Goshnova

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  1. Thugs/Traps or Bots/Traps MMs.
  2. In regards to Threat and damage, I believe that it's fully possible for */Invuln and */Shield scrappers to "steal" aggro away from a tank who isn't doing much damage. Damage is important, even on a Tank.

    And in my own opinion, tanks in Granite Armor are tough enough for almost anything in the game. If a Granite tank can solo tank LR on the STF with just SO's, I don't see any reason for not slotting for damage when survivability is so great.
  3. Quote:
    Originally Posted by Dahjee
    4. I'm here because I need to be. In time you might understand what that means.
    This kind of comment pretty much sums up "Delusional Prophet".
  4. Quote:
    Originally Posted by Dahjee
    Remind them of the role they play given the powersets they have.. and tell them how to best fufill that role via basic survival tastics and powerpicks. Tell them that you will be there to support them in their role as you play yours. The more people you can get to do this... the better.
    Words of a delusional prophet =

    Quote:
    Originally Posted by Slax View Post
    I agree- we need more farm targets.
    Pretty much this.
  5. Dahjee.

    I am the best PvPer in my SG and coalition. I have the highest Rep in the entire coalition, spend the most time PvPing, and know more about the mechanics of PvPing than any of the people in my SG and coalie.

    My Rep is about 30.

    I'm also on Virchoo server in a coalition of Heavy RP SGs.

    I am a far cry from a "lolseriuosarena" PvPer. My friends? In a completely different universe from a serious PvPer. That being said, even those (my friends) guys can see the obvious problems that I13 PvP brought.

    AKAIK, our little group of about 3 SGs used to casual PvP in zones and arena before I13. Now, that almost never happens. My SG leader wants to get the new base generator that comes with PvP kills. However, nobody wants to PvP anymore because of its unfriendliness to PvEers.

    True, the I13 changes may have been intended to bring new and casual PvEers into PvP, but it failed miserably. Dahjee, you say it is the player's fault that there is no diversity in PvP. The problem is the I13 system. Powers and strategies that worked in PvE don't work the same in PvP. Not in arena, not in zone.

    Not only that, but wouldn't it be natural anyway for players to gravitate towards the more powerful powerset combinations anyways? If something has a modicum of better chance to win than another, people will probably play it. Because people like winning. Sure, people may play PvP "for fun" or "just to do it", but in the end, people enjoy winning. People hate losing or feeling underpowered. Hell, even my friends who try to RPvP in RV like winning. Who wants to wander into a zone or arena match knowing that some other guy on a Psi/Em blaster will kill them in an instant? Just last night, my friends tried again to score some kills in RV on Virtue server. The number one complaint I heard was: "I hate getting ganked by a team of 8 stalkers." People hate losing. Most like even a small chance at winning. The I13 system simply decreased the odds of understanding and performing well in PvP for the casual PvEer.

    I've done arena matches against a SG mates DP/Ice Blaster. No joke. I won 10 times straight with my BS/WP on a PvE build. What am I supposed to tell these kinds of people who want to be able to PvP well on a diverse range of characters? I13 changes tried to amend the issue. I13 tried to make it so that my friend could play her DP/Ice Blaster and expect to win occasionally. But intent and end result are completely different things. I don't know why you can't even grasp that.

    I'm not a "lolseroiusarena" PvPer. Nor am I even a "serious PvPer". I happen to PvP, and try to learn and adapt to the current system of PvP because I'm bored of PvE and the thrill of winning is fun. Because I hate to lose and be the guy who wonders why they're AR/Elec Blaster sucks in PvP. Hence, I try to adapt.

    There's an opinion of a relative outsider. And I'm not a, what do you call it? Robot. Yes, I can assure you I'm not a robot. I only listen to people like Mac and Conflict because they have a good clue as to what is going on in PvP.
  6. I don't get it. I don't understand why people suggest Dual Pistols for Scrappers.

    Scrappers/Brutes/Stalkers/Tankers are all Melee/Defense (Defense/Melee for Tanks) Archetypes. Melee is typically defined as close quarters combat. Hence the attack sets being close-range weapon sets or martial arts, etc. If I stretch my imagination, I can see using pistols in close range.

