_Blu_

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  1. _Blu_

    Night Widows...

    Quote:
    Originally Posted by Lucky666 View Post
    widows equal fail in pvp any zone
    It's sad because it is true. They had their damage nerfed because people complained they were too defensive to have that kind of strength...at range and/or melee.

    Then I13 came and nerfed everyones defense. You'll see for yourself how sad they've become, just play in a pvp zone heroside for a while, theres still a few around. They aren't that hard to kill if your not new to pvping.
  2. Quote:
    Originally Posted by Jibikao View Post
    First of all, not sure how many of you have noticed that your Lich can take Accurate Tohit Debuff sets now. I've been using Mid Hero builder but it hasn't had any new update and it is still showing that Lich can't take ATD sets.

    So I've been doing SFs and my Fortunata finally got 200+ merits and bought Chance for Negative Proc from the Accurate Tohit Debuff set (Cloud Sense). This is such a Painful purchase as I did so many SFs just to get one recipe I want below lvl 30. I didn't buy it from the market because it was either not for sale or over 70-80mils.


    Anyway, I put it on Lich and did some testing. I LOVE IT! Normally a low damage proc at 20% isn't a big deal but since Lich doesn't have many heavy attacks to begin with, each Proc feels like a Critical damage because his heaviest attack is just Dark Blast. The proc damage is actually a bit higher than dark blast because Lich is a "boss".

    So those of you who is a huge fan of Necro, try to put that proc in Lich. I think it's worth it because it feels like Lich has 20% to critical on everything but the single Hold.

    Do all the Necro Pets take this Enhancement? (Not including the ghost)
  3. Quote:
    Originally Posted by _Meldash_ View Post
    The enemy would be taunted, then after the placate he'd lose target.
    Another odd question to go with this, what if you taunted from hide? Would it break Hide?
  4. Quote:
    Originally Posted by cocomilkshake View Post
    ok so i understand the stealth caps but a few ppl told me that combining superior invis + group invis + stealth io would bring an ill troller past stealth cap (si alone does this) and that the remaining invis would go as a buffer for other people's perception? please explain this...i am sick of trying to understand the concept!
    As far as my experiences with this, no, the extra invis won't even act as a buffer, so someone with enough percep to get above your stealth cap will see you. All the time.
  5. _Blu_

    Elec/SS Tank

    Since this is the PVP Builds thread, and the Tanker thread apparently doesn't like anything but pve builds, I thought I'd put it here.

    This is geared towards zones and group arena, though I'm sure it could fare well in Arena, esp. against Sappers.

    The Main attack chain for melee fights is Kick->Flurry->Kick->Knockout Blow(For the Toggle Dropping Hold+Hold Proc) But mostly just Kick->Flurry->Kick->Flurry. The main reasons for SS was Rage, Hurl, and the hold factor in Knockout Blow, and thats about it

    Obviously when fighting at a range Taunt will be used to nerf Range, Hurl to knock down fliers, and Laser Beam Eyes because its just another attack, and one that doesn't need to be on the ground to use.

    Electric Armor I believe will fair well on a Tank. Good Resists + Sapper Armor, TP Protection and Now a Self Heal, at least for Zones this could become a competitor for Fotm with Invul and Fire, at least when it first comes out. It might not be as good as I see looking at it, but who knows.

