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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    I *just* deleted my level 43 SS/FA brute because my level 43 Claws/FA brute is so much better.

    EDIT: 45 now. I created her two nights ago. She's was 100% solo until this morning when I started running with my brother's same level SS/FA brute.
    Sorry Billz but you have too high of a post count to know what you're talking about.

    I can't check at the moment but doesn't Spin have a target cap of ten and a radius of 7' or 8'?
  2. It is most likely the current state of the game.

    I have an IOed out Super Strength/Shield Defense Brute and he is an absolute beast! Right now, however, the 'in farms' are fire ambush farms. While my Shielder can handle it, he is inferior to my Super Strength/Fiery Aura Brute in terms of efficiency in the farm session. Getting defense (Purples/Vengeance/IOs) on a Fiery Aura is loads easier than getting Resistance (Oranges/some IOs) on a Shielder.

    Also after the Shield Charge fix and the Burn Buff, Fiery Aura is back on top for offensive capabilities, meaning it is that much better.

    Why you don't even see it mentioned? I've noticed that when "what is a good farmer" is asked, many people stick to one combination per AT. I've heard good things about Claws/Fiery Aura (Good, but no where near SS/SD or SS/FA)*, but I never see them mentioned either because people assume that if you are choosing a Brute you will be choosing the top combination offered.

    Don't let that get you down though. Super Strength/Shields is still a very competitive combo!

    *Untrue apparently...change it to Energy Melee/Fiery Aura. I KNOW Billz won't call me out on that one!
  3. Quote:
    Originally Posted by TamakiRevolution View Post
    With alignment merits Glad Armor uniques are 30, while Shield Wall's are 35. I never really understood that.
    The devs might think Defense is everywhere, but Resistance is rare and valuable.


    Also:

    32 Astrals for a LoTG...Yay! I like it right here, though I'd still settle for anything less than or equal to 50.

    50-70 for a PvP IO...It could stand to go a bit higher, especially considering the time barrier for these will be decreasing when more incarnate trials (or more ways to get Empyrean Merits) are released.
  4. The strategy that works for me with my Ninjas/Thermal for the Lambda goes like this.


    Defeat 60
    Nothing different. It is nice being a Mastermind here because once my pets are up and ready I can send them in while spending my time buffing the rest of the league.


    Turrets
    Here is where I understand some of the grief. The pets are too slow to hit all of the turrets. I find that sending them after the next turret while the league takes out the current one works best. Then I just follow along and heal/buff when necessary.


    Security Team
    Pretty standard "Hahaha I killed all your pets with my sneeze!" Strong target.


    Sabotage
    The first time I ran through with my Mastermind I indeed felt out of place. After playing through it a few times thought I found a nice little groove that works for me.

    Me: I find a strong looking teammate and latch myself onto them. (If the majority of the team stays together even better!) That teammate, and anyone who is close enough, gets my buffs and heals. It's my job to make sure they stay alive long enough to defeat the target and move on.

    Pets:
    Genins and Oni are summoned and buffed when we reach the target, and desummoned when the target is defeated and we move on. Depending on how fast the team is moving, I may alternate between the two rather than summon both.

    Jounin are always summoned and buffed. The second upgrade gives them Hide, so they are able to Passively follow me without dragging along extra agro while we move to the next target.


    Personally I like the 'buff bot' mentality, but I can see why others would not like my way of doing things.


    Maurader
    Fundamentally another typical AV fight, however there are two things that really irk me.

    Artillery Bombs (That 'You're too far from Maurader' attack) are just completely and utterly stupid and need to be removed. Plain as that.

    Heavy Commanders suck. The normal agro magnets are locked on to Maurader, so they can't stop the commanders from killing my pets and me with their attack chain of [Massive Damage AoE]+[Massive Damage AoE]+[Massive Damage AoE]+...



    Quote:
    Originally Posted by CptAdder View Post
    For the rest of us just blitz it, it is the hardest content (Aside from the damn shadow shard) in the game and with a Tier 3 Barrier it's quite possible to stay in Melee with Maurader, just wait for his warning to go off, count to 4 then fire off your barrier, the attack should arrive 2-3 seconds later and you and your pets will be at 90% to everything and the attack should miss them all, and if it does hit you hey one-shot rule back off and eat your inspirations and get back in there.
    There's two problems with that. It is auto hit, so no amount of defense will stop it. It automatically does 99% (or was it 95%?) damage to you regardless of your Resistance or Hitpoints. If you are damaged at all before, or immediately after the attack you're out of luck. It is best just to avoid it.

