Xury2

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  1. Quote:
    Originally Posted by VoodooCompany View Post
    Thanks for the reply; it really doesn't sound all that different from way back when IMO though. Super Speed is still king, and yeah, Caltrops didn't ever do much to that on it's own.


    RE: Stalkers....eh, they weren't the ones that could ever kill me anyway. I honestly don't remember when the last time I heavily zone PvP'd anyway, but at least Sharks weren't ever an issue at the time.
    I know what you mean. I remember there was a number of the */Devices blasters who would TP foe into the caltrops. It would slow, and slow enough to hit all the mines he set.

    Edit: And I just remember that was equally satisfying to see when someone kept doing that to Xadin
  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    I wasn't aware that the Scrapper Provokes did -range, too. I was somehow under the impression that was only a Tanker Taunt feature. I can definitely see the bonus of that, then.
    Yup. It applies to Brutes, Scraps, and Tanks Equally. However Scraps have a 3 second recharge on the taunt. Easy to make perma on someone. Only thing is the actual taunt effect doesn't last nearly as long as the brute or tank. However the -Range debuff lasts equally as long on all 3.

    Oh and it's the Pool Power that does not have the -range.

    Quote:
    Not sure what to say about the accuracy stuff. I already have Tactics: are you saying you need Tactics + Targeting Drone? I also am planning on getting the Kismet +accuracy IO, and there's about +30% to accuracy. I can grab a bit more accuracy at the cost of some +hp... though I might be able to shuffle around some things I'm not seeing at the moment.
    Read my post on accuracy above this one, I answer Voodoo's question on that.

    But here's something you may not know... Targeting Drone and Focused Accuracy changed so that it only gives like 5% tohit, and 20% accuracy instead. Tactics increases tohit only, FA/Targeting Drone does little tohit and a LOT of accuracy.

    But mostly you can self-cap perception against stalkers using Drone, Tactics, and Perception IO. But if you're not interested, that's fine too. I dunno how many Night widdows you'll run against. Those are probably THE hardest to hit AT in the game. Granted they can't take many hits, but it's still hitting is the problem.

    Quote:
    I pretty much only have Cobra Strike for the +recharge bonus in Stupefy. I'm capped out on the +5% bonus already, so I had to find other sets I had access to for more recharge. If you're seeing a better option than I am (that's not a Purple or PvP set, as I really can't afford those), let me know.
    Recharge is good on a regen. You have Reconstruction, and Dull pain up very quickly. But taking that power to do so... Not the best option. You could pick up Tough, or replace it with the taunt.

    Quote:
    I know there is no mez protection in PvP, too. That's why I was asking if it was worth getting Combat Jumping or not. I can dump that if it's not much help, and that will give me back a pool power pick to get Tough.
    This one's kinda tricky. It's a matter of personal taste. Personally I'd go with CJ because even during Travel Suppression it can still move at a decent speed, without using the endurance from Super Jump. I have a keybind I use for a quick switch /bind (anything you want) "powexec_name Combat Jumping$$ powexec_name Super Jump"

    That bind makes it so when I press a button it switches between the two.

    Mostly I'd pick it for the Proc slotting. LOTG +recharge, or Kimset.

    Quote:
    I could drop Air Superiority/Fly, but I thought having another KB/KU option would be a good thing to have. Hmmmm, speaking of which, would it be better to slot up Crane Kick for KB a little? I seem to have protection to mag 10 KB, if Mid's is right.
    Ah, knockback. Another good subject. You will probably NEVER knockback a fellow melee character. When someone is mezed, unlike PvE, their toggles still work. There was a bug where you could still get knockbacked while you're mezed. I believe that's fixed now.

    Ok the thing is, you have 10 points of KB protection. However if you look, you also have 10,000% knockback RESIST. So for example. I have a mag 56 knockback in my forcefield's Force Bolt (Yea I enhanced it for knockback). When I hit, the knockback resist kicks in and reduces it not to a negative... but to a .01 or something... even less than that.

    But the point is, Knockback RESIST is what sets you apart from squishies. While they use acrobatics and KB IO's, you have resist to keep you completely safe.

    Crane kick is only a mag 6 knockback. Enhancing the knockback (to about mag 14 max) would only be enough to get past Acrobatics. Yes, you can do this to a few shlubs, and I think it would be kinda funny. Against people who use knockback proteciton IO's... not gonna work.