    But at the same range as other melee sets? Isn't the point of having a gun using it for long-range combat? Personally I think using the current Gun-fu animations at a range of three feet would be silly. Thematically I don't see the point of using guns at melee range, or giving them to the melee classes in game. Like others have suggested, there's no reason to add a blast set to the melee ATs.
  7. Quote:
    Originally Posted by Pedro Schwartz View Post
    Thanks for the replies, I might try Goshnova's build, but why not take Web Grenade?
    Oh darn, I forgot all about Web Grenade. I keep thinking that it causes redraw, but looking at the recent post on here, it's less of an issue taking the gun out for a Crab. Hmm, knowing that now I'd try to fit it in on my build. It's pretty useful, and negates the KB that might be caused by Frag Grenade.

    And Zmoosh, I made the build in mind assuming that the OP didn't have a large pile of inf and mostly as a general PvE build. I've never farmed on a Crab Spider before, but I imagine that you would need some good +recharge and defense.

    On the defense note, I think that on the build I posted maybe reslotting one of the pets with a full set of Expedient Reinforcement, dropping a slot with the Common IO from Suppression or Frag Grenade and putting that slot in Mu Lightning would be good. Replace the set of Decimation with a full set of Thunderstrike would cap ranged defense.
  8. Well, I finally took a moment to sit down and try to come up with an IO build with some of the requirements the OP had. Here we go:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crab Spider No Travel Power: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Combat Training: Defensive -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(13), GftotA-Def(13), GftotA-Def/Rchg(15)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19), RechRdx-I(19)
    Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(21), GftotA-Def(21), GftotA-Def/Rchg(23)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27), RechRdx-I(27)
    Level 14: Health -- Heal-I(A)
    Level 16: Aim -- RechRdx-I(A), RechRdx-I(29)
    Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), RechRdx-I(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(34)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(34)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 28: Serum -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
    Level 30: Tactical Training: Assault -- EndRdx-I(A)
    Level 32: Tactical Training: Leadership -- EndRdx-I(A)
    Level 35: Summon Spiderlings -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(39), BriL'shp-Dmg(39), BldM'dt-Acc/Dmg(40), RechRdx-I(40), RechRdx-I(40)
    Level 38: Call Reinforcements -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(42), BriL'shp-Dmg(42), BldM'dt-Acc/Dmg(42), RechRdx-I(43), RechRdx-I(43)
    Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Summon Striker -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(48), BriL'shp-Dmg(48), BldM'dt-Acc/Dmg(48), RechRdx-I(50), RechRdx-I(50)
    Level 49: Combat Training: Offensive -- Acc-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------



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  9. No Fitness? I'd think if you plan to farm, you'd need to make sure you are endurance sustainable. I guess you could build for end redux, but I'm sure that there's some powers you could drop to get Stamina. I think Serum and some of the melee attacks could be dropped, most are underslotted as is and won't give a huge benefit.

    Just quickly looking over what you've got, I'd drop Wolf Spider Armor. Crab Spider Armor should be enough to cover most PvE content. TT:A and CT:O are overslotted, I think that the base slot would probably be more than enough. Hasten is overslotted, three slots should be enough. Same goes for Crab Spider Armor, I would stick a KB Protect in the base slot and call it good.

    Your attacks seem a little underslotted as well. You have quite a few of them, and most only have around 4 slots. Unless you just want to frankeslot, 4 slots probably won't cut it especially if you want the bonuses that come with most IO Sets.
  10. Goshnova

    SD/Axe....Whoa.

    Quote:
    Originally Posted by Fire_Minded View Post
    Yes and no.

    I agree 100% that Slotting is involved.I dissagree 100% to Mids being a accurate program.

    I dont use a note book and pen, or Mids.The games so friggin simple you dont need either.

    For those who dont take powers like Spin till much later, and dont bother slotting them for a long while, thats on them.On my SD/Axe Tanker being level 40, I have no slotting issues, nore do I have Endurance Issues with the build.

    I have 5 Slots on Whirling Axe.3 Damage SOs, and 2 Endurance Redux.I also grabbed up Whirling Axe the moment it was available, and the very next level I granted it 2 more slots for full SO damage capability.