    Against pets, however, the attack only takes about half of their health. Depending on your secondary, they might be able to survive in melee range.
  5. Computer

    QoL SB

    Quote:
    Originally Posted by Carnifax_NA View Post
    I'm looking forward to seeing how Hurricane-toting Storm Elemental Lore pets work with the current Pet AI...
    Oh ho ho YES!
  6. Quote:
    Originally Posted by Timeshadow View Post
    ...if everyone does anything nothing's gonna get done.

    Fixed that for you. ;P

    But in all seriousness, that saying doesn't really work for PvP.
  7. Quote:
    Originally Posted by konrad knox View Post
    The problem with challenging yourself over and over with throw-away super group, is that you have to beat others to it who are waiting by the terminal like hungry sharks for the immunity to pass. If you have dozens of people zerging the terminal and clicking self-challenge, well, then you deserve to hold the region, because you, sir, are on the money.
    Not if I snag that area when most of the population is in school, or at 3:00 in the morning.

    I think you may be overestimating how many people would be smitten to use this system (Though from your perspective I may be underestimating that number, it's not the way I believe things would work out.)


    Quote:
    Originally Posted by konrad knox View Post
    As for opting out of the taxation system, if that was possible, everyone would opt out and render the system pointless. If i can opt out of your taxes, I can spin tales in Pocket D about how I'm the most powerful guy on the planet, but somehow I'm still a level 25 noob who never put his nose into PvP. So, I'd say nay, we all have to pay.
    To make this transparent, perhaps simply keep prices the same, but give half of that money to the district rulers.
    If you're against putting in a way to opt out of the system then I'm afraid I can't get behind it.

    Edit: Just to clarify why.

    I am fine with people role-playing that they are the King of Kings row.
    I am fine with implementing a system which lets people actually fight over an area of Kings Row to own such as what your systems allows.
    I am not fine with the 'taxes' portion of the suggestion.

    Personally the monetary loss is nothing, but making a system (which was free to begin with) a pay-to-use system is not something I like. Also you can bet there will be people who will be outraged by having to pay to use the different things. If you want evidence of this, hop on over to the Market forums.

    People get mad when they have to pay for things they think they should get for free. (Why does the market take 10% Grrr!)
    People get mad when they have to pay for things that take away from their ability to buy SOs. (I was broke when I got to level 50 Arg!)
    People get mad when they have to pay other people for commodities or services. (What do you mean we can't have a vender that sells everything from the market?!)

    I can see the Role-play thought behind the idea, but I don't think people will like it. Try adding something that wasn't there in the first place. What if specific areas gave bonuses when they were captured and powered? For example. The SG Super Monkeys Incorporated just claimed the area with a Hopsital. They have the ability to pay 1,000,000 prestige to have Brain Surgeon Marry show up in the hospital for the week that they control that area. Brain Surgeon Marry will sell tier 3 Inspirations to anyone who wants them for 250,000 a pop, and Super Monkeys Incorporated gets 20% of that inf for their members as a 'thank you' from anyone who uses that service!


    Quote:
    Originally Posted by konrad knox View Post
    @Computer: you really would never use such a system? Wouldn't be tempted to get an SG to conquer a district and collect free money every day? The miniscule fees, even if it's 100 inf. per ferry ride, would build up to large sums just because how many people use it. Well, ferries can be split between districts, one ferry can belong to one, another to another. It would really earn good profit if you owned a district with a ferry. You could spec out your SG's toons with the money from taxes, it would heal the game's ruined inflated economy back up quite a bit as well!
    I can honestly say I would never be tempted to use such a system. The miniscule amount of inf gained from such a system would not be worth the negative advertisement.

    Quote:
    Originally Posted by konrad knox View Post
    I'm guessing you are not a PvPer at heart, and PvPRPers are the target audience for this proposal's draw. I'd like to hear opinions of some hardcore CoH PvPers if such are present in the house.
    While I wouldn't call myself a hardcore PvPer, I have been known to associate and participate with groups that are well known in PvP. Though I don't PvP as much as I used to since I13 came out, I still jump on occasionally to play a bit. (Though incarnates ruined my MM fun...but that is a different story )


    To be honest I think I have run in to exactly one RPing PvPer. (He was a blast to play with!) That was way back in I12. Is there a server that they associate with?
  8. If it helps, I describe how and why it is happening here. Long story short, the game thinks that you are zoning when you summon a FFG before it has expired so it buffs all pets (as it does when you zone with buffed MM pets).
  9. I could see some SGs getting behind this. Two things though...

