Big_Soto

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  1. I ust got the name Death Penalty!


    So far I got:
    Mass Destruction
    Demolisher
    Power Fist
    Fire Arm
    Death Penalty
    Soul Sentry
  2. Would anyone be interested in joining an SG based on a Magical Version of the X-Men? I already saved the SG names I wanted. Listed below are the SG names I saved:

    SG names
    • Hex-Men
    • Hex-Factor
    • Hex-Force

    VG names
    • Hell Fire Coven
    • Brotherhood of Evil Mages

    I havent started anything yet, because I dont know if people will like the idea. I did create my character named Dr. Damon Hexum a.k.a. Dr. Hex. His is a Psi/Poison corruptor that is a homage to Prof X. I am looking for 5 members to help take lead and become the "First Coven" based on the same powersets as the "First Class" to help build the SG. If you are interested please send me a PM.
  3. You should try to squeeze in Burn Out in that build.
  4. Big_Soto

    ???/energy aura

    Quote:
    Originally Posted by Benchpresser View Post
    War Mace!!! (what.. somebody had to.....)
    Dont laugh...I thought about it too.
  5. Anyone building a */Regen for PvP?
  6. I like to PvE, PvP and I like theme based SG's. I do not RP, but I like to watch people RP.


    **edit** Why do I feel like a Peeping Tom now...lol
  7. Quote:
    Originally Posted by C-Note View Post
    I have a psi/time fully pvp/purpled out with all T3 incarnets and all his accolades. Hes pretty good in sirens and rv but duels hes just to slow. The debuff from time has to long of an animation, the heal takes to long to activate and the +regen from it is useless. The -regen from time doesnt matter because of the rebirth power and the slows dont last long enough to stop your enemy from attacking constantly. The def buff from time only adds 3% because of DR and takes to long to activate. The pbaoe slow power reveals stalkers but doesnt inturrupt them from AS and the proc in it hardly triggers. All in all the set is a disappointment. The devs would need to fix slows and make the heal and def buff better considering the amount of animation time needed to use such powers, but we know that wont happin cause the devs dont care.
    Oh wow... I had high hopes for the set.... Might just make a Grav/Time for PvE...thanks for the info.
  8. Quote:
    Originally Posted by Drunken_Avenger
    Well I'm the Father of 2, and soon to be x-husband of 2 .



    I'm a child of the 80's. Nothing was better than coming home from school and watchin Smurfs, MASK, GI Joe, Transformers, Thundercats, He-Man, and Silverhawks (lets see how many of you remeber that one?)


    Quote:
    Originally Posted by Sinny View Post
    Partly metalllllllllllllll Partly reallllllllllllllll SILVERHAWKKKKKKKKKS!!!!! scuse the singing
    You forgot Thundarr the Barbarian, Spiderman and His Amazing Friends and
    Tigersharks.
  9. Has anyone tried Time Manipulation in PvP? If so, how did it do?

    I am thinking of a new corruptor and cannot decide what to build. I already started a Psi/Poison, but I want a Time Manipulation toon also, but I dont know if it should be for PvP or just PvE.
  10. 1. Fortunata
    2. Peacebringer
    3. Bane
    4. Warshade
    5. Corruptor
    6. Brute
    7. Blaster
    8. Dominator
    9. Scrapper
    10. Tanker
    11. Controller
    12. Defender
    13. Stalker
    14. Mastermind
  11. Quote:
    Originally Posted by Cien_Fuegos View Post
    Elemental manipulation can mean a lot of things all elements or just one certain element?
    Just the 4 most common.

    Earth
    Fire
    Wind
    Water

  12. The power I want is true immortality, which means that I cannot be permanently killed by any means. I want to see the end of the universe, and be the one who see the secrets the universe holds.

    Or

    Elemental Manipulation
  13. Quote:
    Originally Posted by Malkore View Post
    I'm gonna make my kat/sr a build again for you Soto
    So you are making me a farm target?
  14. Quote:
    Originally Posted by IronAlex View Post
    yeah for reall.. all toggles should carry over into forms..

    That would raise dwarf and nova resistance and make it somewhat like their counterparts..

    Also it will make try form look appetizing as much as human form.. cause know you know you can have tactics on in nova.. or tough and weave on with dwarf.. You will still be locked out of the attacks but toggles would be on.. and you can switch between forms like no ones business..