    All I can say about this is GL to me getting those PvP IOs, for I've only ever gotten 1 dropped when they first came out, and I sold for a price that gets me very angry thinking about it now, 20mill.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    R3-D: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor
    • (A) Steadfast Protection - Knockback Protection: Level 30
    • (3) HamiO:Ribosome Exposure
    • (3) HamiO:Ribosome Exposure
    • (5) HamiO:Ribosome Exposure
    Level 1: Jab
    • (A) HamiO:Nucleolus Exposure
    Level 2: Conductive Shield
    • (A) Steadfast Protection - Knockback Protection: Level 30
    • (5) HamiO:Ribosome Exposure
    • (7) HamiO:Ribosome Exposure
    • (7) HamiO:Ribosome Exposure
    Level 4: Punch
    • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (43) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (43) Crushing Impact - Accuracy/Damage: Level 50
    • (46) Crushing Impact - Damage/Endurance: Level 50
    Level 6: Static Shield
    • (A) Steadfast Protection - Knockback Protection: Level 30
    • (9) HamiO:Ribosome Exposure
    • (9) HamiO:Ribosome Exposure
    • (11) HamiO:Ribosome Exposure
    Level 8: Combat Jumping
    • (A) Karma - Knockback Protection: Level 30
    • (11) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
    Level 10: Taunt
    • (A) Perfect Zinger - Taunt/Recharge: Level 50
    • (13) Perfect Zinger - Taunt/Recharge/Range: Level 50
    • (13) Perfect Zinger - Accuracy/Recharge: Level 50
    • (15) Perfect Zinger - Taunt/Range: Level 50
    Level 12: Energize
    • (A) Doctored Wounds - Recharge: Level 50
    • (15) Doctored Wounds - Heal/Endurance: Level 50
    • (17) Doctored Wounds - Endurance/Recharge: Level 50
    • (17) Doctored Wounds - Heal/Recharge: Level 50
    • (19) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (34) Unbounded Leap - +Stealth: Level 50
    • (40) HamiO:Microfilament Exposure
    • (43) HamiO:Microfilament Exposure
    Level 16: Hurdle
    • (A) Jumping IO: Level 50
    Level 18: Health
    • (A) Miracle - +Recovery: Level 40
    • (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (21) Performance Shifter - EndMod: Level 50
    • (21) Performance Shifter - EndMod/Recharge: Level 50
    • (23) Performance Shifter - EndMod/Accuracy: Level 50
    Level 22: Knockout Blow
    • (A) Lockdown - Chance for +2 Mag Hold: Level 50
    • (23) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50
    • (34) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
    • (34) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
    • (37) Gladiator's Strike - Accuracy/Damage: Level 50
    Level 24: Kick
    • (A) Hecatomb - Chance of Damage(Negative): Level 50
    • (25) Hecatomb - Damage/Endurance: Level 50
    • (25) Hecatomb - Accuracy/Recharge: Level 50
    • (27) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (27) Hecatomb - Damage/Recharge: Level 50
    Level 26: Grounded
    • (A) Steadfast Protection - Knockback Protection: Level 30
    Level 28: Rage
    • (A) Adjusted Targeting - Recharge: Level 50
    • (29) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    • (29) Adjusted Targeting - Endurance/Recharge: Level 50
    • (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    • (33) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (33) Adjusted Targeting - To Hit Buff: Level 50
    Level 30: Tough
    • (A) Steadfast Protection - Knockback Protection: Level 30
    • (31) HamiO:Ribosome Exposure
    • (31) HamiO:Ribosome Exposure
    • (31) HamiO:Ribosome Exposure
    Level 32: Lightning Reflexes
    • (A) Run Speed IO: Level 50
    Level 35: Hurl
    • (A) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
    • (36) Gladiator's Javelin - Accuracy/Endurance/Recharge: Level 50
    • (36) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
    • (36) Gladiator's Javelin - Damage/Recharge: Level 50
    • (37) Gladiator's Javelin - Accuracy/Damage: Level 50
    Level 38: Power Sink
    • (A) Efficacy Adaptor - EndMod/Endurance: Level 50
    • (39) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    • (39) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (40) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (40) Efficacy Adaptor - EndMod: Level 50
    Level 41: Focused Accuracy
    • (A) Rectified Reticle - Increased Perception: Level 20
    • (42) HamiO:Cytoskeleton Exposure
    • (42) HamiO:Cytoskeleton Exposure
    • (42) HamiO:Cytoskeleton Exposure
    Level 44: Laser Beam Eyes
    • (A) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
    • (45) Gladiator's Javelin - Accuracy/Endurance/Recharge: Level 50
    • (45) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (45) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
    • (46) Gladiator's Javelin - Damage/Recharge: Level 50
    • (46) Gladiator's Javelin - Accuracy/Damage: Level 50
    Level 47: Flurry
    • (A) Gladiator's Strike - Chance for Smashing Damage: Level 50
    • (48) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50
    • (48) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
    • (48) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
    • (50) Gladiator's Strike - Damage/Recharge: Level 50
    • (50) Gladiator's Strike - Accuracy/Damage: Level 50
    Level 49: Physical Perfection
    • (A) Panacea - +Hit Points/Endurance: Level 50
    • (50) Performance Shifter - Chance for +End: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 6.25% Defense(Smashing) (in PvP)
    • 6.25% Defense(Lethal) (in PvP)
    • 6.25% Defense(Energy) (in PvP)
    • 6.25% Defense(Negative) (in PvP)
    • 3.13% Defense(Melee) (in PvP)
    • 3.13% Defense(Ranged) (in PvP)
    • 4.5% Max End (in PvP)
    • 45% Enhancement(Accuracy)
    • 15% Enhancement(Range) (in PvP)
    • 50% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -34)
    • Knockup (Mag -34)
    • MezResist(Confused) 25% (in PvP)
    • MezResist(Held) 25% (in PvP)
    • MezResist(Immobilize) 27.2%
    • MezResist(Repel) 100% (10% chance, in PvP)
    • MezResist(Sleep) 25% (in PvP)
    • MezResist(Stun) 25% (in PvP)
    • MezResist(Terrorized) 30%
    • 20% Perception
    • 18% (0.3 End/sec) Recovery
    • 20% (1.56 HP/sec) Regeneration
    • 4.89% Resistance(Smashing)
    • 4.89% Resistance(Lethal)
    • 6.78% Resistance(Fire)
    • 6.78% Resistance(Cold)
    • 8.04% Resistance(Energy)
    • 8.04% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 5% RunSpeed
  6. So I had it already done but it's telling me to re-download it because theres somethin wrong with it (been like this since open beta of I15) decided I15 wasn't worth it but I16 time and I want in but I can't find the link to make the test server.

