_Blu_

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  1. Thinking of making a toon for RV that has fly and an ENORMOUS range on all of his attacks. Virtually sniping with his T1-2-3 Blasts. (Not saying what build)

    I'm planning on grabbing Tactics and the percep IO to help with perception, and that should help me see most people with stealth, however at say a 305ft range, would it be even possible for the characters to be drawn in? Is there some point where even if you could hit them you can't target them because you are too far away for the game?
  2. Quick word of advice with mids, use phBB / Zetaboards code for transfer.
  3. Quote:
    Originally Posted by Warhamster View Post
    Please go back and review my original post. The comment was made with the understanding that new players were being 2 shotted. What new player understands the "Simple Stalker avoidance formula." What new player understands he "shouldn't have been standing there."

    You never saw a a regen 2 shotted by a EM stalker pre i13? Did you even play the game back then? That was an everyday occurance. My build had 46% damage bonus BEFORE BU. BU, AS, ET, dead. It simply sounds like you have forgotten just how much damage AS used to do after a BU pop on the standard damage builds back then.

    Bloody Bay is not the topic of this conversation so that comment is a wash.



    Arena comment irrelevent to RV zone conversation, next please.



    So funny. So your SO'd 1200 hit point blaster in RV do just fine vs say an IO'd out 1550 hp mind/fire dom? No problems with a 4 sec kb every 10 secs that could be easily avoided with stacked kb IO's? No problem for your 1100 hit point SO'd mind/fire dom vs a 1600 capped hit point kb proof blaster who can continue to pump out more damage than you can while he's held? Honestly, are you trolling here or was this a serious comment? To say a SO'd toon can compete at even a "good enough" level is laughable. The gap between a SO'd build and IO'd build is still monstrously huge. Probably much larger than the devs actually hoped for as an end result of DR.

    I invested just over 600 mil 3 weeks ago, and made just under 2 billion net profit as of yesterday. People simply are unwilling to spend 30 mins or more of their time each day working the Black Market. I've actually offered friends my time to SHOW them exactly how to do this first hand and they declined. People like their farming comfort zone. It's as easy 30 mins a day (though the more time you invest the more money you will make), buy low sell high, seriously.



    The emps roll in zone is no longer the heal spam that it was pre i13. I think anyone that understands the new system fully knows that by now. You can effectively provide the spike target with 100% of his health back, at which point its time to change to a disruption roll. Debuff, hold, knockback, and target phase, ect. These are the new protection tools at the emps disposal, which make the game significantly more fun for me as a healer. Now there is no longer any pressure on the healer to do nothing but heal. Not to mention I get to think through the suppression times as I pointed out in the last post. A healer is no longer just a healer/buffer, thank god.

    I personally enjoy the offensive tog drops on my toons that have them. Now a hold is a hold. A target can get held by a dom, and AS'd by a none vet stalker as that stalker now has a few seconds to AS that target. At the very least as a secondary effect a tog is dropped further increasing the value of the already undervalued non damage dealer in the new i13 PvP. Are you honestly saying you want to reduce the effectiveness of say a controller, defender, or widow? Prior to this change anyone worth their salt was watching their buff/debuff bar and popping break frees accordingly. The only AS's going off where the from the pro's who understood running AS. What's so funny is even WITH this change the new stalkers are still just sharking, and very rarely does my blaster get AS'd. Perhaps these new players will over time come to understand their roll.



    What lol. I have a brute with just SS and escaping with just that is a freaking nightmare compared to my SJ equipped toons.

    So you're saying you enjoyed auto escape feature that pre i13 offered? I would contend that no movement suppression was 'dumb.' Evasion pre i13 was cake to the point that it was in fact not even evasion. You simply turned, and super jump away from the danger. Activation time on any power used on you stopped that pursuer long enough that as long as you were slotted correctly, that enemy could no longer catch you, period. You could have had 3 people chasing you, the situation applied to all 3. As long as you kept moving in straight lines, you were safe. You found the no commitment PvP fun? All I can say is I'm glad the devs agreed with my opinion and the PvP movement restrictions of every other mainstream mass market MMO and fixed that garbage.


