Justaris

Mr. Justice 2011/PvP Bootcamp Mentor
  • Posts

    1258
  • Joined

  1. Quote:
    Originally Posted by The_Masque View Post
    1st Offical Practice will be November 12th at 9pm EST.
    We will be moving this practice to Friday due to a conflict with PERC's auction on Saturday.

    At this "meeting" the following will occur:
    • Team selection, remember that we will rebalance at least once during the season.
    • I will talk to each person individually about what role your character will play in a team setting and solo pvp.
    • Builds will be available for people who stayed with the suggested builds (psi/em, ss/elec, mind/fire, grav/ta). If we talked and you are rolling something different I most likely will not have a build for you but we can talk about what is needed/works in pvp and either I can make you a build in the next few weeks or you can if you feel very strongly about it. If you do not have mids hero planner please download it.
    If there is still time (I will be limiting these meetings to 2 hours maximum) we can start to talk about locking and evading. Note: use of a voice chat program such as Vent/skype will be helpful but not mandatory for this event.
    Last I heard, first meeting was this Friday.
  2. Justaris

    NEW Victory Wiki

    I've revised the SG page for the Tin Mage Corps to better fit in with what's been said here and with the format I see being used for the other SGs listed. I also added several character pages, which I see VoodooGirl has already been kind enough to retool to use the new template.
  3. I'm very sorry to do this at the last minute, but I have to make an unscheduled drive across town as my wife has left her classroom keys at home for her night class she teaches, so I now have to run them out to her and will miss the TF start time by at least 30 minutes.

    Have fun without me!
  4. I'd like to sign up for this, I have an Illusion/Emp Controller I'm trying to get TFs on.
  5. What server is this going to be on?

    Never mind, I see you have Freedom in your sig, so probably you're hosting it on Freedom. Oh well.
  6. Most DA players I know take one or the other, myself included. With a Dark/Dark Tank, you could stack the fears if you were so inclined so I'd probably pick CoF over OG, though depending on what epic pool you're dipping into that picture might change. From an endurance standpoint OG is by far the easier power to run though.

    With Fitness going inherent, however, many people have spots opening up for powers and while you probably don't need both, I think your description of "useless" is a bit much. OG would also likely come in handy when you have to fight Nemesis mobs (fear doesn't work).

    At your level I'd probably just pick one of them and consider getting the other later on in the build - or swapping out if you decide you don't like the one you picked.
  7. Why in the middle of the day on a weekday, if you don't mind my asking?

    There's no possible way I can make this and I'd imagine your attendance is going to be significantly lower than it'd otherwise be, holding it when so many people are at work or in class.
  8. I'll sign up for this, could use the badge on my Tanker.
  9. They carry over.

    Personally, I don't think the sacrifices you'd need to get to softcap defense would be worthwhile on a Warshade, but YMMV. I'd probably be more inclined to go after a high-recharge build to get perma-Eclipse as the Resistance is more than enough survivability for me and I wouldn't want to give up the damage output I suspect I'd have to do in order to get my defense numbers up.
  10. Overall it's a pretty good build, but there's a few things I would recommend tweaking. In no particular order:

    1) Enervating Field underslotted. This power has a rather high endurance cost and you're going to want to run it a lot, so I'd say two EndRedux at bare minimum here. I use three.

    2) If you can afford it, I'd recommend two Enzymes in Radiation Infection in place of the two Dampened Spirits.

    3) If you're going to use Fallout, I recommend you slot it for damage.

    4) Tactics is a bit underslotted, but slots are always at a premium in a build like this. If you can find the space, I'd try to work in at least one more slot.

    5) You've not taking Soul Drain, which is probably the big draw of going with Dark Mastery in the first place. Soul Transfer is also tempting for the huge stun it does when you self-rez. Dark Consumption is a good endurance management tool and the shield power from any APP is always nice. This gets more into personal preference than anything else, just something to think about.
  11. Quote:
    Originally Posted by Amy_Amp View Post
    I would just go Dark epic and use the one build. I've never felt the need EMP benefits that greatly from Power Boost, or even adding in the accolade. I guess I don't feel the need for a hold to go for that long as a practical need. Unslotted it has a duration of 22.35 seconds. Same goes for Vengeance. Three slotted for def and it's going to put an end to any death after that. Have people died with the buff on them? Sure, but it's so rare that I can't imagine Power Boost changing it to where it's overly beneficial.
    This is a good point, and if I made it sound like that level of buff was necessary on a regular basis then I apologize. My playtimes are somewhat erratic, so my Rad/Rad ends up doing pickup groups for things about half the time, which makes 'overkill' abilities that Power Boost provides very helpful. If I were able to play 75% of my time or better with veteran players in an SG or other group then I'd probably see less use of those combos.