    Any Links?
  7. _Blu_

    i16 zone changes

    Quote:
    Originally Posted by ConFlict View Post
    I will put 1 billion inf down this change will not be welcomed by the pvpers who aren't already in rv regularly. Those players who stayed in the low level zones and built for them for the most part with slotting and building that gave them an advantage there. I predict tanks getting their tier 9s in sirens will be the most complained about point. It would have been blasters having their nukes there if this was still pvp 1.0.
    Actually I think it will be Thermals getting Heat Exhaustion but thats just me. A T9 crash will take a player out for a while and have a long cooldown while Heat Exhaustion is perhaps the most annoying debuff to a pvp'er, and is/can be up about every minute.
  8. (You can skip this middle, it's just backgound)

    ---------------

    I've been trying to come up with a powerset for a character by the name of VhampiR. Obviously the theme here is darkness. (Red also good, blood-like.) I've already tried her as multiple builds, current one is Rad/Pain Corr. (Trying to keep it villain)

    Anyways the build I had planned wasn't going to be fairly expensive (only 1 purp set, the Ranged dmg for the Regen Bonus, used twice. 3 each in 2 different powers.) and was based off of getting as much regen as possible. I chose rad for the stun in cosmic burst, so it would be applied fairly regularly. But after remembering that DR would hit regen hard, and after every attack/summon/heal you get yet more heal decay. So perhaps that 41 hp/sec I had built up in Mid's wasn't going to equal much. So, what else does pain really have to offer but a melee debuff and ally buffs? (I'm more along the solo pvp, though I team in zones, I tend to forget to buff my team-mates)


    -----------------------

    (So, about the title question)

    I've been looking at radiation emission. (The defender side.) I thought with a modified debuffs on defenders and paired with dark blasts (also with boosted -tohit from def mods) I might get an equivalent to decent defense. With DR and the mez system, is this still anygood? What would -48% tohit be about in a zone? How well do dark blasts stack? Does power build up used before radiation infection effect it the whole time, or just for its duration? (looking at FF here and how the pb'ed shields work) Will Rad Infection and Enervating Field really be knocked off me that much to where its pointless? More so in arena or zones, are they the same?