    I have no idea what you're trying to say here. I pointed out why the heal suppression is actually good now IMO based on my play time with my therm now vs then for RV play and supported that argument as you asked originally, and you counter with…kill the healer. Also, who's complaining here. I like the changes and you don’t, so its certainly not me.


    Under the i12 rules no, a full team of players could not break a stalkers hide refresh forever. Remember, you simply turned, and super jump away from the danger. Activation time on any power used on you stopped that pursuer long enough that as long as you were slotted correctly, that enemy could no longer catch you, period. You could have had 3 (or 8 for that matter) people chasing you, the situation applied to all of them. As long as you kept moving in straight lines, you were safe. It was simple game mechanics man, and they sucked. It had nothing to do with how many people you had, if the stalker could survive 1 attack from each of those players he was away and safe and no longer in danger. No T9 needed.

    So you're saying that dying 1-3 times in a 4 hour play period should not be considered nearly impossible to kill? lol You misunderstood my comment, go back and look at it. I was referring to MY stalker and the success he had in RV. Pretty cut and dry stuff.


    It doesn’t take a great connection, just a computer that doesn't run on steam power like apparently many people still have and use considering the complaints about lag. (I never have any)

    "Cheat" lol. We're talking about ZONE PvP here son. If you're not using EVERYTHING you have access to, well what can I say but nice to meet you Fight Club Honor Man.
    Wait, so with regards to green pops, you realize you just pointed out a benefit of heal suppression right? After your original post generalized heal suppression as the devil? You just supported my argument, did that go right over your head? Lol

    Please post again, I love beating up on people.
    Lol. Your obviously reading what you want to and blocking parts out at your will...Anyawys, I'm not gonna duke it out on the forums, its a waste of my time and is pointless. You go on with your clouded view and I'll enjoy myself in a broken pvp world. K?
  4. Quote:
    Perhaps I should have clarified my original statement regarding 2 shotting new players. 2 shotting a Scrapper was ridiculous and happened all the time. Based on server ticks the scrapper had 2-3 seconds reaction time to pop greens/heal or he was dead, even after the ET nerf.
    Did that scrapper not have his toggles on? Was he just standing there, begging to be attacked? Honestly, a scrapper, 2-shotted? Simple Stalker avoidance formula is to KEEP MOVING. Honestly I have never seen a scrapper 2 shotted unless it was a regen scrapper double bu->ASed. I don't know where you were but the scraps must've not been very good if it happened all the time...

    Quote:
    Or the funniest thing ever was the uber gimp BU, AS, lunge kill with activation times so fast the squishy target literally could not heal through it to live. Thankfully the only way to 2 shot someone now is a BU AS followed by a placated attack, and that’s ONLY if the target has no hp bonuses from accolades or IOs. That is significantly more time involved that the instantly down target insanity that existed before.
    Again, the squishy shouldn't have been standing there. He shoulda been running around, that makes it next to impossible to AS. Only thing a stalk could do then was BU->next strongest attack they had, which wouldn't have killed them even followed by another melee.
    The only 2-shotting happening now is by a Stalker in Bloody Bay, when squishies don't have their epic shield. They have access to so much resist now it's crazy. A Sonic/ Defender shouldn't be able to get 107% resist to all (un-DRed in mids) which calculates to around 48% to all in-game.

