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Noesis

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Posts posted by Noesis

  1. Welcome to the forums Fable. I'm glad you made a post. Few quick questions for you:

     

    • What kind of milk do you prefer? 2%? Whole? I'll mention skim, but I hope that's not your answer.
    • Do you think Pluto should be reinstated its Planet title?
    • What do you think your spirit animal is?

     

     

  2. I've started to lose interest in the game altogether. I've been trying to make to BG nights, but real life obligations keep coming up. It also doesn't help that I work out around the time that these begin. I would try to be more concrete with my scheduling if I was thrilled with the game, but as it stands I'm really only logging in to play with you guys lol.

  3. I agree completely with Dar's comments. I also would like to thank Tryst for sharing his insight.

     

    We have room to improve and roles to set. Practice grounds will give us that time to hone in on how we want to play. Communication at this point is nice for how little we've done them, but we can improve drastically. I know I was messing up calls on targets at times. I was also feeling unprepared when we were split, and I had to decide what we needed to do.

     

    By the time we get these things consistent, hopefully the PvP scene will be fix/adjusted. One thing that I would hate is to have all of you eager PvP'ers turned off by bad rated nights where we get stomped by 1800 players every match. We have some very competent players in our ranks, and I look forward to building strats/winning matches with all of you.

  4. I was trying to think of what to contribute for Spellslinger.  Honestly we die so fast that I was having trouble coming up with advice that sounded smart!  This is the squishiest class I think I've played in an MMO.

     

    Drag out the fight as long as possible against a SS. Once we are out of Spell Surge (our innate that increases our dmg basically), we most likely won't win the fight.

     

    If you get stunned or rooted by an SS then get out asap. We can spell surge up to 3 assassinates or a charged shot and burst you for all your absorb and a good portion of your health. If an SS is running both a stun and a root, it is better to break out of the stun manually and save your "get out of stuff" ability for the upcoming root.

  5. I would be game for anything, and I also think trip dps will be viable as well.

     

    Edit: Currently my focus is on crafting and attunement. I most likely won't be "going hard" on pvp until those are wrapped up unfortunately :(

  6. Thanks for the intro and welcome to the forums!

     

    18 huh. Are you in college, or did you decide to go another route?

    What are some activities you enjoy outside of gaming?

    Are you comfortable gaming with a bunch of crypt keepers that make outdated cultural references?

     

    If accepted, you'll be able to join the Sub25. It's a super elite group within the guild. We, Sub25, are in a constant struggle with the crypt keepers :snowman:

  7. Great intro and welcome to the forums! I mainly PvP as well, but raids in WS actually look pretty fun. You should check out the raid vid if you haven't already.

     

    Do you have any hobbies or interests outside of gaming?

    Does your wife like to game a little?

    Why do you think most people don't like the third Godfather movie?

  8. Was browsing reddit and came across this link: http://www.steamhawkegaming.shivtr.com/forum_threads/1715373

     

    It does a really good job of explaining the different types of cc as well as how to deal with them. There are a few good combo suggestions towards the end too.

     

     

    Crowd Control (CC) effects are a time-honored component of MMO combat that allow a player to effectively limit the number of active participants in a battle. They typically compromise a target's ability to move or act freely through the use of magical or physical effects, (such as stuns, immobilization, or freezing) but can appear in many shapes and forms that cause their victim to lose some degree of control of their character. Whether these effects are used to remove a number of NPCs in a large fight, slow or immobilize a target so they cannot effectively chase you, or disarm a foe, CC effects are a powerful way to enhance a combat system to make it more complex and dynamic.
     


    Given that players are far more mobile and unpredictable than any given NPC you'll encounter, the most efficient way of defeating them is generally to lock them down and pile on the damage without giving them the chance to react. This has been true in just about every MMORPG to date, and Wildstar is no different. Without CC effects, your opponents are free to run away, heal, or pop defensive cooldowns to mitigate your damage and therefore live to fight another day. As such, it becomes very important to understand what tools are available to use in securing a kill on another player, as well as how each form of crowd control affects your gameplay and the prescribed counters.

