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Posts
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Quote:lol.
In 3 hours I got 5 open zone kills. I trapped 4 players for solo kills. I got 1 PvP IO. I died once while solo times and 3 times when teamed. You can call it farmed because your ego requires you to. It's whatever to me.
What I meant in my post btw the way Mac, was that I was waiting on you to find a toon to TP with me. Now realizing how slow you are to pick up on even the simplest things however... I imagine i will now wait on some other player that is actually smart... and not one who's been convinced by others.
smart players know that a 5 to 1 kd ratio(that you are lying about only dying once) for 3 hours is horrendous. -
Quote:Even if you choose not to play it, disruption is a viable role. And veats can do it extremely well.At this time I wouldn't bother with a Fort in PvP,
in PvP 1.0 they weren't half bad, maybe not the greatest, but could still be ok to PvP with
When PvP 2.0 first appeared, for a breif time with Elusivity, forts were one of the better pvp builds out there, even though control powers were minimized in effectiveness. However Elusivity was rolled back, which combined with DR made defense even worse than it was in PvP 1.0. Unfortunately at the same time, their damage was seriously rolled back as well in PvP. They would've been fine if only their defense or damage was reduced, but not both. Now, they just can't get enough damage in
And one day people will realize defense is not a joke. -
Quote:Never claimed that. Look, we've had this conversation many times already about this same subject. And every time the devs tell us that we weren't convincing enough. That we didn't give them enough information. That we didn't present our case convincingly enough.
You got links and quotes to back that up? I am going to bet you don't because its not true. The only thing we were really told about i13 pvp changes was that we(people who currently pvped regularly) were not the segment the changes were aimed at. -
So why did the trapper pro/wheel reinventor move off freedom for virtue anyways?
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Quote:Well I would but I can't exactly get on the game at the moment. Afghanistan has poor internet connections.
Sorry, I look forward to "learning" from you when I get back in about a year.
Also, loltraps. GG
All the good pvpers are transfering to virtue for traps lessons. -
don't troll me bro.
for the cheaper version of this switch in devastations. drop assault for maneuvers and slot another kb io there. I had a better build somewhere but I lost it and I am to drunk to do a fresh one.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Mesmerize -- FtnHyp-Acc/Rchg(A), FtnHyp-Plct%(3), Dev'n-Acc/Dmg(34), Dev'n-Dmg/EndRdx(34), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(40)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Dmg/EndRdx(46), HO:Centri(46), GJ-Dam%(46)
Level 2: Levitate -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(3), KinCrsh-Rchg/KB(23), KinCrsh-Acc/KB(27), HO:Nucle(33), HO:Nucle(34)
Level 4: Dominate -- Lock-Acc/Hold(A), Lock-Acc/Rchg(5), HO:Perox(5), HO:Perox(7), UbrkCons-Acc/Rchg(7), UbrkCons-Dam%(19)
Level 6: Hurdle -- Jump-I(A), Jump-I(50)
Level 8: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(9), Ksmt-ToHit+(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(13), Apoc-Acc/Rchg(13), Apoc-Acc/Dmg/Rchg(15), Apoc-Dmg/Rchg(17), HO:Centri(19)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(43)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Super Speed -- Zephyr-ResKB(A), Clrty-EndRdx(25), Clrty-RunSpd(25), Clrty-Stlth(27)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(29), Rec'dRet-Pcptn(29)
Level 30: Confuse -- CoPers-Conf%(A), CoPers-Conf/EndRdx(31), CoPers-Acc/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Conf/Rchg(33), CoPers-Conf(33)
Level 32: Vengeance -- Krma-ResKB(A)
Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dam%(36), Mantic-Acc/ActRdx/Rng(37), HO:Nucle(37)
Level 38: Blaze -- GJ-Acc/Dmg(A), GJ-Acc/End/Rech(39), GJ-Acc/Dmg/End/Rech(39), GJ-Dam%(39), HO:Centri(40), HO:Nucle(40)