    Quote:
    I really hope devs read this and think about this prospect.
    The PvP community has had a history of lack of attention from the Developers. While you might think your proposal has "fairly low complexity," it would most likely take a LOT more work than the developers are willing to put into PvP at this time.

    Quote:
    Now, the beauty of this proposed system is that is that it does not FORCE anyone to use it or pvp. It does not change balance or game focus much at all, but rather accomodates both.
    If you do like doing content missions and chit chatting in pocket D about stuff you make up, you are still free to do that. The worst that can happen to you is a public ferry will charge you a penny, and quarter masters will pay a bit less and charge a bit more. Nothing vital, you can ignore it.
    As long as it comes with a way to opt out of "taxes" for those of us who don't want to participate in it, I wouldn't be bothered by this system that I personally would never use.

    Edit: Also perhaps I missed it, but what's stopping me from making a throw-away SG and just constantly challenging my actual SG after the week long stability phase is over? Or doing that on my multiple throw-away SGs so a rule about not getting attacked by the same SG twice in a row won't stop me? 100,000 prestige is not that hard to make for some people and would in no way stop this from happening.
  10. Computer

    Drop a drop ship

    Dropping Drop ships was doable a LONG time ago before they were buffed. Now there is no chance of taking one out. Well, perhaps if we get all 3,500 people to attack it at once...
  11. Quote:
    Originally Posted by Tired Angel View Post
    Tanker
    • Super Reflexes – no experience of the set however Brutes get it, however no agro aura
    Actually, I believe that Brutes have an Agro aura built into Evasion.

    Quote:
    Originally Posted by Tired Angel View Post
    Stalker
    • Shield Defence – wasn’t given to Stalkers originally due to ally centric nature of set (Grant Cover, Phalanx Fighting), however Stalkers get critical bonus out of hide due to nearby teammates so don’t feel this should be an issue. Grant Cover, Phalanx Fighting, AAO all suppress while hidden? Replace True Grit for hidden?
    I wonder how likely it would be that stalkers got their AAO set to 'do not agro' rather than Suppressed? You could lose the -damage as well just as long as you could get the damage bonus of AAO in the Hide critical. (Or at least that is what I am drooling over! )
  12. Quote:
    Originally Posted by MrLiberty View Post
    For Arena, Energy/Energy is useless. For zones, the build lacks acc bonus...
    How much Accuracy would you recommend?


    Quote:
    Originally Posted by MrLiberty View Post
    ...and travel speed slotting.
    My build has capped Run and Jump speed.

    Quote:
    Originally Posted by MrLiberty View Post
    +Dam isn't super important as the moment you hit Aim or BU it gets DR'ed anyway.
    I find it makes a difference on my Psi/EM blaster. Do you know what the DR 'limit' is for it in PvP?

    Quote:
    Originally Posted by MrLiberty View Post
    Rather than going super expensive full glad jav sets, you'd be better off going 4 devastation and two damage procs.
    Without those Gladiator's Javelin sets I'd lose out on some accuracy bonuses (I like to have at least 30% or more), and I like to make builds assuming money is no object.

    Quote:
    Originally Posted by MrLiberty View Post
    You also want the purple damage proc in the power you'll use most which will likely be power bolt.
    Good point.

    Quote:
    Originally Posted by MrLiberty View Post
    Repulsion bomb is pretty much worthless.
    Can you elaborate? I have seen it used to great effect on squishies when the chance for stun does go off.
  13. Quote:
    Originally Posted by Angus_Black View Post
    What did you think about the Grav/Nrgy Dom?
    A pretty good start as you got a nice number for Hitpoints, however you were chasing set bonuses that were irrelevant (Defense) and not slotting to some of the strengths of the set (No stun enhancement in Total Focus).