    So my personal opinion is it's not worth it. You've got a good amount of tools at your disposal as it is, stuns, immobs, webnades.

    Quote:
    Not sure how much those last comments were aimed at me. I do have goals. I've been told Regen isn't affected by DR (and it's a major bonus of a Regen Scrapper), so I tried to get that up fairly high, as well as my HP. I also aimed for a good amount of recharge. I can pick up another Gambler's +recharge, but that'll be a good amount of work more. I'd also like to fit in Tough if I can, but it's butting heads with some other pool power choices.
    Not trying to say you don't know what you're doing. I do believe you know how to make one hellova build. My point is that there are certain things you should be aiming for when it comes to PvP, whether or not you knew or I was just being redundant.

    Slotting for +regen on a Regen is just fine. But understand that previously when you fought someone, you fought with pretty much 0 resist to all vs whatever damage type, And using their PvE damage values.

    In PvP now, the vast majority of damage output has gone up even higher. As a scrapper you automatically get 10% resist all damage in pvp. If you work in Tough, you can tack on another 17 to 20 some-odd percent resist to ALL damage.

    I'm saying this because the damage you are going to be taking in a short amount of time is going to be much higher than before. If +Regen is your goal, that's fine. But also please make room for +HP as it will keep you alive during Dull Pain's downtime, and +Recharge because more often than not, it will be Reconstruction saving your life than direct regen.

    And Regen IS diminished, but no one can reach that cap solo. Not even with IH on. Hit point bonuses are NOT diminished at all.

    Oh almost forgot... Travel suppression... Don't ask me why, you can take this up with Castle... While in Travel suppression, you lose your BASE regeneration value.
  3. Quote:
    Originally Posted by VoodooCompany View Post
    Obviously things are different than my last forrays in zone PvP, so I'm curious how caltrops are "useless" in PvP now?

    I used it religiously back in the day because it slowed noticeably, kept people from flying/jumping, and interrupted plenty of AS and interruptible powers. Once I got you on the ground, you were not going to get away or beat me unless you had help. What changed about it?

    I currently have 70% inherent accuracy, on top of slotted accuracy. With the neutering of FA, the accuracy never seemed useful for PvE anymore, so I'm curious how it's still considered good to get for PvP where accuracy was never all that great compared to +ToHit?

    "Sad" to hear about Xadin; he's the only one that had me coming back. And laughing.
    I'll answer this one first.

    Go back to my previous post in this thread about Travel suppression.

    Only really does 1 of the 3 things you mentioned. It does NOT slow people, it simply causes Travel Suppression like normal attacks do. People can walk in and out of it freely.

    Yes it still prevents jumping and flying, but it does not slow land speed.

    As far as stalkers assassin strike, the fact of the matter is, it will still make them think twice before doing Assassin strike. They can still jump at you and crit you. But the main problem here is level 50 stuff.

    Stalkers have a ranged equivalent of Assassin Strike, and that is... you guessed it, Sharks!

    From a range, stalkers can dish out 2 strikes from far beyond the 10 foot stealth cap, and deal more damage than a solitary assassin strike.

    Sharks base damage 154.57 vs players
    crit for another 154.57
    Total 309.14 with an added 4 ticks of 5.56 damage.

    Assassin Strike (For ALL powersets), 139.03 damage
    if hidden another 250.25 damage
    Total for 389.28

    Also sharks recharge in 6 seconds, while AS 15 seconds.... Sharks have an 80 foot range, while AS has 7 feet. Both have a 3 second cast time, but Sharks are not interruptable. AS costs 14 endurance, and if you get interrupted you waste another 14, and sharks only use 6.5 endurance.

    It's not that hard to see why stalkers prefer the sharks, and follow up with Spirit Shark Jaws to make them bleed heavy DoT.

    To answer the question. No, most stalkers at level 50 wouldn't really care about Caltrops. For the 'have not's' Sure they'll use Assassin strike.

    To answer this question:
    Quote:
    I currently have 70% inherent accuracy, on top of slotted accuracy. With the neutering of FA, the accuracy never seemed useful for PvE anymore, so I'm curious how it's still considered good to get for PvP where accuracy was never all that great compared to +ToHit?
    The answer to that one is Diminishing Returns. Knowledgeable blasters know that when they boost their tohit, it caps out at 20% for pvp. Some like to alternate aim and build up for defense targets. Some like to use both for damage spiking only.

    When I13 was first indoctrinated, they came out with this 'solution' to sucky defense sets. Elusivity.