Level 41: Water Spout -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(42)
Level 44: Shark Skin -- GA-RechEnd(A), GA-Res/Rech/End(45), GA-End/Res(45), S'fstPrt-ResKB(45)
Level 47: Summon Coralax -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Dmg/Rchg(48)
Level 49: Hibernate -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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Set Bonus Totals:- 28.5% DamageBuff(Smashing)
- 28.5% DamageBuff(Lethal)
- 28.5% DamageBuff(Fire)
- 28.5% DamageBuff(Cold)
- 28.5% DamageBuff(Energy)
- 28.5% DamageBuff(Negative)
- 28.5% DamageBuff(Toxic)
- 28.5% DamageBuff(Psionic)
- 8.13% Defense(Energy)
- 8.13% Defense(Negative)
- 11.6% Defense(Ranged)
- 4% Enhancement(Confused)
- 7.5% Enhancement(Range) (in PvP)
- 27.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 171.7 HP (16.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -33)
- Knockup (Mag -33)
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 5% (in PvP)
- MezResist(Immobilize) 7.2%
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 5% (in PvP)
- MezResist(Terrorized) 5% (in PvP)
- 20% Perception
- 22% (0.37 End/sec) Recovery
- 68% (2.89 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 11% RunSpeed
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We got the cred to take the crown.
Though me and badskull is a pretty potent combo. We managed to win a 2v2 against poned that won us the justice server. That's a lot of bad all in one place.
There was some trash talk that day that kinda makes me wish I still bothered keeping chat logs. -
Very smart move.
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Isn't starting a thread in this section without any drama in it a forums violation?
Happy Bday oz. -
Killing ganking perma dom baddos was about the only reason I would ever load a hero pre i12. There was maybe 4 doms worth sweating in zones across all severs. The rest if you popped a couple break frees they would mostly stay in their bases and whine about how op heroes were.
If you were consistently getting rolled by random doms it was not because they were op, its because you were bad. If there were no forum purges you could go back and read every time someone came in the pvp sections whining about some dom rolling. Then they would get told to bring some bfs and learn to use them. They in turn would reply they shouldn't have to. In return we got the crap random mez system we have now because so many people couldn't get 2 brain cells to fire at once so they could use inspirations. Thanks Mr Bad PvP Guy, you are a real man of genius. -
Worrying about the price of purples with all those pvpos in there makes me raise an eyebrow, but w/e.
Lets get started.
The pshift proc in hl is bad, you want to try slotting it for max acc and rech.
Smoke is not really needed, but a nice bonus mule.
Snowstorm is over slotted, just go with a couple end reds and leave it be.
Hot feet is worthless, you will be best served to skip it.
No flashfire is flat out insane. Get it and drop the inf for the purple set for it.
I am a big fan of hamis in infridge.
Here is a slightly updated build with some stuff moved around and switched out. I doubt its perfect as I am tired and its late/early but it gives you an idea in the direction you should be headed.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Moobysnax: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Ring of Fire -- GJ-Acc/Dmg(A), GJ-Dam/Rech(3), GJ-Acc/Dmg/End/Rech(3), GJ-Dam%(5), GJ-Acc/End/Rech(13), GJ-Dam/End/Rech(17)
Level 1: Infrigidate -- HO:Lyso(A), HO:Lyso(5), HO:Lyso(7), Achilles-ResDeb%(7), LdyGrey-%Dam(19), ShldBrk-%Dam(23)
Level 2: Char -- GJ-Acc/Dmg(A), GJ-Dam/Rech(9), GJ-Acc/Dmg/End/Rech(9), GJ-Dam%(11), GJ-Acc/End/Rech(13), GJ-Dam/End/Rech(19)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(17)
Level 10: Hurdle -- Jump-I(A)
Level 12: Glacial Shield -- Krma-Def/EndRdx(A), S'fstPrt-ResKB(21)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A), QckFt-RunSpd(21), QckFt-EndRdx(23)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Super Jump -- Zephyr-ResKB(A), ULeap-EndRdx(25), ULeap-Jump(25), ULeap-Stlth(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(29), P'Shift-End%(43)