    Quote:
    You certainly are right about one thing, there are way more unforgiving mechanics, however they are not current, but go back to pre i13. All the new rules you mentioned are irrelevant when compared to the wall new players ran into when instantly dying. Wondering in to RV with a dominator to see what this PvP thing is? You see a blaster, and 2 pretty flashes later 3 attacks from 120 feet away come flying your way and you drop dead, with no reaction time at all. The player is wondering "what just happened? I didn't even have time to press a button." Same goes for a stalker as discussed above. Heck, even an experienced squishy player in RV knew it was time to run when they saw those nasty little flashes. Now, any AT can have a bit of a scrap, trade blows, and perhaps still die to that blaster (likely), but they got in some attacks. The new rules don’t come into effect for a new player until they are willing to stay in the zone long enough to understand they even exist. A lower damage scale and high base resist now allows a new player time to experience what PvP is all about, competition and the excitement that comes with that. While that time may be short, he'll at least get a taste of it now.
    I will say those flashes freak anybody new to pvp out. However Psy Blasters now still do that. Just the other day I was in the arena in a fun Kickball match on my Sonic/Thermal Corr when a psy blaster comes out of nowhere. I hear 3 quick pings and my health just went from full to red. 2 more pings later no more than 2 seconds later I'm dead even after a Healing Aura. And all this time I couldn't even find the little devil.


    Quote:
    This is an easy one, as I've had this conversation recently. Thanks for the 'good luck' comment, now lets have a big boy conversation.


    **DR:

    Why is DR such an issue for people. To you honestly believe that SO'd toons can compete with a fully IO'd equivalent in the current RV environment? If you do, you need to get more game time in. So the overall effect was reduced through DR, all it does is take down the advantage a few notches. It doesn't change the fact that there is STILL a massive gap between the SO'd and IO'd builds effectiveness. Personally I've noticed this grumbling only from people who have no understanding of how easy it is to make billions in just weeks on the black market.
    SO'ed toons in RV....Yea, I do believe that they can compete now. Why? Because ALL of my pvp toons are SOed. (Except for my blaster on Champion, but he never see's any action now. They all moved to Freedom and I don't want to spend the money transferring him) My toons all do well, not great, but good enough to get a kill off of most people if I plan the attack right. Of course DR made the gap smaller between IOed and SOed builds, however I don't think its very fair at all to those billionare builds. They spent the time to get the cash, training, and the perfect IOs, and now it doesn't do nearly as much...Well, new players have so much craziness to deal with nowadays it seems as though its the same gap.

    Mind telling me how Billions in weeks works? If it's so easy why have so many players still not been able to do it? I myself only know a taste of how that works, but that kinda work requires tons of money to start off with.

    Quote:
    **Mez:

    The changes to mez finally fixed the retarded feast or famine feel that dominators went through with holds. A high recharge/hp/acc build was ether in domination and eating people with no buffs/break frees or offering nothing at all to the team when facing stacked clear mind. At least a troller brought debuffs/buffs to the table as well, doms literally had nothing to offer when faced with that situation.
    Personally I hated being on a squishy and being attacked my trollers or doms and being perma held while they ate through my health. However, Emps actually had a purpose in Zones then with CM and the non-heal decay. If someone gets spikes they heal it. If the spiker doesn't like the healing they should just kill the squishy emp. They can't heal themselves as well as they can others. What drives me up the wall now is being on a Tanker or Scrapper or Stalker or Brute with a Mez Protection shield and being HELD with 1 attack! Yes, it only lasts 1-2 seconds. But that de-toggles any "offensive" toggles. For WP, thats RttC, Sheilds its AAO, and any/all damage auras.

    Something has to be done with the Mez system, but its current state is ridiculous.

    Quote:
    **Removal of -Max Run Speed

    All editions going back for years now have put the emphasis on combat jump for its unsuppressed movement, and super jump for ease of fighting mobility and escape. The vast majority of serious players have had super speed in their build really only to counter webnades and other -jump powers, not for traveling around the map. Super speed suffers from suppression far more than any other travel power at the moment, so why is it any big surprise that they are keeping away from a heavy dose of -Max Run Speed? Its already the worst travel power in the game for basic pvp escape (not including the webnade issue where it is the standard requirement) Why make it potentially worthless in all other situations as well? The advantage of -movement in this game has always been to mess up SJ/CJ anyway, so why is this even an issue?
    because Super Speed is a faster escape then SJ. because you will most likely have a -jump power put on you more often than you think. because you shouldn't be suppressed for being attacked by a person you may not want to fight. The whole reason for suppressing movement is dumb, if you attack someone and they don't want to fight or are trying to escape from being killed its not like they're somehow able to kill you. They'll come back later when they are ready and suppress themselves when they want to fight.