    Crowd Control is just as important in PvE content, however, for its ability to interrupt and incapacitate targets. Often powerful foes will have dangerous spells or abilities that must be prevented from being cast or death is soon to follow, or you find yourself facing more enemies than you and your group can handle. CC is useful in both of these scenarios to help keep the players in control of an encounter so that they may eliminate foes effectively without suffering insurmountable losses. In Wildstar, it is important to understand the effects of each family of crowd control effects so you can best incapacitate foes, interrupt abilities, and even increase your own damage. By interrupting a NPC's cast before it completes, players are rewarded with a Moment of Opportunity (MoO) that allows them to deal bonus damage for a short period of time, making mastery of CC essential to overcoming the difficult denizens of the planet Nexus.

    But while CC’ing another player or NPC to line up your heavy-hitting skills is all fine and dandy, you can bet that you’ll be on the receiving end of CC, too. Losing control of your character tends to be a frustrating experience, as you helplessly watch your avatar succumb to the pleasures horrifying pain of being impaled, burned, electrocuted, or transformed into a Sweet Roll. In order to combat this relative helplessness induced by CC effects, the Wildstar developers have implemented a five-tiered approach to help minimize the time you’re disabled to better maximize the time spent kicking ass. This approach can be broken down into:

    1. Breakout Gameplay – Essentially a series of counters to each family of CC to give players something to do when they’ve been disabled, breakout gameplay is Wildstar’s biggest form of CC recovery. Most families of CC (stun, root, etc.) has a prescribed form of counter-play to engage the player when they would otherwise be unable to control their character.
    2. Interrupt Armor – Temporary stackable buffs that can be granted through the use of consumables, gadgets, special-condition AMPs, or a few select abilities, Interrupt Armor provides a temporary charge system for nullifying incoming CC effects. Each CC ability removes 1 interrupt armor naturally, though can usually be tiered up to remove 2 at a time, so there’s always a give and take between granting you or your teammates interrupt armor to prevent incoming CCs while still preserving your items and abilities to try and conserve this precious resource.
    3. Diminishing Returns – In its current state, players can only suffer from one instance of a CC family before gaining complete immunity for several seconds. This prevents players from chain stunning you or immobilizing you as your health drops from 100% down to nothing. Currently, there is roughly an 8 second window of family-specific CC immunity before you become vulnerable to the effect again. This means you’ll need to diversify your class compositions in group PvP to maximize the amount of ways you can control other players to line up kills. (NPCs are not affected by diminishing returns on CC effects.)
    4. Stunbreaks – Every class has access to some form of CC break ability, whether it be available through a base ability or through tiering an ability up. These abilities generally have a 20 – 35 second cooldown, and will instantly dispel any active CC effects on your character, and usually give some sort of temporary offensive or defensive bonus to boot.
    5. Resilience – A tertiary stat whose sole purpose is to reduce the duration of incoming CC passively, Resilience is available in small quantities on gear, through AMPs, or via temporary buffs granted by abilities. Don’t expect to stack 100% CC immunity, but through a combination of cooldowns, AMPs, and gear, you can substantially reduce the duration of incoming CC effects with this stat.


    So we know the game has CC effects; we know there are ways of dealing with it; but what exactly are the families of crowd control effects and which classes have access to them? Below I’ll outline each CC mechanic and its associated counter-play (if it exists). All of these CC effects will be nullified by interrupt armor in sufficient quantities, but putting that aside for a moment, here’s what we have to work with:





    original.png?1401013046 Stun
    A very straightforward effect that causes you to be unable to move, dodge, use abilities, or take any actions until the duration has ended. Countered by pressing and holding a randomly determined directional movement key to lessen the duration of the stun.

    Sources:
    • Engineer: Zap. 2.5s base stun on a 30 second cooldown. 25m range.
    • Medic: Paralytic Surge. 3s base stun on a 30 second cooldown. 15m range.
    • Spellslinger: Gate. 3.25s base stun on a 25 second cooldown. 18m range.
    • Stalker: Stagger. 2.5s base stun on a 25 second cooldown. 7m range.





    original.png?1401013044 Knockdown
    Similar to stun, knockdowns prevent movement or the use of any ability. Countered by dashing in any direction.

    Sources:
    • Esper: Crush. 4.0s base knockdown on a 35 second cooldown. 25m range.
    • Stalker: False Retreat. 2s base knockdown on a 30 second cooldown. 10m range.
    • Warrior: Kick. 3.0s base knockdown on a 20 second cooldown. 7m range.





    original.png?1401013043 Knockback
    A physical push that moves your character several meters away from the source of the knockback. Interrupts casting and renders your character useless during the knockback animation. No counter.

