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Posts
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Joined
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*couldn't care less
And I just loved my SD/FM tanker. I can imagine that the more damagey version of the combo would be pretty darn fun too. Its a good combo. -
My SD/FM just hit 50 this week.
It was a fun ride (get the Steadfast def IO early...) and absolutely EPIC damage once the build starts coming together. I've tanked Romulus no probs and every other threat so far. I'm really looking forward to seeing how he'll do against Reichsman and Recluse.
Started soloing the Maria Jenkins arc and EBs are no prob so far. -
Here's the WP/Stone build I cobbled together that I may use on my own WP/Stone tanker once he's ready. Overall defenses are : 45.3% S/L, 43.8% E/N and 40% F/C.
I'm not terribly good at making full-tilt builds but this one looks like it would be fun and workable:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(3), Numna-Heal(7), S'fstPrt-ResDam/Def+(15)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(34)
Level 2: Fast Healing -- Heal-I(A), Numna-Heal/EndRdx(3), Numna-Heal(7), RgnTis-Regen+(42), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
Level 4: Stone Mallet -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(34)
Level 6: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37), LkGmblr-Rchg+(40)
Level 8: Swift -- Run-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Super Jump -- Jump-I(A), Jump-I(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(17), Numna-Heal(23)
Level 18: Heavy Mallet -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(33)
Level 20: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam/Rchg(23)
Level 22: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(43)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Taunt -- Taunt-I(A)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 7.38% Defense(Ranged)
- 5.5% Defense(AoE)
- 6% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 393.6 HP (21%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 106% (8.29 HP/sec) Regeneration
- 5% RunSpeed
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Excellent! This answers my question perfectly! Thanks fellas
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I just started a Shield/Fire tank and I figured this may be the best thread to ask a question on:
Phalanx Fighting or Combat Jumping?
The description says that the defense only kicks in when there's team mates near you. However, Mids shows a similar bonus to CJ with 0 team mates selected. Is this accurate or does PF and CJ really offer comparable stats with no team mates near? -
"November? Of THIS year!?"
"Hey you with the sandwich! Put that down!"
LOL -
Quote:Yes, yes I know how to put together teams. It's also drearily boring to do so for me. It's sorta at a point for me that if in a team-oriented MMORPG I can't readily find teams on the two most populated servers (building or getting invited to one) then what's the point?Interesting. My experience is the exact same opposite. Yesterday, I ran Montague Castanella's arc, beginning to end, "The Eternal Nemesis", also beginning to end, on two different servers, and all on teams.
SSKing has made putting a team together and maintaining it much easier. It used to be a chore that I did only when unavoidable (and, of course, you still have people not responding to tells even though they're flagged as LFT or not understanding that now they get XP when exemplared), but since I16 it has been a pretty straightforward exercise. Set up your macro (such as: macro query "tell $target, <polite message asking whether they want to join a team with a given objective at a given level>"), use /search to find people with roughly the right powerlevels (e.g., SO level for 40+ content), and invite anybody who is interested. The key difference is really that you can invite just about anybody to just about any team (high levels may have objections exemplaring to very low levels, and really low levels may be ineffective at high levels and high difficulty ratings, but you've still got a LOT of leeway). Augmented by the occasional shout-out in /b, and it's really easy to put together teams now.
To be fair, I'm getting more or less jaded on MMOs in general. Probably the main reason Issue 16 is most disappointing to me is because CoH has always been the MMO that keeps me interested in a genre that is typically filled with contrived and lame titles (my opinion, I don't care to get lambasted for it). Even beyond the genre itself I liked how CoH has usually in the past been able to provide something new and interesting for my characters to do; something that makes their career feel substantial. Getting "omg colorz!" isn't quite in that vein (again imo). -
Quote:Unfortunately I am pretty unimpressed. All this effort on what was essentially features is pretty weak. Don't get me wrong, these are still cool features but this game really needs more content more regularly. The last major content infusion was issue 10.As the title says: whats your first view on the new issue.
Game Play, bugs, powers, colours etc.
discuss
AE? No, not really. Thanks anywho.
Ouroboros? Same content but now repeatable et nauseum.
On top of all this, a 6 year old game engine (since its alpha/beta times) is buggier and laggier than heck on a machine that's running modern brand new games at full without flaws. New patch day brings (yay!) more lag and bugs.