    Quote:
    **Suppression and heal decay:

    I12's skilless organized zone heal spam is no longer possible in the current environment. Now after 3-4 heals, the target needs to phase, or if that is down, actually use strategy like (heaven forbid) LoS breaks to provide the healer, who now actually has to count down in his head the end of the heal suppression time, instead of mashing 1 button over and over, enough time for the heals to go back to being effective. My dom uses evasion strategies all the time around buildings. My therm finds this far more enjoyable than the past heal spam, as I actually have to THINK to keep track of which toons are on heal suppression and if I should actually heal a few hundred points of damage which would start suppression, or just wait and see if they turn out to be a real spike target or not, instead of just reacting to damage and pressing one button.
    Why are you not attacking the healer, like I said previously, the Healer can't heal themselves as well as another person, and if its like that, 2 on 1, your probably gonna die anyways in a current enviroment so why complain, there are no fair fights in PvP, before and after I13.

    Quote:
    movement suppression makes sence in a zone environment. Without it in i12, on my worst nights with the stalker, I may have died 1-3 times, after raking in dozens of kills. Best nights I could go for 4-5 hours with a massive kill count and no deaths at all. No heal suppression, stealth IO, and invis = virtually impossible to kill stalkers, even for large groups of players after the player.
    Really? A full team of players can't attack a stalker to break his hide refresh timer? That's sad. Unless your only talking about the ones that tried to attack a squishy in a big group. Who all most likely poped their Tier 9 beforehand, so of course they are going to get away, it's their T9, their most powerful protection, their 180 or so seconds of next to invincible mode so they can take on 1 person so they could have a chance to kill him. And you said right there you've killed stalkers easy, 1-3 deaths on a BAD night. So why 3 lines later are you saying it's nearly impossible to kill them?


    Quote:
    In RV pre i13 I was also able to heal over 6000 points of damage in under 10 seconds with standard green inspirs. (it always blows me away that people don’t use hotkeys for all 5 inspiration slots) I could then easily escape with capped jump movement that was never suppressed, find a pillbox, die in around 10 seconds, drop to my base, load up on greens, and be back in zone in 45 seconds (including load times) with another full tray. It may have been FUN for me, but it certainly wasn’t for the poor slubs that worked so hard to kill me then were shut down.
    you must have a great connection to be back in 45 seconds. anyways, if you have to rely on that kinda green poping to survive, you must not be that great. Those "poor slubs" must be the good ones being able to do that much to you before you "cheat" your way into a kill. Skilled players don't need insps, but are virtually forced to use them because noobs who pop them faster than you can count. Now, popping greens still happens like that, however not in such a ridiculous fashion because after 4 or so they won't do a thing. Now of course, they just run back to their base when the greens stop working. Fun fun, isn't it?

    Yes, the heal supression on greens I think is fine. However it shouldn't be forced onto Empathy / Thermal / Pain Dom / Regeneration / WillPower users...

    Wow this post is WAY to long...
  5. _Blu_

    PVP troller

    I have a feeling that anything/Cold/Earth or Power will become very good/popular.

    Benumb will make all your already better all other AT's holds (ex. Domi's) even more powerful. Plus, the de-buffs aren't toggle based, so once they hit they are there for the whole duration. Of course the slows won't do much now, but thats what your control set is for.

    My Sonic/Thermal corr also got wrecked by a Plant/Rad not to long ago. It was craziness....
  6. Quote:
    Originally Posted by Warhamster View Post
    I love playing devils ad on this issue. If its so much harder for a new player to get into, why the rush to RV? The changes may be difficult for a new player to learn quickly, however I'd argue that its much less daunting than being 2 shotted by a single stalker over and over before you have time to blink. I think the only really gratifying change that is drawing new players is the ability to actually get a few attacks off before you die. The game is flat out more forgiving than it used to be.
    Well, I was gonna type up a huge rant about just how wrong that statement is, but I'm just gonna say it's full of wrong instead.
  7. _Blu_

    Dear Devs...