    Yes, that's a lot of questions, but I would really hate to have to delete VhampiR yet again for another build, or perhaps take her out of one thats actually good, and I'm just going about it wrong. (For those who didn't read the middle, she's a rad/pain corr)

    ---------------------

    Anyways there's my question that basically can be summed up by "Is Radiation Emission still worth it on a defender?"
  9. Quote:
    Originally Posted by BlackBellatrix View Post
    So, I've been playing around in Mids and I can't seem to get all the pieces to fall together in a nice package. I'm looking to make a PvE build that focuses on getting a good amount of defense as well as a sizable amount of recharge.

    I was hoping that using the Scorpion Shield, Hover, Tough (Steadfast +3%) and Weave, I could pick up a good amount of S/L/E defense and then hopefully soft-cap Ranged Def. Then with liberal use of LotGs and set bonuses, pick up enough extra defense and recharge to really get things going. I was hoping for Perma-Dom but I don't see being able to fit Hasten in or getting enough recharge to accomplish it with also getting the good numbers in defense. Anyone play around with a similar concept? How'd you do?
    I have a Mind/Energy Dom myself, though my build isn't built like you want, (I'm PvPing.)

    However, PvE builds are fairly similar, you just take more AoE instead of ST, but I'm not gonna go there.

    Here's what I have built for ya. 44.5% def to ranged, soft-caped energy def, and about 32% def to Smashing and Lethal. 158.8% recharge w/ hasten, 88.8% without so I believe that is good enough for decent Perma-Dom. If the def isn't good enough at times Personal Force Field should get you through it.

    *A Side note: Mid's shows Power Boost granting a boost in Defence when its active, however I have not checked if this is true so that isn't included in the numbers ^^. If this is true, however, Mid's shows S/L/E and Ranged Capped, while Neg. at 42% def.


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Defense and Recharge: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Energy Assault
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Levitate -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(17), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(50)
    Level 1: Power Bolt -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Dmg/EndRdx:50(9), Thundr-Acc/Dmg:50(9)
    Level 2: Dominate -- BasGaze-Slow%:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Rchg:30(5)
    Level 4: Bone Smasher -- Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(36), Hectmb-Acc/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Dmg/Rchg:50(50)
    Level 6: Hover -- LkGmblr-Rchg+:50(A)
    Level 8: Swift -- Flight-I:50(A)
    Level 10: Power Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Dmg/Rchg:50(40), Thundr-Dmg/EndRdx:50(43), Thundr-Acc/Dmg:50(46)
    Level 12: Mass Hypnosis -- FtnHyp-Plct%:50(A), FtnHyp-Sleep/EndRdx:50(13), FtnHyp-Sleep/Rchg:50(13), FtnHyp-Acc/Sleep/Rchg:50(15), FtnHyp-Acc/Rchg:50(17)
    Level 14: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(15)
    Level 16: Health -- Mrcl-Rcvry+:40(A)
    Level 18: Total Domination -- Lock-%Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(19), Lock-EndRdx/Rchg/Hold:50(19), Lock-Rchg/Hold:50(34), Lock-Acc/Rchg:50(37), Lock-Acc/Hold:50(40)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(31)
    Level 22: Whirling Hands -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(23), Armgdn-Acc/Rchg:50(23), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Dmg/Rchg:50(31)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 26: Terrify -- Abys-Acc/Fear/Rchg:50(A), Abys-Fear/Rng:50(27), Abys-Acc/EndRdx:50(27), Abys-EndRdx/Fear:50(29), Abys-Acc/Rchg:50(29)
    Level 28: Kick -- Acc-I:50(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Mass Confusion -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(33), CoPers-Conf:50(33), CoPers-Conf/Rchg:50(33), CoPers-Acc/Conf/Rchg:50(34), CoPers-Acc/Rchg:50(34)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), HO:Cyto(36), HO:Cyto(36)
    Level 38: Power Burst -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(39), Apoc-Acc/Rchg:50(39), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Dmg/Rchg:50(40)
    Level 41: Scorpion Shield -- RedFtn-EndRdx:50(A), RedFtn-Def:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx/Rchg:50(43)
    Level 44: Personal Force Field -- RedFtn-EndRdx:50(A), RedFtn-Def:50(45), RedFtn-Def/EndRdx:50(45), RedFtn-Def/Rchg:50(45), RedFtn-EndRdx/Rchg:50(46), RedFtn-Def/EndRdx/Rchg:50(46)
    Level 47: Power Boost -- RechRdx-I:50(A)
    Level 49: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 26.8% Defense(Energy)
    • 26.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 35.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.75% Enhancement(Terrorized)
    • 4% Enhancement(Confused)
    • 2.5% Enhancement(Held)
    • 75% Enhancement(Accuracy)
    • 88.8% Enhancement(RechargeTime)
    • 17% FlySpeed
    • 68.7 HP (6.75%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 4.4%
    • 26.5% (0.44 End/sec) Recovery
    • 16% (0.68 HP/sec) Regeneration
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 17% RunSpeed
  10. Quote:
    Originally Posted by Ultimo_ View Post
    I posted this elsewhere, and received positive feedback, so I am posting it here as an actual suggestion.