    In short, while it may not be necessary in many situations, particularly when playing on a very good and experienced team, I like to have the option when I need it. YMMV.
  12. Justaris

    Posi Part 2

    I should be able to make this. I've got a number of different characters I could bring, though probably the Rad Defender or the Widow would be best. Other options include Blaster and PB.

    If something comes up and I'm unable to make it, I'll try to leave a post letting you know.
  13. Your understanding of dual builds is correct - it's double the investment. It's certainly not for everyone, and if my Rad/Rad wasn't one of my main characters and my primary badge-hunter, I likely wouldn't have bothered.

    IO Set bonus goals is a difficult subject, as there are MANY ways to go on this and many degrees you can go down each route. Of course, the more dedicated you are to a given IO bonus goal, the more you're likely sacrificing in overall effectiveness to reach that goal. That said, here's a couple commonly pursued goals:
    • High-Defense Build - Difficult and Expensive, and in my opinion not worth what you have to give up. On the flip side, has the potential to be extremely survivable. As a player used to melee characters, if you find your Rad/Rad feeling 'too squishy' for you by the endgame, this may be the way to go.
    • High-Recharge Build - Also very expensive, and Rad doesn't benefit as much from high recharge as some other Defender primaries like Empathy. Aside from getting perma-AM, which is nice, the only real benefit you get from high recharge it being able to throw out LR more often and, of course, attack more. Since many of your key powers are toggles, huge amounts of recharge bonus doesn't do as much for you as it does for a more click-based character.
    • +HP bonuses. Relatively easy to get, and they help keep you alive.
    • +End or +Recovery. Everyone loves to have more endurance.
    • None (Frankenslotting), gives specific powers best possible slotting at the expense of getting desirable Set bonuses.

    Personally, I don't find that the bonuses from Purple/PvP IO sets are all that worth it on a Rad/Rad unless you're really going all-out for Recharge. On my own character I went with a mix of recharge, HP, Endurance and Recovery bonuses, with some powers frankenslotted rather than slotted for Set Bonuses. IOs are where the you really personalize your build, though, and you should always build towards your playstyle.

    P.S. I also really like using HO: Enzymes for Radiation Infection. Put in two and you've got the power slotted pretty well, leaving four slots for Sets.
  14. I agree with Amy Amp, slot your attacks for Damage. I like to have Achilles Heel chance for -Res procs in my attacks (especially Irradiate and Neutron Bomb), but other than that I slot for damage.

    I do not have Tough or Weave on my Defender and I do not really think it's necessary - and this is from someone who plays primarily in melee. I do have the shield toggle from the APP (Temp Invuln, in my case, from Power Mastery).

    I also agree with Amy that it's best to slot RI with ToHit Debuff - your attacks, especially if you have Irradiate and Neutron Bomb, will cover Defense Debuff nicely.


    As for the last question, that's really a question of playstyle. I personally prefer to be a debuffing machine even if it means I solo a little slower, because I enjoy being a very potent debuffer when I get on teams. Due to the nature of buffs and debuffs in this game, a debuffer has a force multiplier effect while a damage dealer has an additive effect. You contribute more, in other words, by going the debuff route. I have a more blaster-ish build as my alternate for when I solo, which is somewhat rare on that character now that he's got all his Ouro badges (came in very handy there though).

    As for choice of Epics, there's a lot of choices now that you can go Rogue and get the villain ones, so it really depends on what you're going for. I like Power Mastery for two reasons - Force of Nature allows me to pretty much be a Tanker for a short while, which has been pivotal for me more than once, and Power Boost is a very handy thing to have in your toolbox. I took Power Mastery mostly for Power Boost. Power Boost allows me to do some impressive things: first off, my Rad/Rad has full Leadership (Tactics helps Choking Cloud hit), so Power Boost+Vengeance is a very powerful buff and can often prevent a teamwipe. Also, Power Boost combines very well with EM Pulse. If you hit Vanguard Medal (an Accolade that boosts holds), Power Boost and then EM Pulse, you have a very potent 'pause button' that will hold pretty much everything in a wide radius around you. This is great if some one aggros an extra mob or two onto the team.