    Then it would be a fluid motion instead of transform to human and stop for 5 min to put on toggles.
    If all the toggles and clicks carried over to all the forms I will be the happiest player in the game. OMG a Bright Nova with 3 Shields, Inner Light, Light Form, 2 heals, etc..... That would be the best ever and I will not ever complain about KB on solar flare again.

    But IMO I dont think it will ever happen and I am still stuck with a crappy KB.
  15. I dont know why, but I was hopeful. I little piece of me just died when i read that :'(
  16. This is what I would like to see happen.

    KD/KB Peacebringer power (Human Form)
    • Gleaming Blast - Keep it a Knockback
    • Radiant Strike - Keep it a Knockback
    • Luminous Detonation - Change Knockback to Knockdown
    • Incandescent Strike - Keep it a Knockdown
    • Solar Flare - Change Knockback to Knockdown
    • Photon Seekers - Keep it a Knockback
    • Dawn Strike - Keep it a Knockback

    Gleaming blast and Radiant Strike are not to bad as a KB since it is only a single target and it will not spread out the whole mob when on a team. Luminous Detonation and Solar Flare change to a KD for all the reasons mention throughout this thread. Photon Seekers are nice with the new changes but is not considered a spammable attack chain power and can remain a KB. Dawn Strike is a Great Oh Crap Button, but will not kill the mob in one hit so it will work better IMHO by using Solar Flare w/ KD, Luminous Detonation w/ KD, then Dawn Strike w/KB as the finisher.
  17. Quote:
    Originally Posted by EvilGeko View Post
    Not really sure if you're serious or not. Changing Solar Flare to KD would by itself greatly increase the AoE damage potential of Peacebringers. The ability to use Solar Flare then immediately follow up with Detonation would help a lot.

    Not to mention the ability to leverage solar flare in teams.
    Just had another thought. If they change Solar Flare to a KD and you lead with Solar Flare then follow up with Luminous Detonation, then you once again spread out the mob. Luminous Detonation is a KB as well. Once again we are back to where we started with KB ruining the grouping. Should all the KB be changed to a KD?
  18. Quote:
    Originally Posted by Zenyth View Post
    Thats one way to look at it, but another is penalizing the players who dont want KB by forcing them to take a particular power for immob...when if they just changed KB to KD, the players who want the knockback only have to slot a single knockback enhancement to gain back the knockback...

    Smallest harm is forcing the one knockback enhancement rather than forcing an entire power choice.

    True... I also realized that the damage mitigation from a KD is better than an immob. The NPCs can still attack if immob. They cant attack if they are on their butts. That is one reason I dont like KB and rather have KD. I can knock the NPC on their butts with Solar Flare; however they are all over the map. The next time I hit Solar Flare they are outside the radius of the attack and I am not able maintain my damage mitigation.
  19. I had an idea... Why dont they add an immob to Proton Scatter and rename it Proton Anchor. By doing this, it will allow players to immob before doing an all KB attack chain and the targets will not be KB everywhere. This way all the players that like kb will still have it and all the players that dont can just immob first. This way everyone is happy.
  20. Quote:
    Originally Posted by Smiling_Joe View Post
    Nope. As I said earlier - I found some mathematical errors in my previous spreadsheets. Microcosm was the first to point it out in that very thread you quoted, and I promised at the time to correct them as I had time. I've had time.

    Namely, I had build up and mire buffing both the base and enhanced damage on each power, which is wrong.

    What you're seeing here are the corrected numbers, and also the fact that the past thread you're quoting had pet damage included, and the post from this thread that you're quoting doesn't. THAT post was illustrating how much damage the pets account for. For warshade damage with pet damage included, you might want to check a few posts up.

    EDIT: Here, if you're going to compare the numbers I posted before to the numbers I'm maintaining now, I'll go ahead and quote the correct current numbers for you. The current numbers with the changes to peacebringers and damage buffs properly buffing base damage are:

    Thanks... I was a bit confused. Numbers give me a headache....lol But from I can tell is that PB's still do less damage than a WS?
  21. Quote:
    Originally Posted by Smiling_Joe View Post
    You know what? Let me avail myself of the copy/paste function and remind you of what those solo numbers were:

    PEACEBRINGERS

    Single Target:
    Human damage potential (expressed in dps): 111.51
    Nova damage potential (expressed in dps): 109.9
    Dwarf damage potential (expressed in dps): 86.51