I love CoH for teaming. Before issue 15ish I could find teams very quickly and I ran tons of TFs. About half-way through issue 15's life cycle folks started dropping off or did mainly farming. Searching, asking in /b and LFG channels I will run around for two hours now on Virtue and Freedom without finding a team that isn't farming. Yahoooo... I don't wanna hear about how I obviously don't know how to find teams since I've gotten 12 50s with no farming and all teaming.
TL;DR: Issue 16 is meh and way too little. Wish we'd get more REAL content Soon (tm). -
To the OP:
Brutes are actually more akin to Scrappers than Tanks. The "intended" aggro mitigation AT for Villains is actually Masterminds. Villains was built with the intention to even further break down the 'rpg trinity' of tank-heal-dps.
CAN Brutes achieve ridiculous levels of mitigation and survivability? Sure. Its just gonna be harder than building a DPS brute and you may need a team to push you to your caps. -
And thank you very much! This will help in targetting those pesky kids... I mean Repairmen on the STF.
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Targetting something specific and is still alive?
I currently use a macro:
/macro FIND "targetcustomnext CrittersNameHere"
but is there a parameter you can add to target only living critters by the given name?
I looked in the Bind Guide to no avail -
Wavicle is right, when the Kheld buffs came along an issue or three ago the Dwarf change was supposed to happen regardless of any mezzes or stacking of mezzes.
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Quote:Well, I have a MA/SR, a Kat/SR and a Claws/SR and for single target the MA wins, it hits hard and fast but only one AoE. Claws is my overall fav for utility though. It hits pretty hard once slotted up and its fast and plenty of AoE.Hey, i am thinking of making a SR scapper that can hit hard, and prefferably fast.
I'm not too good at the whole slotting thing and stuff because i have only got 2 50's both of which are hardly slotted at all.
So what im looking for is;
1) what would be a good primary to go with SR that would give a nice chunk of damage, preferably with nice PBAoE's but thats not important.
2) a little help with the build and slotting so it can be as evasive and offencive as possible
3) lots of tips and help with slotting, possibly in the form of tutorials and stuff =)
4) where could i find the meaning to all the liguo like soft capping which i embarracingly don't know...
thanx for reading =)
Soft-capping is getting SR's positional defences to 45% and above. 45% is the overall cut-off point where mobs simply cannot hit you with the average level of accuracy/to-hit (there's always at least a 5% chance of hitting).
I have a build I'm working on atm that's actually not too terribly expensive, maybe in the one or two hundred mill in completion. BUT! Here's a build that's actually pretty cheap to get to soft-capping. I used it as a leveling up build too:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Strike T'Death-Acc/Dmg:39(A), T'Death-Dmg/EndRdx:39(3), T'Death-Dmg/Rchg:39(9), T'Death-Acc/Dmg/EndRdx:39(27), T'Death-Dmg/EndRdx/Rchg:39(34), T'Death-Dam%:39(45)
Level 1: Focused Fighting DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(7), EndRdx-I:40(17)
Level 2: Slash C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(3), C'ngImp-Dmg/Rchg:39(9), C'ngImp-Acc/Dmg/Rchg:39(27), C'ngImp-Acc/Dmg/EndRdx:39(34), C'ngImp-Dmg/EndRdx/Rchg:39(43)
Level 4: Focused Senses DefBuff-I:40(A), DefBuff-I:40(5), DefBuff-I:40(7), EndRdx-I:40(17)
Level 6: Hurdle Jump-I:40(A)
Level 8: Follow Up Acc-I:40(A), Acc-I:40(11), Acc-I:40(15), RechRdx-I:40(29), RechRdx-I:40(34), RechRdx-I:40(43)
Level 10: Practiced Brawler RechRdx-I:40(A), RechRdx-I:40(11)
Level 12: Combat Jumping DefBuff-I:40(A), DefBuff-I:40(13), DefBuff-I:40(13)
Level 14: Super Jump Jump-I:40(A), Jump-I:40(15)
Level 16: Health Heal-I:40(A)
Level 18: Focus Thundr-Acc/Dmg:39(A), Thundr-Dmg/EndRdx:39(19), Thundr-Dmg/Rchg:39(19), Thundr-Acc/Dmg/Rchg:39(29), Thundr-Acc/Dmg/EndRdx:39(31), Thundr-Dmg/EndRdx/Rchg:39(37)
Level 20: Stamina EndMod-I:40(A), EndMod-I:40(21), EndMod-I:40(21)