    This was a sort of... Anti-accuracy formula. At first it was insanely high, making Defense sets king of pvp. But since they toned it down, most just perform about average.

    Elusivity directly effects Accuracy. It's sort of like how diminishing returns works, the more you try and add on, the more Elusivity tries to even you out.

    There is a point though, where enough Accuracy could still mean reliable hits on a defense based character. And since Tohit is capped out so low, having high accuracy is still the best and most reliable way of hitting a defense based character.

    So Voo, your high Accuracy character is still very good in pvp. I hope that answers your questions, just lemme know if you have any more.
  4. I personally would go Taunt webnade regardless of fly or not. You disable jump, and do -range. Any ranged characters will not only be unable to kite due to jump animation canceling, they also have to move in very close to shoot, allowing a ton of opportunity hits. Regardless if you're not slowing them due to Super Speed, the inability to jump while shooting roots them. Taunt + Webnade is VASTLY powerful for a melee character.

    You need to pick up Focussed Accuracy/Targeting Drone. Believe me, when you can't get an attack chain in on some eluding night widdow, or ninjitsu, super reflexes... you're gonna wish you had more acc.

    Fire mastery is not a very good pvp choice at all. It's only slightly higher than dark mastery.

    Also Caltrops, Cobra strike, and Resilience is useless in pvp. I don't throw the term 'useless' around often, but that I can say with certainty that it is very useless. If you don't take Phase shift, take tough instead. +resist all on a regen has its uses.

    Grey Pilgram, the thing is, you need to know that the Mezing system does not work the same in pvp as it does in PvE. As a scrapper, all your stuns, immobs and such only last for 2 seconds in PvP. Then 15 seconds of mez supression kicks in.

    And in PvP, all mez protection is gone, and Mez resist is in instead. So you can stun or immob someone for even LESS than 2 seconds, to a quick blip of mez and then you make them immune to mezing for 15 seconds.

    Cobra strike deals crap damage, and stuns for 2 seconds, just as long as Eagle Claw... only Eagle claw deals massive damage. Drop cobra strike.

    Do not take Thunder AND storm kick (Stick with just Storm kick). Pick up Crippling Axe kick. In a pvp environment, when damage is king... you can't fall behind. CAK and Crane Kick deal almost the same VERY high damage, and that's what you need.

    Slotting because of Purple IOs... It does not fly in pvp anymore. Slotting for goals, such as +HP, +Recharge, ect is what counts.
  5. Quote:
    Originally Posted by Grey Pilgrim View Post
    I think the only other +HP accolade I need is TF Commander, and I have a few of those TFs out of the way on him. I'll keep working on them, then.

    I'll have to work on a build and see what you all think. One last question, how does movement suppression work in PvP? Does it affect travel powers AND Spring and Combat Jumping? I know you used to be able to leap around fairly well in PvP with CJ + Hurdle, but I am wondering if you can still do that (I also figure you need to be able to run well with things like webnade potentially grounding you).
    The gist of it is, every travel power except teleport suppresses to a set amount.

    When you get attacked you get slowed to (x) amount in all 3 speeds for 2 seconds. When you attack you get slowed to (x) amount for 4 seconds.

    And now a full explanation:

    Everyone moves the same speed. Playing cat and mouse on a melee character is hard enough, which is why Taunt and webnades are VERY much recommended.

    Speed buffs and debuffs? Forget about it. It's resisted and diminished pretty hard to the point where neither is noticeable. This applies mainly to Super Speed. When you use super speed, it is extremely hard to slow you below the (x) amount. Most don't bother with it in the first place.

    And here is why... You have your speed buffs, and speed debuffs. While suppression is in play, as long as the speed total is over the (x) amount, you remain at that speed.

    True travel powers work differently than speed buffs or debuffs. Both are diminished pretty hard in pvp, and do not effect the true travel power that much. Melee characters have built in pvp-only resistance to speed debuffs, so slowing them is even harder.

    If you start stacking hard debuffs to speed, (Like Lingering rad, snowstorm, ect), the value is diminished slightly, but does not exceed (x) amount. If you stack 2 hard slows, the 2nd one will hit the diminishing returns cap, still not hitting the (x) mark, and will only be 1/3 effective. Any more stacking only add on less and less afterward.

    It's fairly complicated. But with a buttload of slows it's possible to bring someone to a crawl like before I13. Not a melee character though, a squishie. Most squishies do not get speed debuff resists (Yes I know cold domination and a few others have speed resist).