    I believe brawl should be removed from all Ranged pets, Mercs, Bots, Thugs (except Bruiser).

    Not only would that help the survivability of the pets, but it will stop them from droning themselves darnit!
  8. _Blu_

    Feel The Burn!

    Quote:
    Originally Posted by UnicyclePeon View Post
    Whew! Finally!

    I got my Fire/Electric Dom to level 50. I now have every Fire Control Dominator permutation to level 50, and every Fire Control Controller permutation to level 50. It took me just over 5 years.

    Lewis
    Too bad you have to get Fire/Earth to 50 now...

    Unless your in closed beta and somehow did that already o.O

    Btw, gratz on that. I would've gotten tired of Fire Control after the second toon...
  9. Quote:
    Originally Posted by Not_Epsilon View Post
    If he nerfs HE, its gonna be pretty bad, given the fact that, if he gives it the DP treatment, it will be nearly useless as a power to use solo, then with DR, the thermal set will be even more useless, prolly clocking in at just above /kin for pvp
    Im definately keeping my Merc/Stormie around till then, might as well finish leveling him.

    Btw, DP? Dull Pain?
  10. Quote:
    Originally Posted by Not_Epsilon View Post
    I would wait to see about this, chances are that MMs will have the same set, but, rumor is castle is going to gut HE, becuase he doesn't like the fact that you have to get powers or build powers to not be stupidly end heavy, skill doesnt matter he's just going to fix the problem for them. However forged ninja crits sound hawt
    Darn, I hope thats not true, or that it's not nearly as bad as I'm getting from that...
  11. Quite an Odd comparison, but reason being I have a Merc/Storms, and want a Nin/Therm.

    My Merc/Storms is sitting at 32, and I enjoy him. A fun little protective barrier with Hurricane and a Stealth Aura (Steamy Mist) I like sitting back on teams while I launch snow storm on the boss, Freezing rain on the whole group, and watch my pets take care of the rest while I attend to others with O2 boost.
    My main reason for making him was to PvP, and he's done well so far in Siren's call, but I fear with DR his debuffs won't do nearly as well as a Ninja/Thermal, esp. in RV, which is where I plan to be most of the time...

    Ninja/Thermal, well /thermal on a MM I believe will become a huge Fotm among PvEers and PvPers alike. Between an Aura Heal, a ST Heal, 2 Shields, and the best debuff currently (Heat Exhaustion) for PvP, with a quick recharging mass -def -resist debuff, /Thermal has a lot to offer, except for mitigation, which /Storms has tons of in Gale, Hurricane, Tornado, Snow Storm, and Freezing Rain.
    My reason for wanting the Ninja/Thermal is also for PvP.

    I would like to keep my Merc/Storm but I don't see the point in keeping a character I'm not going to use when another set does everything it does and then some.

    So, I guess my question is...does Merc/Storm have that a Ninja/Thermal isn't as good at?
    (PvE and/or PvP uses, I don't mind transforming my Merc/Storm from PvP to PvE if it's better suited there.)
    -Av Killing?
    -Better teaming? (PvE and PvP)
    -Soloing? (PvE and PvP)
    -Team Support? (PvE and PvP)
    -Better in specific PvP zones? (BB, SC, WB (lol), RV, Arena)
    -Etc.
  12. I guess the new power Energize really answers my dilemma about Aid Self or Tough, I'm going tough now and slotting IOs for Recharge, Knockback, and a Little +HP (It's hard to get those 3 slotted to my liking without gimping something...perhaps PvP IOs could fix that I haven't looked into those because they are so dang expensive!)

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

    Click this DataLink to open the build!