    Here's one that I made.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Energy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Crush -- GJ-Acc/Dmg(A), GJ-Acc/Dmg/End/Rech(3), GJ-Dam%(3), GJ-Acc/End/Rech(5), GJ-Dam/End/Rech(5), ImpSwft-Dam%(50)
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), GJ-Acc/Dmg/End/Rech(9), GJ-Dam%(11)
    Level 2: Gravity Distortion -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(11), UbrkCons-Acc/Hold/Rchg(13), UbrkCons-Acc/Rchg(13), UbrkCons-EndRdx/Hold(15)
    Level 4: Power Push -- GJ-Acc/Dmg(A), GJ-Acc/Dmg/End/Rech(17), GJ-Dam%(19), GJ-Acc/End/Rech(19), ExStrk-Dmg/KB(21), ExStrk-Dam%(21)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(23), Krma-ResKB(23)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 10: Power Blast -- GJ-Acc/Dmg(A), GJ-Acc/Dmg/End/Rech(27), GJ-Dam%(27), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(29), Apoc-Dam%(31)
    Level 12: Stealth -- SW-Def/EndRdx(A), SW-EndRdx/Rchg(31), SW-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(33), Krma-ResKB(33), Ksmt-ToHit+(33)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Assault -- EndRdx-I(A)
    Level 20: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34)
    Level 22: Acrobatics -- EndRdx-I(A)
    Level 24: Super Speed -- HO:Micro(A), Zephyr-ResKB(36)
    Level 26: Wormhole -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-ToHitDeb%(37)
    Level 28: Total Focus -- HO:Nucle(A), HO:Endo(37), HO:Perox(39), HO:Perox(39), Hectmb-Dam%(39), GS-%Dam(40)
    Level 30: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(40)
    Level 32: Singularity -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Acc/Rchg(42), S'bndAl-Build%(42)
    Level 35: Phase Shift -- RechRdx-I(A)
    Level 38: Power Burst -- GJ-Acc/Dmg(A), GJ-Acc/End/Rech(42), GJ-Dam%(43), Apoc-Dmg(43), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(45)
    Level 41: Water Spout -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(45)
    Level 44: Shark Skin -- GA-ResDam(A), GA-Res/Rech/End(45), GA-End/Res(46), GA-3defTpProc(46), GA-RechEnd(46), S'fstPrt-ResKB(48)
    Level 47: Hibernate -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50), Panac-Heal(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Domination
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(17)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 30% Enhancement(Accuracy)
    • 57.5% Enhancement(RechargeTime)
    • 37.5% Enhancement(Range)
    • 5% FlySpeed
    • 297.6 HP (29.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -34)
    • Knockup (Mag -34)
    • MezResist(Confused) 25%
    • MezResist(Held) 25%
    • MezResist(Immobilize) 25%
    • MezResist(Repel) 3000% (8% chance)
    • MezResist(Sleep) 25%
    • MezResist(Stun) 25%
    • MezResist(Terrorized) 25%
    • 23% (0.38 End/sec) Recovery
    • 80% (3.39 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(RunSpeed)
    • 1.58% Resistance(Smashing)
    • 1.58% Resistance(Lethal)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 1.89% Resistance(Energy)
    • 1.89% Resistance(Negative)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)
    • 5% RunSpeed



    Code:
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  14. Quote:
    Originally Posted by Angus_Black View Post
    How does this look for a first attempt?
    There are a few things you'll want to change.
    • Maneuvers is basically useless. Get Assault instead for the +damage.
    • You need atleast 41 points of Knockback Protection.
    • Powerboost affects very few of your powers, get something more useful.
    • Build as much +damage as you can in your build, within reason.
    • Unless you get a LOT of defense (which, on a blaster is still going to be DRed down to nothing) it is not worth building for it.