    Oh and about Teleport... Yea while suppressed it's completely disabled during TS. It's pretty bad.
  6. Xury2

    Scrapper Primary

    Quote:
    Originally Posted by Murdok View Post
    Elec/Regen or MA/Regen in pvp?

    I've dueled a purpled MA/Regen/Force with my Psi/EM and I was thoroughly impressed, but I wonder if MA/ will still be as useful against opponents running sonic or thermal buffs as Elec/ might be since it's damage type is varied?

    All thoughts and input is welcomed.

    Thanks.
    Don't forget that there is global resist now. Damage type no longer matters as much as damage numbers do. MA and Elec both have a stun which is useful, but MA's stun is a guarantee every shot.

    And Liberty is correct, most don't actually use the buffs anymore, since resist buffing a squishy grants anywhere from a 2% to .2% resist buff.

    Personally I'd go with MA, but that's just because I have run with a MA/Regen as my namesake since Issue 2.
  7. Quote:
    Originally Posted by Tizgone View Post
    So, I'm kinda new to the whole "forum" thing, as well as the whole "PvP" thing. A few questions:

    I would assume that controllers are pretty uh.. not-good at PvP based on the fact that everyone and their mother walks around with a tray full of BFs and our damage output is pretty terrifyingly low. Maybe I'm just not doing it right, or what, but I can't seem to have any luck in PvP on my old controllers. But I might have just tried to PvP in a bad time for controllers, I dunno.

    Second Question:
    I've got a few toons floating around at 30ish or 40ish, and I can't decide which one I should take up to do some PvP with. They are as follows:

    Dish Pan Hands: Level 41ish Energy Manipulation/Nin Stalker
    Mental Maiden: Level 42ish Illusion/Storm Controller
    Cholorokin: Level 32 Plant/Kinetics Controller
    Elkin: Level 35ish Illusion/Kinetics Controller
    Psy Wren: Level 32 Sonic/Mental Blaster
    Beating Maiden: Level 44ish Super Strength/Willpower Brute
    Mutinia: Level 20ish Dual Pistols/Mental Blaster
    Sparking Maiden: Level 32 Electric/Mind Control Dominator

    I'm not really sure what my role would be in a PvP match on any of my given characters. Would I be out to beat people up?? I dunno, really. It's just all so intimidating what with IOs and stuff like that. To be honest, I'm lucky if my characters have any sort of enhancements in them, and doubly so if they're valid at any given level. :X


    Thanks for all the help that I'm sure will be forthcoming!
    I take it the last time you pvp'd was before issue 13? Because nowadays no one brings a tray full of break frees anymore. Controllers were always top tier in pvp, it's a lack of understanding on your part to know why. However with the changes, controllers can still be good, it's just understanding your role in a team setting.

    But to answer these questions, you really have to understand what Issue 13 did to the archetypes. More or less, controllers add in a degree of disruption and damage. Depending on your primary and secondary some will way outshine others.

    Whenever we actually run classes we can help you with some of the understanding.

    But to answer your specifics:

    Em/Nin stalker does well
    Ill/Storm does pretty well
    Sonic/MM blaster does well
    Mind/Elec dom does very well

    And I suppose the SS/Will brute can do well if you know what to pick. (Taunt, webnades)
  8. I may be wrong, but I don't believe TP resist is even flagged for pvp at all. This may be the main problem. Look at CoD (Yes this is the updated one on cohtitan)

    Self:
    • RES(Knockback, Knockup) +10000% for 0.75s If NOT on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • -10 Knockback, Knockup, Repel for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • RES(Repel) +10000% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • RES(Teleport) +100% for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • -10.38 Stun, Held, Sleep, Immobilize for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • RES(Stun, Held, Sleep, Immobilize) +103.8% for 0.75s If on a PvP map
      Effect does not stack from same caster
    • RES(Knockback, Knockup) +10000% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • -10 Knockback, Knockup, Repel for 0.75s If on a PvP map
      Effect does not stack from same caster
    • RES(Repel) +10000% for 0.75s If on a PvP map
      Effect does not stack from same caster
    • RES(Defense) +17.3% for 0.75s [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • RES(Defense) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • RES(ToHit, RechargeTime) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • RES(RunSpeed, FlySpeed, JumpHeight, SpeedJumping) +50% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster


    Seems to me that it isn't even flagged for pvp in the first place. Because if there is a tag on "If NOT in a pvp map" or "If on a pvp map" is very specific. Sometimes there is no tag on some powers, meaning they still work in both zones... For example, look at Electric Armor's Static Shield:

    Self:
    • -10.38 Stun, Held, Sleep for 0.75s If NOT on a PvP map
      Effect does not stack from same caster
    • RES(Stun, Held, Sleep) +103.8% for 0.75s If on a PvP map
      Effect does not stack from same caster
    • RES(Psionic) +26.25% for 0.75s
      Effect does not stack from same caster
    • RES(Defense) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • RES(ToHit, RechargeTime) +30% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • RES(RunSpeed, FlySpeed, JumpHeight, SpeedJumping) +50% for 0.75s If on a PvP map [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    Target:
    • RES(Teleport) +100% for 0.75s [Ignores Enhancements & Buffs] [Non-resistable]
      Effect does not stack from same caster
    • RES(Recovery, Endurance) +103.8% for 0.75s [Ignores Enhancements & Buffs] [Non-resistable]
      Effect does not stack from same caster
    This may or may not make a difference, but I believe it does.
  9. Also you get major endurance drain and recovery resist as elec armor. Yea so Elec tanks are very hard to drain.
  10. Xury2

    PvP and Procs

    "3) the problem here is that slotted hold powers only last for a few sec in PvP, I can't imagine these procs actually hold longer for 1 sec in pvp, not my first choice for PvP procs, best use would be de-activating offensive toggles on who you are fighting"

    Actually that proc has a base 6 second hold on players. That's longer than a controller or dominator ST hold. Heck, the only way for them to get a longer hold is to enhance their ST hold for duration.

    Also, only a good number of damage procs are unresistable damage. Mostly the non purple ones, and the Unbreakable constraint one.
  11. When you said 'how does this build look' I was going to say "The text hurts my eyes, use different colors."

    But yea, Mac is right.
  12. Xury2

    PvP MM

    I believe demons will perform really well. They have quite a number of -recharge and -resist debuffs in their attacks.
  13. It does. Boosts slow movement and -defense.
  14. Last I heard Lady Grey one wasn't resisted. Of course that was some time ago... And neither is the placate proc, as obscure as that is. And I don't mean how it fires off all the time, I mean when you have placate resist to reduce the duration in Leadership/Assault.

    And about the purple procs being resisted besides the placate one, well that's fine and dandy.

    Edit: Did some research, Lady Grey IS in fact resisted, and Touch of Death is unresistable. And I'm not 100% on the placate duration one.
  15. Quote:
    Originally Posted by StormyDarkness View Post
    The thing that gets me though is has the defense part. I just not fully understanding why it wouldn't be able to boost the defense aspect of the power and not the power as a whole. I mean, the logic behind it to me is that you can enhance a power for a certain part that the power boost wouldn't be able to work in the same type fashion to buff what it's says it buffs.

    Yeah, just very frustrated on this. That and a touch of not understanding the reason it doesn't do what it sounds it would do. Honestly what I would expect is Power Boost and then have the defense part boost for only 15 seconds, but heard that that since it's a click power that it lasted the entire duration (which makes some sense to me on the logic that I was given).
    Perhaps I can be of service.

    I've posted a few times already in the Mastermind forum on powerboost and I believe I can help you here. Let me copy paste what I said:

    "Thanks to F22-Major, I became a powerboost know-it-all. Ok so powerboost rundown:

    Powerboost affects the following powers:

    Direct Health healing
    Direct Endurance healing and draining
    Mez durations
    Mez protection magnitude (Things like Integration, Clear Mind, and Stimulant)
    Movement speed buffs and debuffs
    Defense buffs and debuffs
    Negative powerboost (Increases the negative)
    Tohit buffs and debuffs
    Some pet powers (Mostly things like rains)

    Powerboost does NOT affect the following:

    Regeneration buffs and debuffs
    Damage buffs and debuffs
    Knockback and Knockdown Mag
    Recovery buffs and debuffs
    Recharge Speed buffs and debuffs
    Repel mag
    Resist Damage buffs and debuffs
    Direct Accuracy
    Stealth
    Debuff resistance
    Range buffs and debuffs
    End discount buffs
    Pet auto powers, or any Henchmen's powers for that matter.
    +HP Buffs
    +Max End buffs
    Perception buffs and debuffs
    Mez Resistance
    ANY rage bar
    Taunt Duration
    Placate Duration
    Threat Level
    Mez magnitudes

    Side note: Powerboost is wonky at times and does not work for a power that has an ENHANCEABLE factor of something it does not effect.