    White Lightning (Revised): Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electricity Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- Achilles-ResDeb%:20(A), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg:50(43), C'ngImp-Dmg/EndRdx:50(43)
    Level 1: Charged Armor -- S'fstPrt-ResKB:30(A), HO:Ribo(46), HO:Ribo(46), HO:Ribo(50)
    Level 2: Lightning Field -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(3), Efficacy-EndMod/EndRdx:50(3), M'Strk-Dmg/EndRdx/Rchg:50(25), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Acc/EndRdx:50(40)
    Level 4: Conductive Shield -- S'fstPrt-ResKB:30(A), HO:Ribo(5), HO:Ribo(5), HO:Ribo(25)
    Level 6: Build Up -- Rec'dRet-Pcptn:20(A), HO:Membr(7), HO:Membr(7), HO:Membr(23)
    Level 8: Divine Avalanche -- Krma-ResKB:30(A), DefBuff-I:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg:50(19)
    Level 10: Static Shield -- S'fstPrt-ResKB:30(A), HO:Ribo(11), HO:Ribo(11), HO:Ribo(13)
    Level 12: Combat Jumping -- Krma-ResKB:30(A), Zephyr-ResKB:50(13)
    Level 14: Super Jump -- Zephyr-ResKB:50(A), HO:Micro(15), HO:Micro(15)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(19)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23)
    Level 22: Grounded -- S'fstPrt-ResKB:30(A)
    Level 24: Lightning Reflexes -- Run-I:50(A)
    Level 26: Soaring Dragon -- Achilles-ResDeb%:20(A), Hectmb-Dam%:50(27), Hectmb-Dmg/EndRdx:50(27), Hectmb-Acc/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Dmg/Rchg:50(39)
    Level 28: Energize -- Empty(A), Empty(29), Empty(29), Empty(34), Empty(37) (Reserved for Doctored Wounds)
    Level 30: Calling the Wolf -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(31), Zinger-Acc/Rchg:50(31), Zinger-Taunt/Rchg/Rng:50(31)
    Level 32: Golden Dragonfly -- Achilles-ResDeb%:20(A), Armgdn-Dam%:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Dmg/Rchg:50(34)
    Level 35: Power Sink -- 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: Kick -- ExStrk-Dam%:20(A)
    Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Laser Beam Eyes -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Acc/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Dmg/Rchg:50(46)
    Level 47: Tough -- S'fstPrt-ResKB:30(A), HO:Ribo(48), HO:Ribo(48), HO:Ribo(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 44% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 125.5 HP (9.37%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -36)
    • Knockup (Mag -36)
    • MezResist(Immobilize) 4.4%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 12% (0.2 End/sec) Recovery
    • 36% (2.01 HP/sec) Regeneration
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 5% RunSpeed
  13. _Blu_

    Mind/Sonic?

    As far as sonic goes, I would suggest going into the Fighting pool for tough. On mids, an epic shield, pvp resist boost, dispersion field, and tough get you over 100% resist to everything, except for psy, which is sitting at 87%, but still over the 75% resist cap for Corrs.

    Now, on my Dark/sonic corr Tough, dispersion field and the pvp bounus alone gets her 36% resist, and I didn't even slot for resist in neither tough nor dispersion field. (only had 3 slots, decided it was best to slot end redux.) Of course, Dark/ Has a nifty minor self heal, and since mind doesn't, you'd want aid self, so thats a travel power, fighting, fitness, and medicine. On my build I opted for tp instead of medicine because I couldn't fit in that second power b/c of Power Boost from Soul Mastery. However on a troller you'd probably have room.

    As far as power selections go, I think everyone else has it covered...

    ...Just another way to think about building your character...
  14. Quote:
    Originally Posted by Clave_Dark_5 View Post
    I've been thinking of taking my Bots/Dark MM along the GW path and this power sounds pretty awesome, but I have zero experience with it. Can anyone tell me what are good ways to slot it, what helps it the best and so on?
    Well, if its anything like the Tanker/Scrapper version, all you'll need is an Acc (Only 1) and Stuns to taste. It doesn't need much, you could even just go an Acc and a Proc. I myself would prefer Razzle Dazzle: Chance for Immobilize, but I'm not sure what Ltn.'s resist to immob is...
  15. Quote:
    Originally Posted by digitalgm View Post
    The guides and faqs are out of date. Tons of the links are broken. Can only the original poster update them?
    Actually, to get to the guides, for now...you'll have to go to the Player Guides Section of the Forum (Using Advanced Search) and use the search thread option. Put in "Mastermind" as your search and make sure its under "Search Titles" and not "Search Full Posts" as that will pull just about everything. From there the mastermind guides should show up and those links work.