    I enjoy the raids, as they create a sense of accomplishing something that the game lacks otherwise. I mean, I can stand on a corner and beat the living snot out of thousands of Hellions or Council, and it makes no impact on them whatsoever. Even so, I think the raids could and should be reviewed.

    The gist is that the Rikti should have OBJECTIVES. That is, they're invading, so what are they trying to accomplish?

    I'd do it like this.

    First, when the raid is first announced, three targets would spawn in each zone. They might be different from zone to zone, but the idea is that the Rikti are going to attempt to destroy these targets. I'll use Atlas Park as an example.

    The sirens sound, and a military bunker spawns at City Hall. A couple of minutes later, the ships start flying in, dropping bombs. At the same time, ground troops will start entering from the gates. Both the ships and troops start moving toward the objectives. It will now be up to the heroes to stop them from destroying the objectives.

    Note that this would require making the ships MUCH more assailable. No stronger than Elite Bosses, it would need to be possible (though difficult) for a solo hero to destroy one. They should move around the speed of unslotted hover. Their beam weapons should be much less powerful but the bombs should do actual DAMAGE, and lots of it.

    If the heroes stop the Rikti, the raid ends. If they fail, and the three objectives are destroyed, Atlas becomes flagged as a war zone, and Rikti troops will begin beaming in as they do now.

    When this happens, the Rikti will move into one of the adjacent zones (eg. Steel Canyon) and a new battle with three objectives will begin THERE. This move from zone to zone will continue until the Rikti are stopped. Zones "captured" by the Rikti would remain in warzone mode until the Rikti are stopped.


    Signature heroes in the zones should become active and participate in the fighting. For example, when Atlas Park is attacked, Ms. Liberty would help the fighting if Rikti troops come in range of her.

    As an aside, consider that this would spread heroes and Rikti out as there would be at least three forces plus ships to fight, which would reduce the apalling lag we get now.


    If the entire city is captured, I'm not sure what to do. It would be highly unlikely, but you never know. I'm open to suggestion here.


    What do you think?

    >QR<

    Perhaps making the raid on a timer if it should be failed. Say "The rikti have accomplished their goal for this zone, therefore they are moving to another target" And have it that way so only 1 zone is affected. Kinda like a "Chain Induction" of raids. It will never hit more than 1 at a time (2 may overlap, not terribly familiar with the mechanics of that power) but it just keeps jumping around.

    But anyways I like this idea, but at first I thought you were talking about the Mothership until you mentioned Atlas Park, which wouldn't be fair to the ship raiders who would have to rely on outside help.
  11. Ok, before I go on a mini rant, its not because there's a Red Dot on me, it just got me thinking.

    1. I don't like that it's blind. Yea, it helps from greifing, but when you get a comment (or in some cases NO comment on your post) like "yada yada yada" (That was one of mine) It really makes me mad that someone can do that.