    I guess I have the uncommon capability of grabbing every single power minus 1 between all my powers in my chosen sets by level 40.My SD/Axe doesnt have Grant Cover.I havnt needed it yet.

    So for most players, Slotting and power choices are tough, but not for me.Its simple.

    I use Ninja Run for my Travel power, and pick up only the Fittness Pool.Swift, Health, Stamina.Thats the only pool I pick up by level 20-24, and by level 40, im minus 1 single power out of my sets.So Mids has no place for me at all.

    Now, Dave_p, I want to point out to you that the diffrence in Radius for Footstomp and Whirling Axe is a mute point.I have no issues tagging the max number of baddies with WA when I solo.I rarely team with this Tanker at all.So radius dont mean diddly.

    Also the numbers youv brought up more then prove my point.Yes, Axe does 44 base damage, Footstomp does 63.FS also costs 20 End vs 13 End from WA.FS also takes 20 base seconds to recharge, where as WA takes 14 base seconds.

    Now humor me if you will.Take WA and grant it max Recharge, even Slap hasten on it, then do the same for FS.What do you get?The numbers come out even in the long run.WA has to fire off more times to match FS for damage, but SURPRISE!Its got a faster recharge and lower end cost.That would make it about even with FS wouldnt it?Shucks....do I get a cookie for this one?

    Mid's shows the initial numbers, nothing else.Doesnt show slotting, how the powers used, nore does the Radius matter.Bottom line and Fact.In a Solo mob situation, SD/Axe beats a SD/SS build in AoE Damage.To point out the radius is stupid because it doesnt matter when they are all in range of EVERY AoE and Cone Radius for the melee set.

    Hows that for a stubbern child Dave?

    Ohh almost forgot!

    Figure in the fact that because WA not only recharges faster, but midigates damage more often, which beats FS in that area as well.Now if your only argument is Damage and Radius, then youv got a pretty weak and flimsy one.Over time the fact that WA fires off more often then FS does, means it has the ability to match FS damage.

    So no, Mid's and a DPS calculator can take a flying leap.It you want Alpha Damage without midigation for a Single Target?Sure, go for Mid's.

    I tell you what Dave.Send me a Private Message and ill give you the server and name of my Tanker, and ill show you first hand how fast a mob drops on this build.
    You do realize that DPE and DPA of all the attacks listed is up there right?
  11. What would happen if you got too many of these buff/buff toons on a team?

    Eventually I'd think that too many of these types of characters on a team would end up weakening the team overall. We see that teams of all-controllers or all-defenders can absolutely wreck things, but without any of that all important damage you effectively can't bring anything down.

    Sure, you could debuff the enemies to hell and buff each other into veritable gods, but then what? You still need to be able to hurt the enemy. I suppose you could recruit a lone blaster or scrapper, turn he/she/it into a god, then follow the damage-dealer debuffing all the enemies. But would that really be any better than having an all-defender, all-corrupter, or all-controller team?
  12. Goshnova

    Tank Farmer

    I'd say Fire/SS/Pyre or SD/SS/Pyre.

    I personally run with a SD/SS Tank who's not specifically built for farming. Rage, AAO, FS, SC, FS pretty much takes out most of the spawn. Then KO Blow and maybe a few ST attacks will take out any bosses or stragglers.

    Of course mine is built for tanking in general, but I'm sure that with the ease of soft-capping a Shield tank it'd be easy to fit in more recharge or Fireball than my build has. Mine has something like 50% recharge outside of Hasten, and near perma-hasten with the FF Recharge proc in Footstomp.

    Point in case though, while I can farm on my tank, its by no means the fastest or most efficient. When I think of farming, I think of getting the best xp/inf rewards in the shortest amount of time by repeating a task. I wouldn't choose a tank to farm if I could have a Scrapper, Brute, or Controller that does it more efficiently and faster.
  13. Goshnova

    claws or SS?

    I'd try to fit in Phase, preferably over Tough on the /FA, because at least then you have the opportunity to get away to hit Healing Flames. Even if they Phase after you, I'd still say its more useful than the S/L Resists you get from Tough.

    Also, why are you slotting Temp Protection for resists? If the other armors have resist enhancements in them, Temp Protect doesn't even need any slots to cap Fire Resistance.

