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Everything posted by Solarverse
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For those who don't play Redside - why not?
Solarverse replied to Legree's topic in General Discussion
Red side has nothing to offer. I can play any AT I want on Blue side. There is no reason for me to play Red side anymore. -
Devs Stance on PvP and Balance of the Game?
Solarverse replied to Solarverse's topic in General Discussion
I disagree. What we were told and what the reasons were, were two very different things. Kiting mobs with travel powers was NEVER a thing. People were more concerned with trying to herd than they were with kiting. I must be in a minority. Used to enjoy kiting with super speed. It was counter productive. A very slow way of getting a kill. -
Devs Stance on PvP and Balance of the Game?
Solarverse replied to Solarverse's topic in General Discussion
I don't recall them mentioning anything specifically about the arena when they said kiting was a concern. Only "clear" to those looking for an excuse to call the devs out on a "lie"... It *was* a lie. -
Ice Secondary Rework Call for Blasters
Solarverse replied to Solarverse's topic in Suggestions & Feedback
Ice is my favorite theme of any game I have ever played. I want so badly to pick up Ice as a secondary, but I can't justify it until it gets a little love. Something people keep forgetting, and this is something I have conveyed before...Blasters are DPS, not Controllers. So if we are going to add control to the set (which is fine) we should not be sacrificing no more than a fair amount of DPS for the control. As it stands now, Ice Secondary's DPS is almost not even worth talking about. So...how do we fix this? Well, first, for those of you who love it as is, and want to keep the powers as is, I feel like I can work with that. My idea is as follows... Chilblain: Leave as is. This power needs nothing and is perfect just as it stands now. Frozen Fists: Bring this power in line with other Blaster sets. Ice is heavily missing Single Target Damage for Melee range. Bring it in line with Elec, putting it close to between Charged Brawl and Havoc Punch, bringing the DPS up from a base value of 55.61 Smashing, 35.59 Cold (91.2) to 55.61 Smashing, 55.61 Cold (111.22). Not a huge increase, but a worthy one. Ice Sword: Bring this power up from 55.61 Lethal, 53.39 Cold (109) to 60.31 Lethal, 60.69 Cold (121). Again, not a huge increase, but one which does the set a tad bit of justice. Frigid Protection: Nothing, leave as is. Build Up: Nothing, leave as is. Ice Patch: Add a small DOT, ticking 3 Lethal Damage every 1 second base damage. Make the Ice Spikes animation of Ice Patch (assuming it is the same animation as an Ice Tank's Ice Patch) look like they are actually doing damage. This alone is not much, however, if you stack with what is to come, it can add up to be a nice bit of DPS. Shiver: Add a DOT, ticking 4 base Cold damage once per second for 8 seconds. 32 total Damage. Add the crackling freeze animation to enemy target hit. Freezing Touch: Change from 10.57 damage for 6 seconds, increase to 15.5 for 8 seconds. Grand total of 124. Frozen Aura: (Ice Sword Circle) This is where it gets tricky. I would prefer this be changed to Ice Sword Circle, one large lump hit for 63.59 Lethal Damage, 24.46 Cold Damage (88.05). However, if this is something people must keep the same (I'm obviously not a supporter of keeping it the same) then add another DOT to this and increase the damage by a factor of 9. It would look something like this; Frozen Aura: (Frozen Aura) Add a DOT of 9.71 Lethal Damage per second for 10 seconds (97.1) and change it from a sleep to an Immobilize. Thoughts? -
Devs Stance on PvP and Balance of the Game?
Solarverse replied to Solarverse's topic in General Discussion
More truth to this than I care to admit. But I'll admit. -
Ice Secondary Rework Call for Blasters
Solarverse replied to Solarverse's topic in Suggestions & Feedback
Most of the changes I have in mind are adding a damage component to most abilities that have none. I would also like to see Ice Sword Circle replace Frozen Aura...or...buff it. So only one suggestion I have would change the control aspect of the set. More details later though on that. -
Ice Secondary Rework Call for Blasters
Solarverse replied to Solarverse's topic in Suggestions & Feedback
I have some ideas, but before I go in to any details, I want to first find out how many people actually play the set, why they do, or why they don't and see if it would even be worth my time to put forth my ideas. These are the forums. People on forums almost always contradict what I see in game, and most people dislike change. So I know I am treading on thin Ice here. Depending on how this discussion goes, will be the determining factor of whether or not I put forth my suggested changes. -
Ice Secondary Rework Call for Blasters
Solarverse replied to Solarverse's topic in Suggestions & Feedback
I trust you. Known you a very long time on the boards. I used to be Wraiven on the original boards. However, tell me, if Ice is so fine as is, why is it that hardly anyone plays the set? I would love to see a chart of hard numbers, of how many people in game actually play Ice Secondary. As far as it having good control tools, I disagree. I find those tools to be sub par at best. Sleeps are not very good tools against mobs in a team setting. Ice patch is good if you melee a lot, the damage of the secondary set is very weak, I honestly, no snark intended...can't see how you find this set useful. I respect your thoughts, so if I am missing something here, please help me out, cause I can't see it. -
Devs Stance on PvP and Balance of the Game?