    Any forum argument can just turn into a "rep war" where the 2 just hit "disapprove" and spam "approve/disapprove" on other people until they can hit "disapprove" on you again.

    2. I don't like how no one can see how many "rep points" where given, if they were good or bad, or for what posts where "commented" on. Isn't the whole point of rating someone good or bad is to let people know how you are.

    Someone could have 4 green dots on them and be a complete jerk. Someone with 4 red dots could be the nicest person in the world. There's no knowing...

    3. I don't like that someone can just slap any 'ol rating onto you even if they were just trying to "Spread the Rep Around before Rating <insert user here> again"

    I don't want 3 green dots if I didn't think I earned them, nor do I want 3 red dots for trying to prove a point or view I may have on an issue.

    anyways /rantoff. Any comments on this is fully welcome though I don't think I'll be checking back in on this thread to comment again...
    Just want to throw this out there.
  12. _Blu_

    Best defender?

    Quote:
    Originally Posted by Weather View Post
    Sweet. I'm thinking of a dark/sonic

    Good?

    Or dark/psy?
    /psy is better than Sonic mostly because of 4 80ft range blasts, and Will Dom, Aka Fortunata Placate Proc Holder.

    Plus its "bugged". Well, the damage is delays so most people without great regen really hate you, because once they know they need to heal 3 more attacks just hit them. At least I heard that was bugged.

    And Psy because even with the new resists for all its still the least resisted.
  13. Instead of being rewarded for being bad at your job, why not have a "fury" bar of Endmod? The more you use your primary attacks or the more time your teams stays in the green the more end mod you get to keep on doing that. If your team is dieing and your spamming heals/buffs/debuffs what-not, you get end-mod. If your team is in the green and your not spamming primary powers, its not as great of end mod but its still there. Primary powers make it go up more.

    Just a thought, because any inherit ability that rewards for failing is failing.
  14. Quote:
    Originally Posted by Debt_Magnet View Post
    First off you're going to have to wait till they give /cold to trollers.
    Quote:
    Controllers can now freeze it up with Cold Domination
    Thats from the I16 announcement. And just because Elec got changed doesn't mean every prolificated set will. Elec was changed on ALL ATs, not just for the Tanks and Scraps it was given to, though that may have sparked it via double CP.
  15. _Blu_

    Pvp mm

    I highly recommend waiting for Thermal. While rumors have spread that Thermal might be the next on the Nerf list, thermal shall be the strongest in pvp. An aura heal and a ST heal that don't decay on your pets, 2 shields for them, and the single most powerful debuff at this time. Plus you get a nifty -Res/-Def. It's ok, but Heat Exhaustion comes first.
  16. Quick Question: If you enhance Singy with Kb, does it effect his Lift attack? (So to double stack it in a combat situation)

    And secondly , Is grav still viable? I want to make a troller for pvp, and I'm leaning towards /Cold as the secondary for Benumb making holds more effective, however I'm not sure which primary to pick.

    Grav has 2 sources of the infamous lift, and 2 sources of Crush and Grav Distortion (the main hold and immob)

    Plant has a nice confuse and 2 Pets, for a total of 3 sources of the immob.

    Mind is mind, has all the ST madness, great for the Fotunata Proc in Mesmerize, however theres no pet.

    Illusion has a confuse, a hold that can hold the fortunata proc, and 5-6 pets, causing a mini target overload if you will, plus 5 out of those 6 can't be killed except by a short timer.

    Ice is ok, but AA is amazing for confuses, not really a contender to me.

    Fire is like Ice, but without the Coolness of AA.

    Earth has a bunch of controls, but a mostly Melee pet and those controls mostly require a targeted location, which is next to impossible to keep someone in.

    This is mostly meant for 1 on 1 / small arena battles, not for Zone Play.
  17. My name keeper is a Ice/Energy/Elec Blaster, and my IOs on him are just the cheapest things. I didn't exactly plan ahead about what I wanted, I just picked the cheapest level 50 IOs and went with it.