    AoE:
    Human damage potential (expressed in dps): 156.51
    Nova damage potential (expressed in dps): 240.7
    Dwarf damage potential (expressed in dps): 133.51

    Self Mitigation
    Human Average Survivable incoming DPS: 81
    Nova Average Survivable incoming DPS: 42
    Dwarf Average Survivable incoming DPS: 153

    WARSHADES

    Single Target:
    Human damage potential (expressed in dps): 189.08
    Nova damage potential (expressed in dps): 212.08
    Dwarf damage potential (expressed in dps): 198.08

    AoE:
    Human damage potential (expressed in dps): 254.82
    Nova damage potential (expressed in dps): 368.82
    Dwarf damage potential (expressed in dps): 334.82

    Self Mitigation
    Human Max Survivable incoming DPS (one corpse): 81
    Nova Max Survivable incoming DPS (one corpse): 72
    Dwarf Max Survivable incoming DPS (one corpse): 313

    Human Max Survivable incoming DPS (ten corpses): 789
    Nova Max Survivable incoming DPS (ten corpses): 767
    Dwarf Max Survivable incoming DPS (ten corpses): 1426

    EVEN SOLO, a warshade with the build contained in the spreadsheets (it's on the first page of each linked sheet, look for a yellow box called "BUILD") can out-damage a scrapper or a brute, given the right conditions. It's that "right conditions" caveat that's kept them from being nerfed I suspect, BUT the point remains that Kheldians do just fine on teams.

    Peacebringers are out of balance with warshades and have some serious power synergy problems, but there you are.

    Quote:
    Originally Posted by Smiling_Joe View Post
    Without the pets' and the nukes' damage contribution, the damage numbers stand as follows:

    Peacebringers

    Single Target DPS Potential:
    Human: 101
    Dwarf: 66
    Nova: 72

    AoE DPS Potential:
    Human: 122
    Dwarf: 89
    Nova: 125

    Warshades

    Single Target DPS Potential:
    Human: 66
    Dwarf: 76
    Nova: 62

    AoE DPS Potential:
    Human: 76
    Dwarf: 114
    Nova: 195

    With the notable exception of Black Dwarf, Peacebringers HANDS DOWN outdamage Warshades outside of pet damage.

    Dark Extraction with hasten and SO's can be stacked, and two extracted essences can crank out 114 dps against a single target and bring to bear an intimidating 167 dps in AoE damage potential against entire spawns.

    Let me put it this way: in 2.24 seconds three Photon Seekers can put out 533 points of damage against a single target. During those same two seconds the warshade's extracted essences deal 255.36 points of damage against the same target. Two seconds later they've equaled Photon Seekers' damage. Four seconds later they've doubled it.

    Where are Photon Seekers after eight seconds? Even the new ones are recharging.

    EDIT - Keeping those essences alive is the price a warshade pays for that kind of potential. But shouldn't the gap be a whole lot less at the very least?

    Why do your numbers differ from what you posted on another thread about WS damage. Did WS get some sort of nerf?
  22. Quote:
    Originally Posted by Zwillinger View Post
    It's not alive .

    The dish is called Odori-Don (Japanese cuisine ftw!). When you pour Soy Sauce on the squid, the sodium activates the neurons, causing it to "dance".
    Looks yummy. The squid could tickle my belly from the inside.
  23. Quote:
    Originally Posted by Microcosm View Post
    It's not comparable, It's better. It can't miss, is not dangerous to use in the first place (a partial crash when you have two human heals and a dwarf heal is easily manageable), and caps you whether you face one opponent or several. It also has mez protection (3 is a lot more than 0), and the recovery bonus is much more useful than a flat endgain.

    It's only really worse in two ways: it won't cap nova, and it has no psi.
    I play both a PB and a WS and I do not think this buff to Light Form is better than Eclipse. Eclipse is a -end, -recovery to a foe and a +resist, +end to self and Eclipse does not have a end or hp crash when it wears off. Light Form does not have a debuff and we get a +mez resist instead of a +recover and +end like Eclipse has. IMO Eclipse is still superior to Light Form.

    Eclipse Pros
    • -End Foe
    • -Recovery Foe
    • +End Self
    • +Resist Self
    • No End Crash
    • No HP Crash


    Cons
    • Needs Targets to Use


    Light Form Pros
    • +Resist
    • +Mez Protection
    • Does Not Need Targets to Use


    Cons
    • End Crash
    • HP Crash