rounding error of 153 if you calculate before resistances)

     

    what is more interesting to me is how come ice bolt and ice blast are doing so much more damage in the new calc than the old? while bib and fr and doing far less. im guessing its a flat damage bonus based on toxins animation time and not based on the power benefiting from the buff? but im pulling that out of thin air tbh.

     

    im at work atm so cant easily get the base damage numbers for each power to make a more educated guess

  10. 14 hours ago, barrier said:

    but I don't know how much of a good choice it is to pair it with anything that doesn't have a snipe.

    IMO its better on sets that dont have a snipe, as the sets that do have a snipe dont need boost range as much with already being able to hit stuff from farther away (and the added range buff snipes give gets dr'd more with boost range)

  11. 14 hours ago, macskull said:

    EDIT: I would probably make a few changes to that build, personally, I think that build as-is would have some significant endurance issues without outside buffs, but it should give you an idea of what to build for. There's a "general build philosophy" thread in these forums that discusses build goals in the current PvP meta which should help explain why things are the way they are. If you're coming from a time before IOs the whole thing will seem completely alien to you I'm sure.

    I disagree about the build having endurance issues, energize is easily perma and makes endurance problems completely disappear. its nice as a heal and all but generally /em doesn't need to worry about end 

  12. your assumptions are pretty spot on, my only comments would be:

     

    spore cloud is pretty optional, its cast time is a literal eternity and it will get detoggled anytime you get held (which is a lot)

     

    Rebirth can be used on a live target for a heal, but obviously its cooldown makes this pretty niche, however, it would be hilarious to pull off (worth thinking about imo (ok not really))

     

    life giving spores might be ok if you are playing with a lot of masterminds, but yeah for the most part its useless, people move around too much

×
×
  • Create New...