    Sources:
    • Esper: Shockwave. 8m base knockback on a 30 second cooldown. 10m range.
    • Warrior: Tremor. 2m knockback on an 12 second cooldown. (2 charges at tier 4.) 20m range.





    original.png?1401013045 Pull
    A physical pull that moves your character several meters towards the source of the pull. Interrupts casting and renders your character useless during the pulling animation. No counter.

    Sources:
    • Stalker: Collapse. 10m pull on up to 3 targets on a 30 second cooldown.
    • Warrior: Grapple. 20m pull on up to 2 targets on a 13 second cooldown. (2 charges at tier 4.)





    original.png?1401013046 Root
    Immobilizes your character and renders them unable to move, turn, or dodge, but all abilities are still available for the duration of the root. Countered by cleansing/dispelling the debuff.

    Sources:
    • Esper: Restraint. 3.0s base root on a 35 second cooldown. 25m range.
    • Medic: Magnetic Lockdown. 3.0s base root on a 15 (10) second cooldown. 15m range.
    • Spellslinger: Flash Freeze. 4.0s base root on a 30 (27) second cooldown. 25m range.
    • Stalker: Collapse (Tier 4). 1.5 second root on a 35 second cooldown. 10m range. (***This ability does not invoke the diminishing return timer, and the root effect is broken upon the target receiving damage!***)
    • Warrior: Grapple. 1.2s root on a 13 second cooldown. (2 charges at tier 4.) 20m range. (***This ability does not invoke the diminishing return timer, and the root effect is broken upon the target receiving damage!***)





    original.png?1401013047 Tether
    Prevents your character from moving more than several meters away from a tether post. Dodging and abilities are still fully usable, but you are physically restrained from leaving the radius of the tether post until the effect expires or the post is destroyed. Countered by destroying the tether post doodad.

    Sources:
    • Stalker: Tether Mine. 7.5s base tether on a 40 second cooldown. (2 charges).
    • Warrior: Tether Bolt. 7.0s base tether on a 30 second cooldown.





    original.png?1401013047 Subdue
    Disarms your character and prevents them from taking any actions, but allows full range of movement. Disarmed weapons are thrown approximately 25m away from your character and glows blue. Countered by walking over your weapon on the ground to pick it up again.

    Sources:
    • Esper: Incapacitate. 4s base disarm on a 40 second cooldown.





    original.png?1401013043 Disorient
    Randomly reassigns your forward, left, right, and backwards keybinds, making movement confusing and difficult to control. Countered by cleansing/dispelling the debuff.

    Sources:
    • Spellslinger: Spatial Shift. 6.0s base disorient on a 35 second cooldown. 25m range.





    original.png?1401013042 Blind
    Obfuscates your vision of the screen with a thick dark cloud and decreases your chance to hit for the duration of the blind. Over the course of the blind’s duration, clarity of vision is slowly restored, but hit chance remains fully modified. Countered by cleansing/dispelling the debuff.

    Sources:
    • Engineer: Obstruct Vision. 5.0s base blind on a 30 second cooldown. 10m range.
    • Esper: Incapacitate (Tier 8}. 4.8s blind on a 40 second cooldown if foe is casting. 30m range.
    • Warrior: Flash Bang. 5.0s blind on a 35 second cooldown. 20m range.




    So there’s the rundown on what you can expect to encounter in the world of Nexus. Each of these CC abilities is potent on its own, but when chaining them together or combining their effects, you’ll see dramatically increased performance than simply using them on their own. Any CC can be coupled with the effect of another family as they share different diminishing return immunity timers, but any player who uses a stunbreak ability will clear all active CC effects on them, so manage your and your opponent’s cooldowns with care. Some of the more potent CC combinations I’d like to point out are:


    1. Tether + Subdue: As it stands, the tether effect lasts *much* longer than the root family of CCs, but allows for a small degree of movement, and can be broken early by destroying the tether post with your attacks. Hit a tethered target with subdue and you’ve effectively locked them out from any actions for many many seconds on end as they can neither escape the tether to fetch their disarmed weapon nor break the tether post due to their weapon being flung across the room.
    2. Knockdown + Root: An incredibly potent combination that offers all of the benefits of a stun without allowing the player to break out early by holding down the randomly chosen movement key. Knockdowns prevent actions other than dashing, which will end the effect early. Roots prevent movement, including dashing. Couple the two together and a player can’t do anything as they lie on the ground being pummeled.
    3. Blind + Disorient: Remove a player’s ability to see the battlefield, then scramble up their movement keys so they have no clue where they’re going. This combination of CC does nothing to prevent the actions or movement of another player, but it wreaks havoc on their efficiency in combat. If you can’t hit what you can’t see, try doing it when you can’t walk in a straight line.
    4. Pull + Anything: While pulls are handy for yanking an escaping target back into your waiting arms, why leave it at that? Pulling a target then rooting, stunning, knocking down, or applying any additional form of CC leaves them helpless and at the perfect distance for filleting.


    Hopefully this little introduction to crowd control effects leaves you a bit more prepared to handle the dangerous world of Nexus. Wildstar’s gameplay is based on movement, skill, and awareness, so this guide aims to help prepare you for the crowd control effects you’ll face in PvP and PvE. As always, player skill, gear, and any number of other factors can have an enormous impact on the outcome of a fight. But it never hurts to be prepared, and know thy enemy. Happy hunting!
  9. Hey you, welcome to the forums. 30 is crypt keeper status to me, but fear not for a few of our members are turning that this year.

     

    Have you decided on a race/class yet? Were you able to try some out during the betas?

    How's your relationship with PvP? Is it a love/hate type of deal?

    Would you be willing to decorate my plot for a fair price?

  10. It's hard to say what it will be like at 50 against organized teams, but I don't think we'll ever need more than 2 on defense. The healing spells in this game coupled with the time to kill should leave plenty of time for roamers to get back.
     

    Do we know yet if we will still be able to slot different skills in rated matches? I know you can do it on the fly in practice

  11. Thank you for the great intro and welcome to the forums. Your mindset going into WS seems very similar to my own.

     

    Have you ever listened to Mudvayne? If so, would you consider them "Metal?"

     

    Are we to see an intro post from your left brain? Are you still in contact with him?

     

    Have you ever had any classical instruments mixed into any of your songs? I've been recorded playing my cello by a local band, and it turned out pretty sick.

  12. I liked the strategy of keeping 1 or 2 mid at the start and zerging a specific secondary objective. I felt the time to wipe out one of the sides to be faster than evenly split fighting both of them. Once the zerg takes the node, 2 people could stay and the rest move to the opposite side. While moving across, a few could dispatch enemies in the middle if the 1-2 people there are going down. Then the remaining zerg obvi takes the second node, leave 1-2, then back to mid to completely capture.

  13. Great write up. Got all the tips and tricks I could think of; even the speed buff effecting mask carriers.

     

    One slight change I would make to the strategy is only having 1 defend. If the person is a capable player, they can bounce around and stun until another can peal from mid. One person could possibly hold off two enemies until the mid group caps the random mask as well.

  14. Thanks for the intro and welcome to the forums! Warplots seem so foreign to me still, but I'm also looking forward them.

     

    Are you an altaholic, or do you tend to stick to one character?

     

    What's the oddest thing you ever saw in one of your college courses?

     

    Did you ever live in dorms? If so, did you go random?

  15. Great intro, and welcome to the forums. It's nice to see another person that not only likes to take part in some pvp, but is also willing to lead a group into the fray.

     

    Have you played any other games in the WoW genre? Warhammer, Aion, GW2?

     

    Is your nickname Frank the Tank?

     

    Do you or have you ever owned a longboard?

  16. lol I don't mind answering questions. Work is kinda slow.

     

    Also! I love thrash metal, so the guild name caught my eye too.

     

    Ironically enough our name has nothing to do with Slayer, but many people make that connection. Great intro by the way and welcome to the forums. My two quick questions are: Do you enjoy PvP, and have you seen Strange Brew?

  17. Very solid app. I'm exactly polar opposite to you in our views of PvE and PvP. Hopefully we'll be able to show you how PvP can be fun, and maybe you'll be able to shed some light on how PvE can be enjoyable :p

     

     

    PS. +1 for seeing you in our chat room.

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