    Here is a sample build I made using most of your power choices. The power I chose instead of Power Boost is Repulsion Bomb because it can take a purple set, and the enhanced stun can last quite a while.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Bolt -- GJ-Acc/Dmg(A), GJ-Dam/Rech(3), GJ-Acc/Dmg/End/Rech(3), GJ-Dam%(5), GJ-Acc/End/Rech(5), GJ-Dam/End/Rech(7)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(9), ExStrk-Acc/KB(11), ExStrk-Dam%(11)
    Level 2: Power Blast -- GJ-Acc/Dmg(A), GJ-Dam/Rech(13), GJ-Acc/Dmg/End/Rech(13), GJ-Dam%(15), GJ-Acc/End/Rech(15), GJ-Dam/End/Rech(17)
    Level 4: Build Up -- EncAcc-ToHit(A), EncAcc-ToHit/Rchg(21), EncAcc-ToHit/Rchg/EndRdx(21), AdjTgt-ToHit/Rchg(23), AdjTgt-EndRdx/Rchg(23)
    Level 6: Power Burst -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(27), Apoc-Dam%(27), GJ-Dam%(29)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(29), Krma-ResKB(31)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 12: Aim -- EncAcc-ToHit(A), EncAcc-ToHit/Rchg(33), EncAcc-ToHit/Rchg/EndRdx(33), AdjTgt-ToHit/Rchg(33), AdjTgt-EndRdx/Rchg(34)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(34), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(37)
    Level 20: Super Speed -- HO:Micro(A)
    Level 22: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), Krma-ResKB(37), Ksmt-ToHit+(50)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tactics -- EncAcc-ToHit(A), EncAcc-ToHit/Rchg(39), EncAcc-ToHit/Rchg/EndRdx(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40)
    Level 28: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(40)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Phase Shift -- RechRdx-I(A)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Total Focus -- GS-Acc/Dmg(A), GS-Dam/Rech(40), GS-Dam/End/Rech(42), GS-Acc/End/Rech(42), GS-Acc/Dmg/End/Rech(42), GS-%Dam(43)
    Level 41: Personal Force Field -- SW-Def/EndRdx(A), SW-Def/EndRdx/Rchg(43), SW-Def(43), LkGmblr-Rchg+(45), Krma-ResKB(45)
    Level 44: Repulsion Bomb -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(46), Amaze-EndRdx/Stun(46)
    Level 47: Temp Invulnerability -- GA-ResDam(A), GA-Res/Rech/End(48), GA-End/Res(48), GA-RechEnd(48), GA-RechRes(50)
    Level 49: Force of Nature -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(50)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc(19)
    ------------
    Set Bonus Totals:
    • 26.5% DamageBuff(Smashing)
    • 26.5% DamageBuff(Lethal)
    • 26.5% DamageBuff(Fire)
    • 26.5% DamageBuff(Cold)
    • 26.5% DamageBuff(Energy)
    • 26.5% DamageBuff(Negative)
    • 26.5% DamageBuff(Toxic)
    • 26.5% DamageBuff(Psionic)
    • 3.13% Defense(Smashing)
    • 3.13% Defense(Lethal)
    • 6.25% Defense(Energy)
    • 6.25% Defense(Negative)
    • 1.56% Defense(Melee)
    • 3.13% Defense(Ranged)
    • 4.5% Max End
    • 36% Enhancement(Accuracy)
    • 15% Enhancement(Range)
    • 80% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 189.7 HP (15.7%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -32)
    • Knockup (Mag -32)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilize) 23.3%
    • MezResist(Repel) 3000% (10% chance)
    • MezResist(Sleep) 20%
    • MezResist(Stun) 20%
    • MezResist(Terrorized) 20%
    • 19% (0.32 End/sec) Recovery
    • 42% (2.11 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(RunSpeed)
    • 4.39% Resistance(Smashing)
    • 1.89% Resistance(Lethal)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)
    • 8% RunSpeed
    • 4.5% XPDebtProtection



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  15. First of all, welcome back! Secondly, if you have not heard about the Issue 13 changes to PvP, then you might be in for a surprise.

    Quote:
    Where can I find a list of all the PvP changes to powers?
    Here is a link to the Issue 13 Patch notes. That should give you a little idea into how things have changed. I don't think anyone has gone into real detail on the changes, as no one really cares anymore due to PvP's near nonexistence. I thought I heard Arcanaville had created something to graph the effect of diminishing returns on defense, but I'm not sure where to look for that.

    Basic rundown:
    Diminishing Returns: The more you add something, the less you get out of it!
    (Completely made up numbers)
    +30% damage = 30% actual damage boost.
    +60% damage boost = 40% actual damage boost.
    +100% damage boost = 50% actual damage boost.

    DR affects everything with very few exceptions (I think hitpoints was one). Basically each individual AT has a limit on the attribute (For example, Blasters are limited to no more than 20% defense) that they cannot exceed no matter what. Prior to hitting that limit the buffs they receive for that attribute get exponentially smaller. If you know Calculus, you'll have an easier time understanding the mechanic.

    Heal Decay: The more you heal someone, the less they get healed!