    Its a bit of a hassle but the guides are still accessible...
  16. _Blu_

    Forum Skins

    Quote:
    Originally Posted by Zombie_Man View Post
    Time to switch to Firefox. It's a better browser. All the cool nerds use it.
    What about us Google Chrome users?
  17. Huh, well at least I know what's causing it now Hopefully it's being fixed.

    Btw, wouldn't the people summoning the Vet Rikti Monkey crash as well? Seems pretty dumb of people to grief it if thats the case, lol.
  18. Anything/Thermal Corr (Though Elec/ is the best performing for end drain)
  19. This just started today, and it's already happened twice...

    I'll just be going about normally, nothing unusual, and all the sudden a window saying something along the lines of "Fatal Error: Can't find XXX_Xriktimonkey_xx in sequencer" (X's are something i forget what, Ill have to copy and paste next time it happens) pops up. And then the Cryptic Window pops up saying CoH has encountered a problem and needs to close, and then I reboot the game...

    not sure whats going on here.
  20. Ok, cool...Aid Self it is.

    You know, I've seen a lot of people with those "horrible" armor sets do good, its all in how you play it really...
  21. I'm planning on rolling a Katana/Electric Armor Scrapper for pvp as a fun experiment. I've played around with the build in Mids, and I can either go for Aid Self or Tough, but not both.

    Aid Self being the only source of heals I could get seems good, and since the build is geared towards +Rech and +HP/Regen the heal would do more. However, is that long activation time gonna hurt? (Even when I can move around after the first .66 seconds?)

    Tough, in PvP, increases all types of damage resistance, which sounds like a great thing, especially on a Resistance based armor type. Plus, is a great spot for another -KB IO, (Have 44 w/gounded already)

    I can dedicate 4 slots to each power, and what I was thinking for Aid Self was an Interrupt Redux. IO and Doctored Wounds, Numina, and Miracle Heal/Rech IOs. For tough I would go Steadfast -Kb and 3 Ribosome (or Synthetic Ribosome) HOs (The End Redux/Resist ones).

    The build is mostly for Dueling, but I like to zone pvp as well. Endurance management is also a priority so thats why there is Conserve Power and Powersink.

    White Lightning: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electricity Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:

    Level 1: Sting of the Wasp -- Achilles-ResDeb%:20(A), C'ngImp-Acc/Dmg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Dmg/Rchg:50(48)

    Level 1: Charged Armor -- S'fstPrt-ResKB:30(A), TtmC'tng-ResDam/EndRdx:50(40), TtmC'tng-ResDam:50(40), TtmC'tng-ResDam/EndRdx/Rchg:50(43)

    Level 2: Lightning Field -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-Acc/Rchg:50(3), Efficacy-EndMod/Acc:50(3), Sciroc-Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx:50(39), C'ngBlow-Dmg/EndRdx:50(40)

    Level 4: Conductive Shield -- S'fstPrt-ResKB:30(A), TtmC'tng-ResDam:50(5), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam/EndRdx/Rchg:50(7)

    Level 6: Combat Jumping -- Krma-ResKB:30(A), Zephyr-ResKB:50(7)

    Level 8: Divine Avalanche -- Krma-ResKB:30(A), Mako-Dam%:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(11), Mako-Dmg/Rchg:50(11), DefBuff-I:50(13)

    Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx:50(A), S'fstPrt-ResKB:30(13), TtmC'tng-ResDam/EndRdx/Rchg:50(17), TtmC'tng-ResDam:50(25)

    Level 12: Hurdle -- Jump-I:50(A)