Level 22: Dodge DefBuff-I:40(A), DefBuff-I:40(23), DefBuff-I:40(23)
Level 24: Agile DefBuff-I:40(A), DefBuff-I:40(25), DefBuff-I:40(25)
Level 26: Boxing RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(40), RzDz-Acc/EndRdx:30(42), RzDz-Stun/Rng:30(42), RzDz-Acc/Stun/Rchg:30(42), RzDz-Immob%:30(43)
Level 28: Tough S'fstPrt-ResDam/Def+:30(A)
Level 30: Lucky DefBuff-I:40(A), DefBuff-I:40(31), DefBuff-I:40(31)
Level 32: Shockwave Posi-Acc/Dmg:39(A), Posi-Dmg/Rchg:39(33), Posi-Dmg/EndRdx:39(33), Posi-Dmg/Rng:39(33), Posi-Acc/Dmg/EndRdx:39(37), Posi-Dam%:39(37)
Level 35: Evasion DefBuff-I:40(A), DefBuff-I:40(36), DefBuff-I:40(36), EndRdx-I:40(36)
Level 38: Weave RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(39), RedFtn-EndRdx/Rchg:39(39), RedFtn-Def/EndRdx/Rchg:39(39), RedFtn-Def:39(40), RedFtn-EndRdx:39(40)
Level 41: Quickness Run-I:40(A)
Level 44: Spin Sciroc-Dmg/Rchg:39(A), Sciroc-Dmg/EndRdx:39(45), Sciroc-Acc/Dmg:39(45), Sciroc-Acc/Rchg:39(46), Sciroc-Acc/Dmg/EndRdx:39(46), Sciroc-Dam%:39(46)
Level 47: Focused Accuracy GSFC-ToHit:39(A), GSFC-ToHit/Rchg:39(48), GSFC-ToHit/Rchg/EndRdx:39(48), GSFC-Rchg/EndRdx:39(48), GSFC-ToHit/EndRdx:39(50), GSFC-Build%:39(50)
Level 49: Hasten RechRdx-I:40(A), RechRdx-I:40(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
| Copy & Paste this data into Mids' Hero Designer to view the build |
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The main things to help get soft-capping is Combat-Jumping, Weave and its set and Boxing and its set (I think). All the other sets help and generally build up the toon overall.
The main thing about sets and slotting is to think about what you want to achieve. SR is usually about soft-capping (getting those positional defences to 45% and higher) and then +regen or +hp. Other combos can have different things to slot for, like WP is +regen and +hp first. Regen would be +regen and +recharge etc. Look in mid's for what each set offers your build towards the goals you've set for the toon.
Hope this helps -
So I had an empathy/dark waaaaay back when I first started in issue 6. I couldn't really get into him so he was essentially shelved.
However, I've been wanting to try Rad/Sonic and finally rolled it! I've always wanted to make a defender that could debuff the kerbunkles outta something and could reasonably solo and/or be self-reliable in a teaming situation (kinda along the lines of an Offender...). So, without further ado, I have some questions for you fine peeps on this walking Face-Melting defender...
1. What are the main 'blasts' to have from sonic?
2. What are some of the absolutely key rad powers?
3. What's the general tactics in solo vs teaming?
4. Any other particular advice regarding this combination?
As a forewarning I am quite masterful at building and playing scrappers, tanks and brutes. Posting a build (no matter how epic or uber) of a rad/sonic will just look like a whole lotta "Huh?" to me. I'll do my best to understand it, I really will. But overall more informative answers will be most appreciated.
Thanks in advance guys! -
I've been seeing here and there that because of DR one cannot have much more than 70% global rech... Is this accurate or is it still worthwhile to pile up the =rech in both pvp and pve builds? (Obviously in a PVP board I care more about the PVP answer
)
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Ah, ok now I understand what's been discussed. Thanks very much guys
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So this is a perfect build for the purposes I mentioned then?
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I'm finding the discussion very informative, guys. Thanks muchly so far
However, I'm confused on the Deci proc vs the Gaussian proc debate... I know how the Gaussian works but would the Deci one pop more often since it will be in a power that (most reasonably) will recharge faster? Also, since the Deci proc is in the attack chain itself wouldn't overall DPS go up as a result of both of these reasons? -
So this is the build I've been working on for a while now. I'm ready to start on his sets (he's 50 already and no PLing ^_^) but I want some advice on his build.