Solarverse replied to Solarverse's topic in General Discussion
I disagree. What we were told and what the reasons were, were two very different things. Kiting mobs with travel powers was NEVER a thing. People were more concerned with trying to herd than they were with kiting. Want to know who was kiting? Me...in PvP as a Super Speeder. I was part of the reason for the travel power nerfs. I am partially to blame. Same could be said to the Assassins Strike Nerf, or the placate nerf... both done because of PvP. I am also partially to blame for these changes. Pop 4 reds, hit build up, AS, target died in one hit. Hit placate, you went invisible to everyone, not just your target. So I never came out of hide unless placate was up. When people came to the forums to complain, the Devs told them that Stalkers were working as intended, they would not be nerfed. Now, even though there were ALWAYS ways to beat this, the players demanded a nerf and the crowds with the pitch forks and torches grew larger. Eventually, the Devs nerfed placate AND Assassin's Strike. The list goes on and on. These nerfs were due to PvP...and had very little to do with PvE. I know it's hard to believe that a Dev would lie...but in this case it was a flat out lie. -
I am about to request a rework of Ice Secondary for Blasters. Now...before you slam me and claim you think Ice Secondary is fine as is, then tell me...why I have never seen anyone play Ice Secondary? Not once since the game has been back. Furthermore, I have only seen maybe 4 tops on live. So before you tell me that Ice Secondary is fine, please show me a character of yours who has Ice Secondary as a Blaster that you have leveled and actually played. Now, on to my issue with Ice. I feel nobody plays it because people feel that there are MANY better choices. Ice is sadly lacking compared to other Secondaries and it always has been lacking. How would you feel if the Devs did a total rehaul of Ice Secondaries for Blasters?
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When this game first came out, the Original Devs stated (I believe it was Jack Emmert) that this game would never have PvP. Since then, with the release of the Arena, back in Issue 6 (if memory serves) they introduced PvP. This was a concern for PvEers, because it was believed the game would start seeing changes due to PvP balancing The Devs then told us that this game would never be balanced around PvP. That also was not the case, as the Travel Power giving a huge negative chance to hit was introduced, followed by that being changed to Travel Power Suppression. Many changes were made due to PvP afterwards...more than I can count. What I want to know is, will the Devs of City of Heroes today grant PvE asylum from any changes made for PvP? What is the Dev's stance?
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Once a week? I have only seen it come up maybe once prior. If this is truly popping up once a week, then we really do need to do as you have suggested.
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Make an alt on Torchbearer just for this. That is a very obvious idea. How in the hell did I not think of that? lol
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Here you go, this is the Elec/Elec build. This should at least get you in the right direction. Just copy and paste the data chunk at the bottom in to your Hero Builder. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Electrocution: Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Electric Armor Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Power Pool: Medicine Ancillary Pool: Weapon Mastery Villain Profile: Level 1: Charged Brawl -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg(3), Hct-Acc/Rchg(48) Level 1: Hide -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(48), GifoftheA-EndRdx/Rchg(48), ShlWal-ResDam/Re TP(50) Level 2: Havoc Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Dmg/Rchg(46), TchofDth-Acc/Dmg/EndRdx(46) Level 4: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(9) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(27), SprStlGl-Rchg/Hide%(27) Level 8: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(43), AdjTrg-ToHit/EndRdx/Rchg(43), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(45), AdjTrg-Rchg(45) Level 10: Static Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(11), Ags-EndRdx/Rchg(11), Ags-ResDam/EndRdx/Rchg(13), Ags-ResDam(13), Ags-Psi/Status(15) Level 12: Placate -- RechRdx-I(A) Level 14: Teleport -- Range-I(A) Level 16: Grounded -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-EndRdx/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(19) Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dmg/EndRdx(40), TchofDth-Dmg/Rchg(40), TchofDth-Acc/Dmg/EndRdx(42) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Thunder Strike -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(29), Obl-Dmg(34), Obl-Acc/Rchg(34) Level 28: Energize -- RechRdx-I(A) Level 30: Maneuvers -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(31), GifoftheA-Def/EndRdx/Rchg(31), GifoftheA-Def(31), GifoftheA-EndRdx/Rchg(33), Rct-ResDam%(33) Level 32: Aid Other -- Heal-I(A) Level 35: Aid Self -- IntRdx-I(A), IntRdx-I(36), Heal-I(36), Heal-I(37), RgnTss-Regen+(37) Level 38: Power Surge -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(40) Level 41: Lightning Rod -- Arm-Dmg(A), Arm-Dmg/Rchg(42), ScrDrv-Acc/Dmg(42), Arm-Acc/Dmg/Rchg(45), ScrDrv-Acc/Rchg(46), ScrDrv-Dmg/Rchg(50) Level 44: Physical Perfection -- EndMod-I(A), Mrc-Rcvry+(50) Level 47: Tactics -- EndRdx-I(A) Level 49: Targeting Drone -- EndRdx-I(A) Level 1: Assassination Level 1: Brawl -- RechRdx-I(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(34) ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 9.69% Defense(Smashing) 9.69% Defense(Lethal) 4.69% Defense(Fire) 4.69% Defense(Cold) 1.88% Defense(Psionic) 11.88% Defense(Melee) 4.69% Defense(AoE) 4.05% Max End 7.5% Enhancement(Max EnduranceDiscount) 15% Enhancement(RechargeTime) 24% Enhancement(Accuracy) 7.5% SpeedFlying 126.5 HP (10.51%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 145% MezResist(Held) 145% MezResist(Immobilized) 145% MezResist(Sleep) 145% MezResist(Stunned) 145% MezResist(Terrorized) 145% 14.5% (0.24 End/sec) Recovery 10% (0.5 HP/sec) Regeneration 30.5% Resistance(Smashing) 32% Resistance(Fire) 32% Resistance(Cold) 23.75% Resistance(Energy) 23.75% Resistance(Negative) 20.75% Resistance(Toxic) 25.75% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 30.5% Resistance(Lethal) 7.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;678;1356;HEX;| |78DA6594694F13511486EFB4534A81B2AF96420BA52D5B6D0513418510212642131| |24C4CDC9A49B9EAC4DAD66935F0D1AF1AD71FE0FADDDFE2FA335C12F768520FF3BE| |40139A9067E63DFBB977C86E2DB7BC3E7D675119C15305AB52C96D54ADC275EDF8B| |2D6553BEF554A05570A3A5F754AF95B55BB54F48B32449F5C5617B44EC16EE7AD02| |843DF3B2BEA28B957D87DC9273A3E4A8CEF552A9903A2BAEE59253B576B236B9D24| |659EBCD36F7714D5B9BDAA95CB3CB41F73DAB37EDBC5DD4A195B29D4F9DD356B954| |CC65AD4A553BDBBB2DF74B6B63F27737A0F8AB7954D2A354C6549E3878781C9CDBF| |1315C1FAF32E52121361FD9006656BDAEEFBD005D55CD34CE2BD7D67D018C5C06A7| |2F9297C07989F122BFCFFB1D79CC1FE44FB0E117F91B6CFC03DE97581F637D6F687| |B0BB6BE03BBDF83873E901FC10712EB47AF3EFF53CC3AF18C7C4EBE00A75E92AFC0| |13121B60DD40DA70B5A60C79046C992167C1D6A3E043896D465DD53CA95C2D218D0| |4A90527A09D14BF36D430DB62D873FB1819073B1364127C24311DDC7F07F73FCABD| |27780E09EE7F9CFB5F90982ED4515DD3A87D5CB41ED6EEE199F4F24C7A7926FD3C9| |37E9EC988CCD08718A38F73C5C8C7926F807D0D94A10DDE241D30FA17BB8DFE0317| |2526C4BE42CCD32135C2DC7B987771887771C84F368211DECDC837F41796D861EE7| |838867CC3A28D70CE9110B4D15DD22716C39E620BE21836D55200DFCE4ECC187713| |E76EE2DC4D9CBB4970374F2426C9BB963C86F9C6E7C8DBA833358FF7E96DBC67B6C| |0A41CE824F73A19A1ED0C66EB92FE53DC512A0ADB84F8A7A9A5A985CCBDEFBC36B8| |FF2C891953AFD5E4A7D20794CC0165A65EE1CD993DE0B556AF7831E3BAB9F77F421| |99C29D02E66F6F8A949EC9CC160E62FFB9A61ACE25BF264C1CFF5FE49F87FADF767| |8D28F91FC18AD655| |-------------------------------------------------------------------|
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Yes, pretty much the same. Try it out, fill in the blanks, see how you like the looks of it. I'll post my Elec/Elec build here after this Synapse TF.
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Hollows, how do you feel about the zone?
Solarverse replied to Solarverse's topic in General Discussion
Anytime I see somebody call out for Frostfire, I drop DFB in a heartbeat for that mission. :D -
Change out the Spines for Elec, the end stat results are very similar.