    So that's why I like Power Mastery, but it's far from the only valid option. I have Dark Mastery on the solo build I mentioned, for pretty much the exact reasons you mentioned above. Soul Drain works nicely on that build, and if I die I can resurrect myself and hit everything around with a Mag 30 Stun, gotta love that.
  15. My Rad/Rad Defender is easily among my favorite characters to play, and I've spent a lot of time on him. I'll try to give you a basic rundown here, but feel free to ask any other questions you may have and I'll be happy to answer more specific queries.

    As far as powers go...

    Quote:
    Radiation Emission

    Pick ASAP -- Radiation Infection, Accelerate Metabolism, Enervating Field (though you may want to wait until after Stamina for that one), Lingering Radiation
    Good picks -- Radiant Aura, Choking Cloud, EM Pulse
    Skippable -- Mutation, Fallout


    Radiation Blast

    Pick ASAP -- Neutrino Bolt (no choice there), Cosmic Burst
    Good picks -- Irradiate, Neutrino Bomb, Atomic Blast (if you like nukes), Aim
    Skippable -- X-Ray Beam, Electron Haze, Proton Volley, Atomic Blast (if you don't like nukes)
    Obviously this is a subjective ranking and some other Rad/Rad players might rank things differently than I have here. The "big three" debuffs (Rad Infection, Enervating Field and Lingering Rad) are pretty standard, however, and most people expect Rads to have these powers. Accelerate Metabolism is a great buff and another of Rad's signature powers that pretty much everyone takes.

    Choking Cloud is somewhat controversial, a love-it-or-hate-it power that I like very much. Whether or not it's worth it will likely have a lot to do with how comfortable you are getting into melee range. Radiant Aura's the heal, it's a PbAOE aura heal and the weakest heal of its kind in the game. You're not here to heal. It's good to top off what little gets through your debuffs, but a healer you're not and you shouldn't play as though you are. EM Pulse is the most powerful AOE hold in the game. Really. It's pretty nice.

    Mutation is probably one of the best of all the resurrect powers (I'd only rank Howling Twilight from Dark Miasma higher), but resurrect powers in general are skippable these days since anyone can make an awaken and many players have temp self-resurrect powers. There is a difference between powers like this an a battle-resurrect power like Mutation that puts a player right back into things with full health and endurance and no kind of stun, so it does have its place, but it can also be passed over understandably. I took this power but not until very late in the build.

    Fallout, while fun, is an AOE damage power that centers on a dead teammate. Someone else on the team therefore has to die before you can use it. A good Fallout-Vengeance-Mutation combo is a lot of fun, but of course highly situational.


    Probably the single best power in Radiation Blast is Cosmic Burst. That's the gem you don't want to miss from your secondary, a hard-hitting ST attack and stun all rolled into one. I also highly recommend Irradiate and Neutron Bomb because these two powers have very high Defense Debuff components which makes all the enemies easier to hit for you and everyone else on the team. If you have Choking Cloud this also makes it easier for that to hit. Neutrino Bolt is a nice, quick-cycling attack and thankfully not a bad pick since you're stuck with it.

    Aim is nice if you have room for it - powers like Aim and Build Up are always nice. Atomic Blast is a fun nuke - who wouldn't want to literally mushroom-cloud nuke stuff? It's a crashing nuke, however, so it will bring down your endurance, which means your toggles drop. Used at the wrong time this can be disastrous, so Atomic Blast is definitely situational.

    I'm not a big fan of Electron Haze mainly because of the knockback component. This is mostly because I play my Rad/Rad in melee more often that not, where my Irradiate and my choking cloud can do the most good, and knocking things around isn't compatible with that. If you're playing a Rad/Rad primarily from range, this is a much better power.

    Proton Volley is a snipe. If you like snipes, you will probably like Proton Volley.

    X-Ray Beam, while kind of cool-looking, is a not all that powerful of an attack. I never felt like I needed both Neutrino Bolt and X-Ray Beam, and since I had to take Neutrino Bolt...


    Anyway, that's my rundown and my reasons for what I think. That's a melee-centered Rad/Rad for you. YMMV.
  16. It was CuppaJo, though she was often referred to simply as Cuppa.

    I liked her.
  17. So keep the same powers but rework the slots for SOs? Obviously without Set bonuses certain slotting doesn't make sense anymore...
    I have no problem respeccing at 50.
  18. So is the rule "SOs only" or is the rule "No Set Bonuses" (meaning generic IOs okay)?