    For example powerboost will affect forcefield's personal forcefield's defense levels even though it grants damage resist. Rest assured, it will not effect the Resist still. This is because the damage resist is not enhanceable. It will NOT affect Cold domination's Ally shields because you can enhance the damage resist of the shields."


    Now he had asked what the powerboost would work for, and he is Pain Domination. He suffers from the same problem that you do, in that one of his main powers does not work with powerboost.

    World of Pain has an enhanceable Tohit buff and Resist buff. Because of this, Powerboost will not increase the Tohit bonus.

    Powerboost is very binary in nature, It looks at the power as a whole before it decides to enhance it or not.

    Does it have an enhanceable Defense? Yes
    Does it have an enhanceable Resist? No

    Conclusion, boosting all enhanceable portions.



    Or.

    Does it have an enhanceable Tohit? Yes
    Does it have an enhanceable Resist? Yes

    Conclusion, do not enhance the power at all.


    Powerboost cannot skip over portions of enhanceable things. It's not coded that way, and I get the feeling it never will be.

    Luckily there's very few things powerboost COULD work for but does not. Ice Shields just happens to be one unfortunately.

    But take forcefields for example; Powerboost works just fine for the ally shields. You click it, and put 2 bubbles on at least 3 people before it wears off. And the ally bubbles you grant during that time are powerboosted, and will continue to be boosted until they wear off or you refresh their duration with powerboost. If you re-cast the ally bubbles to refresh the duration without powerboost, then the ally shields will return to normal.

    I hope this info helps.
  16. Quote:
    Originally Posted by Tokyo View Post
    Since when do we agree with the devs when they say something is "working as intended?"
    When it's convenient to us...I see.

    Anyway, i'm beating a dead horse. Enjoy your "fair and balanced" league PvP. d;D
    Hey come on now. I didn't say I approved either, I'm just reiterating what they said.
  17. Quote:
    Originally Posted by Tokyo View Post
    Reconstruction on regen scrappers doesn't seem to be significantly impacted by DR like most other AT heals (Not being DRed correctly?)
    ((I could be wrong about reconstruction, however it does seem as if it is being impacted much differently. Regen set for scrappers needs to be looked at.))

    Hold procs are allowing ranged powers to hold longer than actual powers meant to hold.

    Also I don't believe inertial reduction is being affected by TS like similar travel powers. (has this changed recently? Haven't PvPed in a few months.)

    Those are a few things that come across as broken off the top of my head. I can't show numbers because the numbers available to us for PvP are wrong.

    instead of out-right banning a power in a secondary or limiting an entire AT, why not simply limit the amount of ATs that can have that primary, secondary, epic, patron?
    Max and Barrier already talked about the ones you mentioned, but I'll cover the rest.

    Reconstruction and similar self healing powers ARE effected, only minimally, this is by design and working as intended. This was specific in a post of Castle's.

    Most common procs are unresistable in pvp, and this is also by design. Working as intended. It's stupid.

    Inertial reduction is still effected by travel suppression.

    Look man, these guys already agreed on things that were banned because in an 8 v 8 environment they already know what's exploitative. And there are a few things bugged that are of little consequence in 8 v 8.

    Edit: Correcting myself, Thanks mac.
  18. I don't believe there is a single 'useless' power in pain domination. I have a Bots/Pain who is a tankermind, who took ALL of his pain domination, and has 2 rifle blasts and Knockout blow all worked in.

    But the real beauty of that build is he can switch between solo tankermind, team tankermind, and full-on team support... without even changing builds.

    Look man, Suppress pain is the reason a mastermind becomes a tankermind. Supress pain is 200% regen, and about 400% enhanced. That is pretty darn impressive for a toggle. You tack on resistance from World of Pain, and Defense or Resist from an epic shield, and Bodyguard... Man it will take a LOT to bring you down. You're rocking high resistance or a mix of defense and resist, in addition to some high regen rate.

    And about Share pain... Normally that might get you in trouble, if you were a corrupter, but you're a mastermind. You've still got bodyguard and minions to take aggro for you if you're not taunting or something. Sure YOU can't heal, but if the minions draw aggro in BG mode, they sure can be healed.