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I have a build posted on the first page. Download Hero Builder (if you don't already have it) take a look at the stats, the resistance, the regen, the damage, and you'll see what the build is capable of. You can swap some powers out here and there, but you can see the set's potential with 75% or close to it resist on almost everything. with the exception of Toxic damage. Even psi resist is impressively high.
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The Arena boys are better suited to answer this question. If I had to make an educated guess, for Arena, Psi would be the best choice for it's hard hitting big hitter. This is for Arena. For PvE and Zone PvP, I can answer this question more accurately. Elec/Elec has great potential to be a beast.
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Trust me, no offense taken. On live, I lived and breathed PvP. I have myself predicted movements of other players and activated AS as they passed me by. I have caught players in mid animation to pull off AS. Arena though, that is a monster of it's own. I honestly felt like AS would be a waste, since Arena players usually consist of some of the top of the line PvPers. I'm sure I could play Arena with the best of them over time, but for me, Arena just doesn't appeal. I have always preferred zone PvP, where I feel more at home. Nope, I am good and respect your insight. I swear, I would have never guessed AS being useful in an insanely hyperactive and nonstop moving and jumping Arena. My logic seemed sound, however, as you have shown, was not the case in actual practice.
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I honestly wouldn't think anyone would pick up a power with an animation that roots you long enough for a Stalker to AS you in arena. I figured players would be smarter than that. Zone PvP yes, I pull AS on moving targets easy, I just zero in when they use a long animation ability. However, in Arena I figured they would be smarter than that. With all the focused firing going on in Arena, I'm also surprised you even have time for anything other than your instant cast big hitter. This is good info though. Appreciate the information. Thanks for correcting me on that.
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Actually, I take that back, with the IO that grants hide, placing it in your opener, if the Hide Procs, then yes, AS would work. Sorry, did not even think about that. This Hide Proc is still a new concept to me. It did not exist when last I played. P.S. I was once a Stalker Guru, I studied the class like a Scientist. Damn...my knowledge is so outdated. :( That's why I depend on other Stalkers to update me. :)
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Picking up Acrobatics and Combat Jumping will fix that hole. If you are building just for Arena, then you only need one big hitter and a follow up...you will never have time to get off anything more than that. So you will have plenty of room to insert those two abilities into your build. Also, Arena PvP, don't even bother picking up Assassin's Strike...it's useless in Arena PvP. Your target will die long before you even set up for AS. Your job as the Stalker in Arena PvP is to Stun your target, so that your team can obliterate your target in milliseconds. That is your only function. So you want your biggest hitter that also stuns/slows/Immobs, whatever you have to stop your target long enough for your team to obliterate your target. When you enter the world of Arena PvP, you enter a whole different type of PvP. It's not the same as Zone PvP at all and requires a completely different build to be a productive member of your team. Zone or Arena, you should always take Assassin Strike. Always. When have you ever seen a stalker use Assassin Strike in Arena? I would love to see video of this. Video uploader is Unholy Weapon on his stalker, Im the other stalker on his team. Read above post.
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Picking up Acrobatics and Combat Jumping will fix that hole. If you are building just for Arena, then you only need one big hitter and a follow up...you will never have time to get off anything more than that. So you will have plenty of room to insert those two abilities into your build. Also, Arena PvP, don't even bother picking up Assassin's Strike...it's useless in Arena PvP. Your target will die long before you even set up for AS. Your job as the Stalker in Arena PvP is to Stun your target, so that your team can obliterate your target in milliseconds. That is your only function. So you want your biggest hitter that also stuns/slows/Immobs, whatever you have to stop your target long enough for your team to obliterate your target. When you enter the world of Arena PvP, you enter a whole different type of PvP. It's not the same as Zone PvP at all and requires a completely different build to be a productive member of your team. Zone or Arena, you should always take Assassin Strike. Always. When have you ever seen a stalker use Assassin Strike in Arena? I would love to see video of this. Wait, I saved you the trouble. Found one here I found this instantly. I seen him use Assassin Strike, however, let's notice that when he uses it, it is used out of hide with no bonus damage. He is using AS at its weakest state. He was better off not using it at all. So if you want to use AS, I say do go for it...however, if I am building STRICTLY for Arena, I would not pick up AS, I would find something in its place that would benefit my team more than AS does in that setting. P.S. Follow this up with Reply #21
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Psi is 74% psi damage, except for the T9 AoE which is all smashing. Also all damage from crits, and insight is completely psi (even on the T9) is all psionic. , Yeah, I learned that the day after posting it. However, I also know Psi is commonly and highly resisted in end game, so I left the original comment be. Might as well be all lethal damage with how much end game npc's resist it. There is actually a complaint thread on these forums somewhere, where people are noticing their dps is weak compared to others. With this in mind, I felt no reason to change my post about Psi Stalkers.