    Level 14: Super Jump -- Zephyr-ResKB:50(A), HO:Micro(15), HO:Micro(15)

    Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17)

    Level 18: Calling the Wolf -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(19), Zinger-Acc/Rchg:50(19), Zinger-Taunt/Rchg/Rng:50(23)

    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(23)

    Level 22: Grounded -- ImpSkn-Status:30(A), S'fstPrt-ResKB:30(39)

    Level 24: Lightning Reflexes -- Run-I:50(A)

    Level 26: Soaring Dragon -- Achilles-ResDeb%:20(A), Mako-Dam%:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg:50(34), Mako-Dmg/EndRdx:50(37)

    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)

    Level 30: Boxing -- [Empty]

    Level 30: Aid Other -- [Empty]

    Level 32: Golden Dragonfly -- Achilles-ResDeb%:20(A), Sciroc-Dam%:50(33), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Acc/Dmg:50(33), Sciroc-Acc/Rchg:50(34), Sciroc-Dmg/Rchg:50(34)

    Level 35: Power Sink -- 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: Tough -- S'fstPrt-ResKB:30(A), HO:Ribo(?), HO:Ribo(?), HO:Ribo(?)

    Level 38: Aid Self -- Interrupt Redux.-I:50(A), Miracle-Heal/Rchg (?), Doctored Wounds-Heal/Rchg (?), Numina-Heal/Rchg (?)

    Level 41: Focused Accuracy -- Rec'dRet-Pcptn:20(A), HO:Cyto(42), HO:Cyto(42), HO:Cyto(42)

    Level 44: Laser Beam Eyes -- Achilles-ResDeb%:20(A), Apoc-Dam%:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Acc/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Dmg/Rchg:50(46)

    Level 47: Build Up -- HO:Membr(A), HO:Membr(48), HO:Membr(48)

    Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(?), RechRdx-I:50(?)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 3.13% Defense(AoE)
    • 16% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 210.8 HP (15.7%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -36)
    • Knockup (Mag -36)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 10.8%
    • MezResist(Immobilize) 16.3%
    • MezResist(Sleep) 14.1%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 10.3%
    • 20% Perception
    • 5.5% (0.09 End/sec) Recovery
    • 46% (2.57 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 5% RunSpeed

    Btw, sorry about it being all white, the UBB Transfer codes don't work on these boards...
  22. Quote:
    Originally Posted by TopDoc View Post
    As to the original question, I wouldn't bother slotting the Deflated Ego at all. Just ask any Electric Blaster, minions die before you drain them of END, Lieutenants too, and bosses it depends on how you slot things. The same is probably true of Recovery debuffs. They will rarely do anything useful.
    Well, to be honest, in a PvE sence, I wouldn't slot them either...however, as I do with all my toons, I make a PvE and a PvP build, so...with that said, thats why I was planning on it, any long fights against other Tanks/Scraps/Brutes I thought I could be useful, so no on that even for that scenario...?
  23. Quote:
    Originally Posted by MechaCrash View Post
    If you mean stack as in "stack with other procs just like them," I don't think any of them do, so you can't have someone under the effects of two Dark Watchers or two Achilles.

    If you had a power that could take all three procs, though, then each would have its own 20% chance to fire, independent of the others. So it's possible to have any number of them go off, or even none.
    Yea, I meant Stack as in 2 Achilles or 2 Dark Watchers. So, if they don't stack, is it best just to have the proc in 1 attack or say, have 3 of your quick attacks with the same proc to maximize it firing?

    Edit: In my case, it is Dark Melee and the Deflated Ego Chance for -Recovery Proc...
  24. If any? Like, chance for rech slow (Dark Watcher) Chance for -recovery (deflated ego) and -Res (Achilles) All of them, do some stack, none, all? Just a quick little question.

    Thanks in Advance...
  25. a comma and a smiley arn't words!

    To the OP: Just get a 3rd party, someone you trust, to promote and be promoted and what-not if you don't want to wait the days to get the Super-Leader auto demoted...