    My build ended up with +Recovery and +Acc as the main bounuses, but it's really just a slew of things all thrown together. I ended with a little ranged def (had 3 or so Thunderstrike sets. Had 1 in each blast.)

    He solos fine, of course Ice/ helps with being able to hold 2 people while you wail on the others. My build however this point is mainly Powerboost, Aim, BU, Boost Range, and then unload Frost Breath and Static Shock and pick off the rest, firing off my cones when they recharge. I can kill a large mob fairly quick, with little damage to me. (Death is the greatest form of mitigation after all )

    So is ranged def necessary? I don't think so. Is is nice? It sure is for my Def based toons.

    Its all in how you want to roll. And any specific build might help. Not everyone is an Ice/Energy/Elec blaster like me
  18. Quote:
    This might have been answered, but I'm not seeing it. How much Def would a Fire/Kin need to fight 54 Bosses? Wouldn't as the level gets higher from you more def you need to be "Soft-Capped"? I have a build here with 50.7% def to Smashing and Lethal and if all you need is 45% to fight 54s then I could just switch out some sets to better suit what I want.

    Here's what I made up.
    Well, Never mind, I realized that I forgot Cinders (woops) so I substituted it for Seismic Smash and Just put in the Purp hold set instead, and threw in the Grav Anchor Chance for Hold in Fire Cages so it is now its at 45.4% to smashing/lethal. The question is still valid though because wouldn't you need more def to fight 54s?

    Here is the changed build.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Subject 40-09: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(3), BasGaze-Rchg/Hold:30(5)
    Level 1: Transfusion -- Theft-+End%:30(A), Nictus-Acc/EndRdx/Rchg:50(40), Nictus-Heal:50(43), Nictus-Heal/HP/Regen/Rchg:50(45), Nictus-Acc/Heal:50(46), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46)
    Level 2: Fire Cages -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(5), Enf'dOp-Immob/Rng:50(7), Enf'dOp-Acc/EndRdx:50(7), Enf'dOp-EndRdx/Immob:50(17), GravAnch-Hold%:50(19)
    Level 4: Siphon Power -- Acc-I:50(A)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
    Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11)
    Level 12: Flashfire -- RzDz-Immob%:30(A), RzDz-Acc/Stun/Rchg:30(13), RzDz-EndRdx/Stun:30(13), RzDz-Acc/Rchg:30(15), RzDz-Acc/EndRdx:30(17), RzDz-Stun/Rng:30(46)
    Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
    Level 16: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(34)
    Level 22: Speed Boost -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(23)
    Level 24: Hot Feet -- Armgdn-Dam%:50(A), Erad-%Dam:30(25), Sciroc-Dam%:50(25), C'ngBlow-Acc/Dmg:50(31), EndRdx-I:50(34), EndRdx-I:50(34)
    Level 26: Weave -- HO:Enzym(A), HO:Enzym(27), HO:Enzym(27)
    Level 28: Inertial Reduction -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(29)
    Level 30: Maneuvers -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(31)
    Level 32: Fire Imps -- C'Arms-+Def(Pets):30(A), C'Arms-EndRdx/Dmg/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Acc/Dmg:30(33)
    Level 35: Transference -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod:50(37)
    Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(50)
    Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(42), Det'tn-Acc/Dmg:50(42), Det'tn-Dmg/EndRdx:50(42), Det'tn-Dmg/Rchg:50(43), FrcFbk-Rechg%:50(43)
    Level 44: Rock Armor -- HO:Enzym(A), HO:Enzym(45), HO:Enzym(45)
    Level 47: Cinders -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(48), UbrkCons-Acc/Rchg:50(48), UbrkCons-Acc/Hold/Rchg:50(48), UbrkCons-Hold/Rchg:50(50)
    Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(50)
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 5% Defense
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 8.31% Defense(Fire)
    • 8.31% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 13.6% Defense(AoE)
    • 2.25% Max End
    • 2% Enhancement(Stun)
    • 32.5% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 5% Enhancement(Heal)
    • 24% Enhancement(Accuracy)
    • 5% FlySpeed
    • 95.4 HP (9.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 1.65%
    • 14.5% (0.24 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed
    • 1% XPDebtProtection
  19. I like how the picture on the top makes him look like an Internet Stalker.