He is mainly a PvP-ish and blapper build. Teaming in PvE seems to be pretty decent so far too. Just looking for some critiquing for the purposes I mentioned. Please and thank you
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(34)
Level 1: Power Thrust -- ExStrk-Acc/KB:20(A), ExStrk-Dmg/KB:20(9)
Level 2: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(3), Ragnrk-Acc/Dmg/Rchg:50(7), Ragnrk-Acc/Rchg:50(11), Ragnrk-Dmg/EndRdx:50(33)
Level 4: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(5), GSFC-ToHit/Rchg/EndRdx:50(5), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(40), GSFC-Rchg/EndRdx:50(46)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Energy Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 12: Aim -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(13), AdjTgt-ToHit/EndRdx/Rchg:50(13), AdjTgt-Rchg:50(40), AdjTgt-ToHit/EndRdx:50(43), AdjTgt-EndRdx/Rchg:50(46)
Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(15)
Level 16: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Blaze -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(19), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(31)
Level 20: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21), Numna-Heal:50(21)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc:50(50)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Acc/Dmg/Rchg:50(36)
Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Aid Other -- Heal-I:30(A)
Level 32: Inferno -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg/EndRdx:50(37)
Level 35: Aid Self -- Numna-Heal:50(A), Numna-Heal/Rchg:50(36), RgnTis-Regen+:30(36), IntRdx-I:50(37), IntRdx-I:50(43)
Level 38: Total Focus -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(46)
Level 41: Personal Force Field -- LkGmblr-EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 44: Temp Invulnerability -- HO:Ribo(A), ImpSkn-ResDam/EndRdx:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(45)
Level 47: Force of Nature -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(48), ImpSkn-EndRdx/Rchg:30(48), ImpSkn-ResDam/EndRdx/Rchg:30(48), ImpSkn-Status:30(50), S'fstPrt-ResKB:30(50)
Level 49: Super Speed -- Zephyr-ResKB:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]- [*]12.5% DamageBuff(Smashing)[*]12.5% DamageBuff(Lethal)[*]12.5% DamageBuff(Fire)[*]12.5% DamageBuff(Cold)[*]12.5% DamageBuff(Energy)[*]12.5% DamageBuff(Negative)[*]12.5% DamageBuff(Toxic)[*]12.5% DamageBuff(Psionic)[*]1.25% Defense(Smashing)[*]1.25% Defense(Lethal)[*]1.25% Defense(Fire)[*]1.25% Defense(Cold)[*]2.81% Defense(Energy)[*]2.81% Defense(Negative)[*]2.5% Defense(Melee)[*]5.63% Defense(Ranged)[*]2.5% Defense(AoE)[*]2.25% Max End[*]81.3% Enhancement(RechargeTime)[*]77% Enhancement(Accuracy)[*]10% FlySpeed[*]171.7 HP (14.2%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Confused) 22.5%[*]MezResist(Held) 22.5%[*]MezResist(Immobilize) 29.7%[*]MezResist(Sleep) 26.9%[*]MezResist(Stun) 22.5%[*]MezResist(Terrorized) 22.5%[*]17% (0.28 End/sec) Recovery[*]50% (2.52 HP/sec) Regeneration[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]10% RunSpeed[*]2% XPDebtProtection[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
-
I'm hoping that for Double XP the AE gets HALF xp actually...
-
Ok, as far as damage analysis goes on the set itself, I've been perusing this thread on DPS.
So my final request remains, what would a mostly decent pvp look like? I'm asking in the sense of what attacks are decent throughout a Psy/MM build and which are toss-out garbage in terms of PvP. The DPS thread has given me insight to a decent attack-chain as per the primary but more first hand experience would be great -
Ok, the sentiment of Psy/ doing lackluster damage seems to be the theme here.
However, how come everyone is saying Psy is best for damage in the other thread?
It seems a bit inconsistent. So what's the verdict? If Psy/ is so bad then why? If it really does pump the damage then what would a decent attack chain be? -
I have a Psi/Mental and I like to dabble in pvp with him (my main pvp is my ol fashioned fire/em). However, I hear/see folks doing really well with Psi/ and I was wondering a typical pvp build may look like? I'm thinking along the lines of what powers work best in pvp and why and perhaps slotting.
Thanks for the help in advance