    And about taking flight over leaping, you've got ZERO KB resist on the SS/FA. On a PvP build, you want at least 41 points of KB protection. Preferably 45. You'll be spending a lot of your time on your back against anybody with any amount of Knockback, and lots of KB powers are enhanced for PvP. A Forcefielder's Force Bolt has like Mag 18 KB unenhanced.

    That's not even considering the other problems taking Fly is going to give you. People aren't necessarily starting a flame war when they say this. Not only will you get webbed, but you won't have any vertical movement. Even if you try to web them or hit them with Hurl for the -fly... they're going to have SJ for their vertical movement. It doesn't matter if you can fly higher than a person can jump, because you're going to get grounded before you can do so. Even if you manage to fly higher than anybody can reach, what're you planning to do then? If you try to web someone, if they're smart they'll just ground you. You can't hit them with Hurl because you need to be on the ground.

    Take Barrier's advice when he says take Fitness, SJ, and SS. They're used by people for a reason. If Fly worked for PvP, more people would take it.

    Unless you plan on fiteklubbing, where you can just stand there with another melee toon and bash each other in the face until one dies or you can fly away.
  14. Okay, I'd like to not make it terribly expensive, so no purple or PvP sets. As for set bonuses, that's part of the problem I'm having. I really don't know what kind of set bonuses to go for on an MM.
  15. Hello there. My friend wanted some help with his Ninjas/Dark MM, and I've got this build so far. Problem is, I don't the first thing about slotting up a Mastermind. This is an IO build, and here's the skeleton build I have so far:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Call Genin -- Empty(A)
    Level 1: Twilight Grasp -- Empty(A)
    Level 2: Tar Patch -- Empty(A)
    Level 4: Darkest Night -- Empty(A)
    Level 6: Train Ninjas -- Empty(A)
    Level 8: Hurdle -- Empty(A)
    Level 10: Combat Jumping -- Empty(A)
    Level 12: Call Jounin -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Shadow Fall -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Fearsome Stare -- Empty(A)
    Level 24: Smoke Flash -- Empty(A)
    Level 26: Oni -- Empty(A)
    Level 28: Howling Twilight -- Empty(A)
    Level 30: Assault -- Empty(A)
    Level 32: Kuji In Zen -- Empty(A)
    Level 35: Tactics -- Empty(A)
    Level 38: Dark Servant -- Empty(A)
    Level 41: Dark Embrace -- Empty(A)
    Level 44: Soul Tentacles -- Empty(A)
    Level 47: Soul Storm -- Empty(A)
    Level 49: Vengeance -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



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    One other thing, Soul Storm is there for concept reasons, because I know that Petrifying Gaze is pretty much better in every way. That out of the way, I'd really appreciate some help on this.
  16. I really think that Elude on a soft-capped Super Reflexes toon is almost useless. Since going any higher on defense won't give anymore survivability, Elude would just grant a higher rate of endurance recovery. If you want to use it for that, it might work. But with the crash, it might just be a hinderance.

    Personally I think that building for more regen or adding some more resistance will add a nice extra layer to an /SR, since it already has a lot of defense, which is especially true once you soft-cap.
  17. I gotta say, Siberian_Spring's Steampunk Freedom Phalanx is looking really good.
  18. So, I did look at some of the threads about SD/SS Tanks, and it seems that building for a lot of ranged defense seems like a viable approach. So, I'm thinking that a SD/SS/Earth Tank with Hurl and Fossilize can probably do pretty well if built right. Probably a lot of +HP would help, considering that a Shield tank already has True Grit for an increase. I still don't know about a */SD Scrap, because the ones that I've actually come across I can hit pretty consistently. Though a Tank does seem like it could be pretty good in PvP.
  19. So today I got into an argument with some of my coalition mates over Shield Defense as a powerset in PvP, and I seemed to be the only one who thought that Shields wasn't great for PvP.

    I maybe see +Hp being a value of a Shield scrap/tank since they get a bonus much like Willpower. The set has a small amount of resists, but even with the resists that get added in a PvP setting, it doesn't seem like it would amount to much. Defense will just get DR'd, and anyone with any +ToHit or Accuracy will be able to overcome that. AAO will just detoggled, and Shield Charge is a targeted AoE teleport. I mean, if a scrapper got a crit on a Shield Charge, the damage might be decent, but that's not going to make or break a battle.