    The first heal on someone is at 100% strength. Then for 8 seconds afterward, any more heals applied to that character (whether it is from you, someone else, or themselves for some powers) will be weaker, and the next one, and the next one, until you get to 10% strength iirc. The 8 seconds continues to reset upon healing until they stop getting healed, at which point you must wait for it to wear off to get back to 100%.

    Travel Suppresion: Do anything and you will be travel suppressed!

    Attacking gets you suppressed, Healing gets you suppressed, buffing, debuffing, being attacked, all gets you suppressed. (Also iirc it comes with -100% regeneration as well)

    As I recall the reason we have things like Heal Decay (HD) and Travel Suppression (TS) is because of something one of the developers said (Posi? Castle?) along the lines of: "If two people get into a fight, one of them had better die damn it!"

    Mez Changes: No protection what-so-ever!

    No one has mez magnitude, and no one has mez protection. Mezes will always take effect (If they hit you). They also last substantially shorter times though some can get into the double digits.

    Offensive toggles will drop if mezed (Radiation Debuffs) but Defensive won't.

    Resist Additions: Those who have less have more!

    Squishy archetypes, like blasters, were given passive resistance buffs because they tended to die more than tanks.

    Non squishy archetpyes, like tanks, were not given these passive resists because they survived well enough.



    I am probabbly missing a few important things, but needless to say they tried to change PvP so it was more friendly to newer players/non PvErs and failed. Ever since they implemented the changes which drove the PvPers away, there haven't been enough people that PvP to warrant them looking at PvP. Quite the paradox, no?


    Quote:
    What does the common arena team make up look like now?
    It has been a while, but I believe its damage, damage, damage, and more damage. Nothing else is really effective.


    Quote:
    Is there a good site detailing the IO system and were to find specific drops and PvP drops?
    Paragon Wiki is a great site to answer any types of questions you have about the PvE world.

    Also I found what helped me understand the IO system was to just dive right in and try things in Mid's Hero Builder from the Titan Network.

    Don't be afraid to ask specific build questions, or post your build in the correct archetype forum. Many people do so every day and get feedback from helpful forum goers.

    Quote:
    Thinking about rolling one of my Doms ( Fire/Fire, Earth/Fire, Grav/Energy) and would love to see what a good build would be under the new systems..Again the ones I found seemed out of date...
    All of those seem viable to me. They all have a double digit stun (Flashfires/Stalagmites/Wormhole) and /Fire and /Energy do pretty good damage, though /Energy is much better in Melee. Pick one and I'll try my hand at making a PvP build for you.

    Quote:
    Also was thinking about Cold/Dark defender but from what I read it seems they are alittle too much FoTM
    From what I have heard that is a good Arena build against a Regeneration user. Though Dark Blast is low on the damage numbers compared to other sets, and the slows are nothing like they used to be.

    Quote:
    Thanks in advance and if there are any groups looking for a nub/old player on Freedom let me know.
    This is happening on Victory, not Freedom, but you really can't be picky when it comes to PvP. They have already started, but it might not be a bad idea to contact them if you want to learn more about PvP.
  16. Computer

    Elec/WP

    The Knockback is actually low enough to cause Knockdown instead. It keeps them on their fannys in your Rise to the Challenge thereby mitigating their damage and allowing you to keep high levels of regen!
  17. Here's something I came up with. It uses the same powers that you had in your build.

    Some things to note:
    44.65% Defense to S/L (including the perma 5% from Barrier Core Epiphany)
    39.96% Defense to Melee (including the perma 5% from Barrier Core Epiphany)
    71.91% Resistance to S/L (including Cardiac Core Paragon; excluding Barrier Core Epiphany [I don't recall off hand what is the lowest perma resistance buff])
    85% Set Bonus Recharge

    Hot Feet is slotted with six Obliterations for the recharge bonus and defense bonus. With Cardiac Core Paragon it has 63.55% endurance reduction.

    Brawl and Boxing are slotted with four Kinetic Combats for the defense bonus.

    I hope you like it!