    So here is my build I use for a tankermind/team support. I even worked in 4 attacks. It is a very busy build.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1436;712;1424;HEX;|
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    |-------------------------------------------------------------------|
  19. Xury2

    ill/x

    Ill/Therm if I felt like killing my opponents blue bar, and Ill/cold if I feel like killing their recharge and resist.
  20. Quote:
    Originally Posted by Deus View Post
    care to elaborate? I know EM has build up and range boost, but they take about 30 secs to rech, whereas devices toggles stealth and target drone. I need some clarification of why EM is easily better than everything else. I know why SS on tanks is the best bc of perma rage but that's not the case with EM.
    Boost range is easily made perma, without any IO help, It's not stackable, but you can just keep it going all the time.

    It's got Melee damage whereas devices does not.

    Build up vs no build up already puts it ahead of devices. Webnade and drone are unique to that set, and makes it a close second as they were saying already.

    Powerboost is useful in some cases. Increases stun durations and +tohit buffs from aim and/or build up, and if you're using aid self.

    Any set can pick up stealth. In fact, since EM doesn't have stealth, and most people take phase shift, taking the stealth is already necessary for phase. It's more convenient that way. Even taking this over the Cloaking Device is preferable, especially with a stealth IO too.

    Both sets can stun people, tazer is slightly ranged, but still 2 seconds... whereas total focus is massive damage for the same 2 seconds.

    But mostly it's because of boost range, high melee damage added, and other secondary effects is why EM is far superior to the other sets.
  21. Quote:
    Originally Posted by Person34 View Post
    I don't play MMs much, I am thinking of trying a merc or bots MM with pain secondary (neither which I know much about). A few questions:

    - slotted suppress pain is about 400% regen, slotted painbringer (for heal, not end) is about 1000% regen. Is there a ceiling on how much regen a player/pet can have?

    - I know power boost will increase a heal, can painbringer or suppress pain be affected by power boost as well?

    Thanks in advance guys.
    They posted a link on Regeneration, but here's the data itself:

    Scrapper, Stalker 2,200% at level 1
    3,000% at level 20+

    Brute, Tanker 2,100% at level 1
    2,500% at level 20+

    all others 2,000%

    So no, Painbringer and Supress pain are not enough to cap anyone alone, this is a good thing, since your ally probably already has his own self regen buffs, from IO's powers and whatnot.

    I made a post on Powerboost in this thread, but It turns out that besides the heal, you have 3 other powers effected by powerboost you may or may not know about.

    My post went as such:

    Thanks to F22-Major, I became a powerboost know-it-all. Ok so powerboost rundown:

    Powerboost effects the following powers:

    Direct Health healing
    Direct Endurance healing and draining
    Mez durations
    Mez protection magnitude (Things like Integration, Clear Mind, and Stimulant)
    Movement speed buffs and debuffs
    Defense buffs and debuffs
    Tohit buffs and debuffs
    Some pet powers (Mostly things like rains)

    Powerboost does NOT effect the following:

    Regeneration buffs and debuffs
    Damage buffs and debuffs
    Knockback and Knockdown Mag
    Recovery buffs and debuffs
    Recharge Speed buffs and debuffs
    Repel mag
    Resist Damage buffs and debuffs
    Direct Accuracy
    Stealth
    Debuff resistance
    Range buffs and debuffs
    End discount buffs
    Pet auto powers, or any Henchmen's powers for that matter.
    +HP Buffs
    +Max End buffs
    Perception buffs and debuffs
    Mez Resistance
    ANY rage bar
    Taunt Duration
    Placate Duration
    Threat Level
    Mez magnitudes

    Side note: Powerboost is wonky at times and does not work for a power that has an ENHANCEABLE factor of something it does not effect.

    For example powerboost will effect forcefield's personal forcefield's defense levels even though it grants damage resist. Rest assured, it will not effect the Resist still. This is because the damage resist is not enhanceable. It will NOT effect Cold domination's Ally shields because you can enhance the damage resist of the shields.

    In conclusion, powerboost will effect:
    The mez protection magnitude of Enforced Morale
    The -Defense debuff in Anguishing Cry
    The +Tohit buff in Conduit of Pain

    The only downside is because World of Pain has an enhanceable +resist buff, Powerboost will not effect the +tohit
  22. Hey Sam, I've got lots of experience on forcefields both heroside and villainside... My first 50 villain that I still use to this day is Mercs/FF mastermind.

    On your Repulsion field, just nitpicking on your latest post there, it's Knockback, not repel. Force bubble is a true Repel, with a knockback thrown in every once and a while. Repel, I'm sure you know, is like a wall of force pushing them away, while standing up still... while knockback is a sudden push flat on their faces.