    So basically, is there really ANY reason that one would pick Shields for a PvP setting when you could just roll a regen scrap or fire tank?

    I seem to recall a thread about SD/SS Tanks in PvP, but not whether or not they were decent in PvP.
  20. Quote:
    Originally Posted by Fire_Minded View Post
    These builds commonly use mainly ST Primaries, like Dark Melee, Katana, Martial Arts, and Spine Builds
    So, are you saying that Spines is a ST set?
  21. A really quick thing: Drop the Reactive Armor: Endurance and replace it with a Steadfast Protection, Res/Def. That will cap Melee and AoE defense. The cap is at 45%, and with the Steadfast ranged will be about 1% off from 45% (AoE is also .5% away from the cap I think.)

    You could probably change some of the slotting, but I won't go in depth with that, as I'm sure that other people are much more skilled at that kind of thing than I am.
  22. Goshnova

    Mind/Psi Build

    Hi there, I've been thinking about starting a Dominator, never played one before. I settled on a Mind/Psi, and came up with a build. Looking for some feedback on what I have so far, any comments would be appreciated.

    Also, I'd like to know a little about the Archetype, playstyle advice, and whether or not this has Perma-Domination. Thanks.


    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(46)
    Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(43), Dev'n-Dmg/EndRdx(43)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), HO:Nucle(5)
    Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(11), Mlais-Conf/Rng(13), Mlais-Acc/Conf/Rchg(13)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15), RechRdx-I(50)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dam%(19), Posi-Acc/Dmg/EndRdx(19)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(23), CSndmn-Acc/EndRdx(25), CSndmn-Sleep/Rng(25), CSndmn-Acc/Sleep/Rchg(27), RechRdx-I(27)
    Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31)
    Level 26: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33)
    Level 28: Terrify -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(34), U'spkT-Acc/EndRdx(42), U'spkT-Fear/Rng(48), U'spkT-Acc/Fear/Rchg(50), U'spkT-Stun%(50)
    Level 30: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(42)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(36), Acc-I(36)
    Level 35: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(42)
    Level 44: Poisonous Ray -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Acc/Dmg/Rchg(46), Achilles-ResDeb%(46)
    Level 47: Telekinesis -- EndRdx-I(A), EndRdx-I(48), RechRdx-I(48)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 1.88% Defense(Smashing)
    • 1.88% Defense(Lethal)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 3.75% Defense(Melee)
    • 2.5% Defense(Ranged)
    • 6.75% Max End
    • 2.2% Enhancement(Terrorized)
    • 5% Enhancement(Sleep)
    • 101.3% Enhancement(RechargeTime)
    • 6.5% Enhancement(Confused)
    • 34% Enhancement(Accuracy)
    • 10% FlySpeed
    • 133.5 HP (13.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 12% (0.51 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 2.5% Resistance(Negative)
    • 2.5% Resistance(Psionic)
    • 10% RunSpeed
    • 1.5% XPDebtProtection



    Code:
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  23. Hey all, I just have a quick question:

    When I pick a patron pool, I know that I'm locked into it and that respeccing allows me to change my choice. But I wanted to know, can I use the dual builds feature to have two different patrons on each build? Say, have Leviathan Mastery on one build, and Soul Mastery on another build? Or am I locked into the Patron Pool across both builds?
  24. I've been starting to work on my SoA, and finally got him to lvl 25 this week and am enjoying Crabbing. Sitting at lvl 14 for a long time, I decided to take him to lvl 24 for branching, and along the way was part of many PuGs. Many of those teams also included other VEATS, and I had always heard about how amazing multiple VEAT teams are considering the multiple Leadership pools.

    However, I noticed that almost none of the other VEATS had any of the Tactical Training powers. Several Widows and Soldiers did not have even Maneuvers, which I had thought formed a large part of the archetypes defenses. I was wondering, is there any reason that people seem to be skipping these? Is it maybe to just cut down on end consumption pre-24? I can't think of any other reason to skip these powers.