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(3), UbrkCons-EndRdx/Hold(5), UbrkCons-Dam%(5)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-Acc/EndRdx/Rchg(40)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(13)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(19), RechRdx-I(21), RechRdx-I(23)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 16: Increase Density -- GA-3defTpProc(A)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 20: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(43)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
    Level 24: Maneuvers -- HO:Enzym(A), HO:Enzym(33), LkGmblr-Rchg+(33)
    Level 26: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34), HO:Cyto(40)
    Level 28: Inertial Reduction -- Zephyr-ResKB(A)
    Level 30: Weave -- HO:Enzym(A), HO:Enzym(34), LkGmblr-Rchg+(36)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(46)
    Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod/Rchg(37)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), LkGmblr-Rchg+(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(33)
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 25.69% Defense(Smashing)
    • 25.69% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 8.5% Defense(Energy)
    • 8.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 21% Defense(Melee)
    • 7.25% Defense(Ranged)
    • 6% Defense(AoE)
    • 5% Enhancement(Heal)
    • 3% Enhancement(Immobilize)
    • 63% Enhancement(Accuracy)
    • 85% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 129.71 HP (12.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 2.2%
    • 14.5% (0.242 End/sec) Recovery
    • 16% (0.679 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 5% RunSpeed

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  18. While I agree it needs to be fixed, rather than excluding them I wonder if it would be possible to set those powers to get the damage all in one burst before the sleep effect. I mean, there is a reason none of those powers are coded to deal their damage as a DoT

    If that is impossible, put me in the 'Exclude them from Reactive so they work' camp.
  19. Quote:
    Originally Posted by HelinCarnate View Post
    Perhaps the same way you deal with a footstomp followed by fireball from a brute with rage and around 25% fury?
    The reason why I believe that isn't a good comparison is because between attacks there are a lot of things that can happen, one of which is how I respond to that situation. I heal.

    All Judgement takes is one click and, if in a bad position, five of my six pets are vaporized. To make matters worse the devs still haven't fixed the AI bug so I can't keep my pets from bunching up into melee range with the target.

    (And a Brute with 25% Fury? Psh, Yeah right!)

    Quote:
    Originally Posted by HelinCarnate View Post
    Really there are much bigger balance issues in pvp since the devs decided to "balance" things.
    Bigger? From the standpoint of intensity of the issue I think that point is arguable, but not worth arguing as it will come down to opinions. From the standpoint of coverage of the issue, I absolutely agree.

    Quote:
    Originally Posted by HelinCarnate View Post
    Considering they really have not touched pvp in 7 issues after they totally broke everything. The last changes that were made proved that the devs really don't care if one AT or primary or secondary is vastly superior to others so I would not look for balance any time soon.
    Even though you are 100% accurate, that doesn't mean I can't gripe about it. As I said in one of the other topics, "How will the devs know what to ignore if we don't tell them about it?!"
  20. From your (completely true) post, I am assuming you were originally talking about PvE.

    Then I say carry on, though be careful as these threads seem to disappear fast these days.

    Another translation that I didn't think you meant was more of a 'Its PvP, it doesn't need to be balanced just leave it!' standpoint against which I'd argue.
  21. Quote:
    Originally Posted by HelinCarnate View Post
    Judgement powers do not need to be nerfed.
    So your opinion is that they (Non Ion) are balanced in PvP? How should a Mastermind deal with these Anti-pet powers? I'm genuinely curious as I am at a loss about how to deal with an attack that can wipeout all but my tier 3 pet with one use.

    Quote:
    Originally Posted by HelinCarnate View Post
    One judgement power needs to be fixed.
    Agreed, and they need to deal with this now as every day they wait the amount of people getting used to it increases leading to more negativity when it does get fixed.
  22. I disagree with the idea that non-bugged Judgment is fine. It is horrendously overpowered from my point of view.

    There's no way I am stepping foot in a PvP zone with my MM.
  23. What I would love to do with poison...

    Alkaloid: I like to idea of a Targeted Area of Effect Heal, an ally centered Transfusion if you will. This will however allow a Poison Mastermind to heal him/herself. Overpowered? I say no.

    Envenom/Weaken: I think two mechanics would be a good addition to this power. The Single Target nature of the set is an interesting one and could remain intact while adjusting it.
    • These powers could summon the same type of pet used for Shield Charge or Lightning Rod. The Target could get the full brunt of the attack while everyone inside of 10' could receive 50% of the debuff and everyone inside of 20' could get 25% of the debuff.
    • These powers could also get the 'jump' mechanic which would have a chance to jump from the original target to five additional enemies hitting them for 25% of the full debuff strength.
    • Only the original target can get debuffed to 100% effectiveness of the power. The rest can only go up to 75% from nonstacking debuffs*.