    Everyone here has given good advice on forcefielders and the robotics part, but what I want to touch on is the Powerboost section. I'm surprised how little I see forcefielders use this effectively and I want to help you get a little know-how on some very Super Effective usage out of it



    Thanks to F22-Major, I became a powerboost know-it-all. Ok so powerboost rundown:

    Powerboost effects the following powers:

    Direct Health healing
    Direct Endurance healing and draining
    Mez durations
    Mez protection magnitude (Things like Integration, Clear Mind, and Stimulant)
    Movement speed buffs and debuffs
    Defense buffs and debuffs
    Tohit buffs and debuffs
    Some pet powers (Mostly things like rains)

    Powerboost does NOT effect the following:

    Regeneration buffs and debuffs
    Damage buffs and debuffs
    Knockback and Knockdown Mag
    Recovery buffs and debuffs
    Recharge Speed buffs and debuffs
    Repel mag
    Resist Damage buffs and debuffs
    Direct Accuracy
    Stealth
    Debuff resistance
    Range buffs and debuffs
    End discount buffs
    Pet auto powers, or any Henchmen's powers for that matter.
    +HP Buffs
    +Max End buffs
    Perception buffs and debuffs
    Mez Resistance
    ANY rage bar
    Taunt Duration
    Placate Duration
    Threat Level
    Mez magnitudes

    Side note: Powerboost is wonky at times and does not work for a power that has an ENHANCEABLE factor of something it does not effect.

    For example powerboost will effect forcefield's personal forcefield's defense levels even though it grants damage resist. Rest assured, it will not effect the Resist still. This is because the damage resist is not enhanceable. It will NOT effect Cold domination's Ally shields because you can enhance the damage resist of the shields.

    Powerboost ultimately has some very great effects especially for a forcefielder. It effects all defensive numbers in every defense move, and you can throw in a few extras and have it effect them too.

    Effective usage:

    As a defense character you can slot a good number of +recharge from LOTG or the less expensive Red Fortune, granted you need 5 slots for the 5%. This helps Powerboost come up faster, because slotting 3 recharges in the power brings it to 60 secs.

    So recharge helps for that bad boy up.

    Other defensive moves are like Aid Self, Aid Other, and Stimulant. If you choose to take these, powerboost greatly increases the healing, and it also increases the magnitude of protection Stimulant gives. I've never heard of anyone actually needing tons and tons of mez resist aside from ghost widdow's mag 100 hold, but still the option is there.

    You also have the option of the webnade hold or immob. It will greatly increase the duration and the speed debuff present in both. For example a boss that doesn't get held or immobed in the first will be slowed greatly with a powerboosted web, plus you can stack it on him with ease.

    Now effective bubbling: When you activate powerboost, it immediately effects all defense toggles you are running for the 15 seconds it is running. So Dispersion is increased for your own personal safety.

    Now, this is for effective bubbling, always remember this... During your 15 seconds, you can apply Deflection and Insulation on 3 people.

    Or you can apply it to 2 people and 1 heal or attack.

    But it is always 3 people. During teams if I'm running with an 8 man team, I powerboost the top 3, and when powerboost comes up again, I will powerboost the next 3, and then the last person.

    And during that last person I can choose to refresh the powerboosted bubble of the first 2, or save it to refresh it all at once.

    This is how you can keep powerboosted FF on an 8 man team, It's easier with henchmen, since you just have the 6 bots. Powerboost the tier 1 henchies since they have the least HP, then protect the higher tier ones on the 2nd powerboost.

    However the 2 of those don't mix well. Personally when I'm on a team I keep the powerboost for my teammates and just regular bubble the minions at all times. IT really depends on how many teammates I have, any more than 3, it's tiring.

    But the key is the 3 allies fully shielded per powerboost. If you refresh the powerboosted bubbles with non-powerboosted bubbles, the defense will return to non-powerboosted levels. Despite what the teamwindow status says, if you do that, the bubbles will not have a high defense.

    Hope that helps with a few questions you might have.
  23. Quote:
    Originally Posted by DitzyBlonde View Post
    Dear Tru Warrior,
    This is dedicated to you.....

    http://www.youtube.com/watch?v=gSXERwg4s2o

    Go be awesome!!!

    Sincerely,
    Meli(aka @Southern)
    Man, that wins.