    Just from reading this I must say this guy is a little nuts. He thinks droning is a personal kill, and that 1 online death threat somehow proves everyones a Serial Killer.
  20. Don't want to thread-jack here but seems my question sorta links into perma dom.

    I'm assuming Earth Assault's Tremor and Fissure both do knockdown. Therefore you can slot them with the Force Feedback: Chance for +Recharge. I have this in my Fire/Kin's Fissure and it works wonderfully, however, if I put it in Tremor and Fissure in an Earth dom and they both fire, would they stack?

    And if that IO reliably Procs off every-other time it goes off (it has been for me) how much recharge would you need then? (Assume for every 2 Fissures / 2 Tremors or a cycle of Tremor->Fissure it goes off.) If it doesn't stack it would just reset the timer yes?

    Boy do I want Fire/Earth right now!
  21. Quote:
    Originally Posted by Doctor_Kumquat View Post
    Ever since Comic-con, I've been rolling around the idea of making a fire/earth dom. Hotfeet stacked on Mud Pots on top of cycling three true AoE attacks (w/Patron pool) and hard-hitting melee blows inbetween them would be unbelievably painful on the blue bar, but the carnage would be amusing. I'd think that unless you had a /Kin corr duct-taped to your side all the time, you'd need heavy duty endurance slotting and Power Sink to stay afloat, but once we get some real numbers it'd be interesting to see if I could get by with Dark Consumption instead (for Soul Drain nastiness).
    If a Fire/Rad, Fire/Storms, Ice/Rad and Ice/Storms can get by with AA/Hot Feet and Chocking Cloud/Steamy Mist and Hurricane on all at the same time, than Fire/Ice Control Earth Assault Doms can! Esp. since they get Power Sink/Dark Consumption to get as well!
  22. DB doesn't have great burst dmg, despite its heavy hitting attacks.

    Fire Armor on a scrapper *might* not be good enough resists to have your heal just top you off like it does for Tankers.

    If you don't mind going for Regen again (It's practically the only secondary I see from Scrappers in pvp) Try Katana.
  23. I did a quick search through the User Terms of Agreement and Terms of Use and all I found was...

    Quote:
    (j) Related Accounts. If NC Interactive terminates an Account, NC Interactive may terminate any other Accounts that share the same member name, phone number, email address, postal address, Internet Protocol address, or credit card number with the terminated Account.
    From that I get that multiple accounts are allowed, and so while it's annoying that they do that theres nothing we can do.

    But I mean he's the one having to pay $45 bucks a month JUST to do that to you and it seems he's not even successful in his attacks.

    So my advice is to just LOL at him.
  24. _Blu_

    MA vs Katana

    I was all set on making a Katana/Elec for I16, (for pvp I might add), but after seeing someone post how they beat Katana's with their same secondary Martial Arts, it made me think.

    Are the stuns better than the def boost? (DR makes me think loldef so thats a potential strike agaisnt Kat)

    Which side produces better dmg per second and which does better burst dmg?

    Which has a more damaging Attack chain? (or Which go go through it faster thus creating more dmg) For Katana it would probably go SotW->DA->SD->DA->GD->DA, for Martial Arts it could either go EC->TK->CK->TK->CaK or SK->EC->CK->CaK. Or course I don't know if LBE from the body mastery is a good power to substitue a reg. attack chain power with, I would doubt it with Katana with all the Redraw it would cause.

    And just a fun question, which set (Katana or Martial Arts) looks cooler? I've heard great things from both about this, and I can vouch for Katana up to Soaring Dragon (deleted him at 30, was a kat/regen, don't ask why... )

    Those are the questions that came to my head right away. And if you don't pvp with them share your pve experiences, they're very similar in the question im asking (except the first, sorta)
  25. You didn't have to post a second time if you needed to just edit. Btw, sry I can't help you with your builds but the Zetaboards code is what you should use now for the new forums.

    GL with your build.