    *What I mean here is that you can't get to 75% from getting debuffed by 25% in the 20' radius 3 times. That 25% debuff can't stack with itself, and the 75% effectiveness must be achieved though stacking other parts of the debuff (20'+10' for example).

    Some numbers (Assuming these don't change):
    Initial Target
    -30% Defense / -30% Resistance / -22.5% Damage / -13.5% Tohit / -74.5% Special

    75% Reduction Anyone within 10' of the initial target and hit by the jump effect. (5 people max)
    -22.5% Defense / -22.5% Resistance / -16.875% Damage / -10.125% Tohit / -55.875% Special

    50% Reduction Anyone within 10' of the initial target, or 20' and hit by the jump effect.
    -15% Defense / -15% Resistance / -11.25% Damage / -6.75% Tohit / -37.25% Special

    25% Reduction Anyone within 20' but farther than 10' of the initial target or hit only but the jump effect.
    -7.5% Defense / -7.5% Resistance / -5.625% Damage / -3.375% Tohit / -18.625% Special


    These two effects together ensure that the initial target is still debuffed the most, but others are affected up to 75% of the effectiveness of the original debuff.

    (I like the idea of the jump effect, I just don't like relying on it for AoE debuffs and this is my proposed compromise to it. Anyone else like it or am I going overboard alone?)

    Neurotoxic Breath: I personally like it; however there are a couple things I would change.
    • Increase the duration of the debuff effects to 30 seconds.
    • Increase the Recharge of the power to 45 seconds.
    The set is already spam heavy to keep your debuffs going and a little more breathing room would be nice.

    Elixir of Life: Nothing to comment about here.

    Antidote: Personally I like the power. Pretty standard Mez Protection buff with some resist thrown in. There is one thing I'd change though. Let it grant Knock Back protection. This makes up for the fact that one of the unique parts of this power is useless to the Mastermind (slow resist for slow immune pets?) and lets any Melee pets using Noxious Gas actually get to their target without being tossed away before reaching them.

    Paralytic Poison: This power is pretty 'meh' to me. It does what it is designed to do, but all it does is hold. I think adding another effect to it would be interesting. Give it -...debuff resistance?...( I don't know what it would actually be called). What I am seeing is something to the effect of, "I just hit that boss with Paralytic Poison and now any debuffs placed on him will be 25% more effective!"

    Poison Trap: See 'Change it to Trap's Poison Trap' but leave in its current effects as well so cottage rule doesn't apply. They are worthless anyway.

    And now the fun one...Noxious Gas: I think Noxious Gas is a little above 'meh', but it could use a few tweaks.
    • Make it usable on teammates -This means that not only can you put it on people who would be smarter about positioning (hopefully) but it also can be ported to Corrupters easier.
    • Make it both a pulsing effect like it is currently, but also proc-like in the sense that any power (meaning attack/debuff/mez/etc.) activated by the person with Noxious Gas will debuff the enemies hit -This brings parity to Melee vs. Ranged users of the power.

    Most of the changes, especially Noxious Gas, would probably be a coding nightmare, but these are what I'd like for Poison.
  24. The reason you are not seeing reduced recharge is not because they don't stack.

    The ehancement screen does correctly show the effect of the alpha slot (such a nice feature!); however it does not take set bonuses into account. In other words had you slotted the Luck of the Gambler first by itself, your powers will still benifit from it (as they are right now), but you won't see that reflected in the number shown on the enhancement screen.

    Another way to validate this is to look in your combat attributes as the Luck of the Gambler should be reflected there.
  25. Is there a possibility it is only partially random based? From reading others posts and from what I have experienced I thought that the system might be using participation to see how much you can earn, then randomly choosing from below for what to give you.

    For example:
    1) My tank just participated his butt off. The participation meter says I can earn up to a Very Rare, but have the possibility of anything below it as well (Very Rare, Rare, Uncommon, Common, and the booby prize).

    2) My Controller just clicked buttons while I talked on the phone and texted Tiffany. The participation meter says I can earn up to an Uncommon, but have the possibility of anything below it as well (Uncommon, Common, Booby Prize).

    This would explain the "I worked my butt off and got ten threads!" posts. Are there really people who have leeched and got Very Rares? I have never attempted as much and haven't seen any firsthand account posts in what I have read so far.