Level 22: Arctic Fog -- GA-ResDam(A), GA-End/Res(29), GA-Res/Rech/End(31), Krma-ResKB(31), S'fstPrt-ResKB(42)
Level 24: Fire Cages -- JavVoll-Acc/Dmg/End/Rech(A), JavVoll-Acc/End/Rech(31), JavVoll-Dam/End/Rech(33), JavVoll-Dam/Rech(33), JavVoll-Acc/Dmg(45), JavVoll-Dam%(46)
Level 26: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(33), Amaze-Acc/Stun/Rchg(34), Amaze-Stun/Rchg(34), Amaze-Stun(37), HO:Endo(46)
Level 28: Benumb -- Acc-I(A), Acc-I(34), RechRdx-I(36), RechRdx-I(36)
Level 30: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(36)
Level 32: Fire Imps -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(37), S'bndAl-Dmg/Rchg(39), C'Arms-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50)
Level 35: Sleet -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg(37), UndDef-DefDeb/Rchg(39), UndDef-Rchg(40)
Level 38: Heat Loss -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Acc(40), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43)
Level 41: Tactics -- HO:Cyto(A), HO:Cyto(42), Rec'dRet-Pcptn(42)
Level 44: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
Level 47: Frozen Armor -- SW-ResDam/Re TP(A), SW-Def(48), SW-Def/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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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)
- 9.38% Defense(Energy) (in PvP)
- 9.38% Defense(Negative) (in PvP)
- 4.69% Defense(Ranged) (in PvP)
- 36% Enhancement(Accuracy)
- 22.5% Enhancement(Range) (in PvP)
- 50% Enhancement(RechargeTime) (in PvP)
- 10% FlySpeed
- 225.1 HP (22.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -37)
- Knockup (Mag -37)
- MezResist(Confused) 15% (in PvP)
- MezResist(Held) 15% (in PvP)
- MezResist(Immobilize) 16.1% (in PvP)
- MezResist(Repel) 2000% (10% chance, in PvP)
- MezResist(Sleep) 15% (in PvP)
- MezResist(Stun) 15% (in PvP)
- MezResist(Terrorized) 15% (in PvP)
- 20% Perception
- 23.5% (0.39 End/sec) Recovery
- 52% (2.21 HP/sec) Regeneration
- 10% ResEffect(FlySpeed)
- 10% ResEffect(RechargeTime)
- 10% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 7.41% Resistance(Fire) (in PvP)
- 7.41% Resistance(Cold) (in PvP)
- 6.78% Resistance(Energy) (in PvP)
- 6.78% Resistance(Negative) (in PvP)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
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I refer you to my previous post.
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Tp foe, use of geometry come to mind for easy solutions to you being bad. Perhaps if you realized you have a trade off for being so survivable on a mm, but I am pretty sure logic is not something you use.
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Is this a negative rep farm, and if so why is it not in forum games?
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Quote:Yes, in short, Super Reflexes is less effective in PvP now than it was in PvP 1.0 (and we all know how poor it was in PvP 1.0, so that tells you the sad state it's in).
So not only does everyone's ToHit bypass your Defense, but it's also impossible to build up enough Defense to give enough to survive on thanks to DR. Super Strength especially is rock to SR's scissor. With a single power, SS bypasses your 8 power picks in your whole secondary. Ouch.
A temporary solution was found to this in Elusivity. And it worked! Unfortunately, Forts also got Elusivity which, in addition to their hard and soft controls and range made Elusivity look overpowered so it was taken away from everyone when it just should have been taken away from Forts (and Personal Force Field).
In short, SR seriously needs the 30% Elusivity back. SR was not overpowered with it. At all. It was merely survivable for the first and only time in its PvP existence.
I play SR is casual zone PvP and let me tell you, the combat log regularly shows chances of 75%-95% to be hit (in other words, your secondary may as well not even be there).
There is so much wrong and bad info in there I don't know where to begin