    Is frankenslotting okay? Or would that also be an unfair advantage?

    For now I'll plan on just SOs until/unless I hear differently.
  19. So, once I have an approved build to work from, I should level my character up to 20?

    Because I can do that easily.



    Posted my build in the other thread for approval.
  20. After looking at Psoma's posts I'd come up with this build for my Illusion/Emp and wanted to get it approved. It seems similar in many respects to the build you posted, albeit more expensive as mine makes use of LOTGs and some Purples and PVP IOs, as well as what likely qualifies as a metric ton of KB protection.

    Also, this build is designed for post-Issue 19 and has slots reserved for the Fitness powers. The slots in Sprint and Rest are meant for Fitness powers. No additional slots in Swift or Hurdle. Two additional Slots in Health - a Numina +Reg/+Rec, a Miracle +Rec and a level 50 Heal IO there. Five additional slots in Stamina - three Perf Shifters, two Efficacy Adaptors and a level 50 EndMod IO.

    Any and all feedback appreciated. Yes, I know this is going to be expensive.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spectral Tin Mage PvP: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Empathy
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Blind -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(40), G'Wdw-Acc/Hold/Rchg(45), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/EndRedux/Rchg(3), Panac-Heal(5), Panac-Heal/+End(5), RechRdx-I(7)
    Level 2: Heal Other -- Range-I(A), Numna-Heal/EndRdx(7), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11), Range-I(11)
    Level 4: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(15), Panac-Heal/Rchg(15), Range-I(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 8: Super Speed -- HO:Micro(A), Zephyr-ResKB(43)
    Level 10: Super Jump -- HO:Micro(A), HO:Micro(19), Winter-ResSlow(36), Zephyr-ResKB(50)
    Level 12: Superior Invisibility -- LkGmblr-EndRdx/Rchg(A), Krma-Def/EndRdx(34), Krma-Def/Rchg(43), Krma-ResKB(50)
    Level 14: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(48)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(37), S'bndAl-Acc/Rchg(40), C'Arms-Acc/Rchg(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(43)
    Level 20: Fortitude -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(21), Krma-Def/Rchg(23), Krma-ResKB(23), HO:Membr(25)
    Level 22: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(25)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
    Level 26: Spectral Wounds -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27)
    Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(29), P'Shift-EndMod/Rchg(29), P'Shift-EndMod(31), RechRdx-I(40)
    Level 30: Phase Shift -- RechRdx-I(A)
    Level 32: Phantasm -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Build%(33)
    Level 35: Regeneration Aura -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-EndRdx/Rchg(36), Mrcl-Heal/Rchg(36)
    Level 38: Adrenalin Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-End%(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- GA-ResDam(A), GA-End/Res(45), GA-Res/Rech/End(45), S'fstPrt-ResKB(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Acrobatics -- KBDist-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- SprngFt-Jump(A), EndRdx-I(34), EndRdx-I(34)
    Level 2: Rest -- RechRdx-I(A), Heal-I(21), Heal-I(31), EndMod-I(31), EndMod-I(33), EndMod-I(37)
    Level 1: Containment
    Level 4: Ninja Run


    I also have alternate slotting worked out for the powers using Purples or PvP IOs to use before I hit 50.
  21. Sorry man, I can't run any Masters this week. If you set something up for next week or later, I'd be happy to help, but I can't commit to any Master runs at present (I'm on call today through Sunday and may have to leave at any moment, so... yeah).
  22. Quote:
    Originally Posted by VoodooCompany View Post
    Maybe I was the only one confused, but "practice night" is not for the leveling. For this night, the 12th, you want people to be what level? I know it isn't a big deal for this one, but to get an idea of what to forward-think about.
    I'm also curious about this. Based on the stipulation that we were to roll new characters for this event I've been holding off leveling up the Illusion/Emp I made, but I can certainly start gaining xp on my own, just tell me what level to be by what date.
  23. I'm interested in playing either a Dom for disruption or an Empath for healing. I've made two characters - an Earth/Fire Dom and an Illusion/Emp 'troller. I'll play whichever you elect to assign me. I could also play both, but I'll leave that up to you, Masque.

    At the moment I'm leaning more towards playing the Empath, by the way, if you're indifferent.
  24. I can't believe I missed this thread. I should be free Monday night at that time, so I can help judge, help coordinate, and/or contribute some more Inf - whatever's needed at this point.