Mercury_Down

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  1. Quote:
    Originally Posted by Quatermain View Post
    TKthrust is ok in zones, if you can find who doesnt have enough kb prot.
    Not to mention it hits like a brick on front of a transport truck. Ok maybe not a transport truck. Maybe a Miata?
  2. Quote:
    Originally Posted by Celestial_Lord View Post
    Well, I had a look at the other Stalker primaries, and none of them really do it for me. I never could get into Spines, and Martial Arts' Crane Kick gets on my nerves with the knockback.

    Someone recommended a Fire / Pain Corruptor, and another recommended an Electricity / Cold Corruptor, but I can't stand the lack of mez protection. My Dark Miasma / Dual Pistols Defender is still sitting at level 24, 'cause I'm sick of getting mezzed by every other mob I run into.

    I'm told that both Brutes and Masterminds are pretty much a joke in PvP, so that leaves Scrappers as the only viable PvP AT that I enjoy playing, but I'm completely broke blue side.

    Eh, it just doesn't look like PvP and I will ever get along. The one PvP oriented AT and powerset combo I could get into, is suddenly blocked from arena PvP. I'm better off just sticking with PvE. Thanks though, y'all.
    Ahh, it's not blocked from Arena PVP at all. During the league Thunderstrike was not allowed, that's it (you could still shark and AS.) During the ladder it IS allowed. This has already been said above, did you miss it? Or did I miss something?
  3. Mercury_Down

    Advice on a name

    What about "Devil's Grasp"

    or "Devil's Reach"

    or "The Devil put paint on his hand and tried to touch my chesticles?"

    Aww rats! I just tried that third one, someone already has it. Oh well! Maybe one of the first two?
  4. Quote:
    Originally Posted by Ice Knight View Post
    Thanks to everyone that came out, Congratulations to Mercury Down who was playing Meridian Cain.



    Ice
    Thanks Ice. Fun event I'll try to do Justice proud next week.
  5. Quote:
    Originally Posted by Aumakua View Post
    The reason I went Soul Mastery is because of darkest night. The -to hit with the -damage should help. I also planned on slotting Touch of Fear with all -to hit so I can stack it and I think that it will help with the defense. I was thinking of not getting One with the Shield.
    After 2 applications of touch of fear (slotted with -tohit, around -16tohit) your -tohit will be hit hard by DR quite hard. That plus your regular attacks will hit pretty much max out your -tohit. If you take darkest night as well you'll basically be wasting a power and you'll be missing out on something which every toon needs. Some form of +tohit +acc and tohit debuff resistance.

    So I'd definetely recommend going mace mastery to get FA and also web envelope. Both will allow slotting for +def bonuses and the web will keep the hoppers on the ground for you (plus you'll be more viable in zones when not fightclubbing.)
  6. I like the fightclub stuff almost as much as the other stuff. It's all PVP to me you just have to build for the kind you want to play.
  7. Quote:
    Originally Posted by Aumakua View Post
    I have been PvPing for a while doing arena and zones for fun. I was always the one that made fun of the fight clubbers in the zone and now here I am asking for a fight clubber build. Crazy how things change. I have a DM/SD/Soul Mastery Brute and I was wondering if he can be made into a fight clubber? And if so does anyone have a build. I have about 3-4 billion to spend. Thanks for your help.
    No build to give you but I can make recommendations. Try to get your melee defense at least 55% before DR (with ranged not far behind.) For fightclub take smite, shadow punch, boxing (you'll want tough and weave anyway) and buzzsaw it with at least two procs in each attack (I like glad strikeX3 plus makosX3 for punch and boxing, and five purples plus glad strike proc in smite.) Take touch of fear and slot for -tohit not fear. Slot siphon life with two Nucleolus, One Dam/End, One Golgi and two touch of the nictus (heal and the end/heal/acc.)

    Drop soul mastery and take mace mastery. Be sure to take web envelope and focused accuracy.Get the kismet IO in your build somewhere too.

    You can skip soul drain on a brute and take dark consumption instead. You'll need some type of +end power, and dark consumption will come in handy when fighting all the Elec armor sappers out there. Plus it's great for build +HP bonuses. Try to get at least 2200 HP with accos.
  8. Mercury_Down

    Tanker defense

    Quote:
    Originally Posted by _Pine_ View Post
    Is that the pre or post DR number?
    Pre, and you are still going to get hit but you should shoot for at least that much (55%)
  9. Yeah, I'd only recommend it if you need it for set bonuses.
  10. Mercury_Down

    Elec/SS/Stone

    Quote:
    Originally Posted by Xanatos View Post
    Tough is bad. Phase is the only way to reliably evade in zones due to travel suppression.

    Tough won't save you from an 8 man gank squad.

    Tough won't save you from toggle debuffs.

    Tough won't let you kill the stalker with a sliver of life left who has phased.

    Energize + Phase is a lethal combo.
    This.
  11. Quote:
    Originally Posted by Neuronia View Post
    A little bird told me this may be looked at in the future, not sure if anything will change or how it will change, if so.
    That bird is too fat.
  12. Ignore what Goon said, Carnifax got it right.
  13. Yeah, blasters can be effective with just SOs so long as you've got your HP accos (although it is wise to get enough KB IOs.) That being said, 10 billion influence is not ridiculously expensive if you want to toss in all the PVP IOs that can boost a build's recharge, range, and +HP's.
  14. Quote:
    Originally Posted by Psycho Jas View Post
    wasting a dmg proc slot for that placate makes you bad, especially for team settings.
    Sure, but that, plus dueling, and zone makes it not a terrible choice to slot.
  15. Quote:
    Originally Posted by Psycho Jas View Post
    when will people realise that people who slot the placate proc are bad? its useless in anything other then duels.
    It does come in handy when you've got a taunter on you. Not that that happens all that much.
  16. Quote:
    Originally Posted by ClickABC View Post
    First, i'm not QQing about this power and i'm not fluent in english, please understand.


    Many villains complain about this overpowred power pool.


    psi blast has 2 heavy burst damage with insanely fast activation time.


    The mainly overpowred skills in psi blast is will domantion and telekinetic blast.


    i'm not complain about this damage, but psi blast's activation time is too short.


    psi lance (or psi dart) - mental blast - will domination - telekinetic blast = dead


    another blaster's power pool has 2+ second gap, so villains can take any action against blaster's attack.

    but psi blaster can't do that.

    because ( mental blast - will domination - telekintic blast ) being hit in 1 second!



    the reason why 'psi is overpowred' is 70+% of blaster are psi blaster in freedom server.

    and many villains in RV complain about psi blaster.


    it's not a coincidence. it's reality.



    then... how to fix?


    increase activation time telekinetic blast or will domination 1 sec to 1.7+ sec.

    or

    will domination -> change like siren's song (damage = 0, sleep)

    These are all great ideas. I can now cancel my subscriptions knowing the future of CoX is safe in your hands.
  17. Quote:
    Originally Posted by Helluva_Goon View Post
    I must be a very good PVP'er and effective in the zone whenever I leave the zone to craft a Temp Phase and return, our Heroes are base camping. That is when I come back from crafting and have the vills scattered back into the zone. Or we "Heroes" has force them back into their base grounds but as soon as I leave zone to craft another Temp Phase and return, here we go again with Heroes back to our base and repeat. I am currently on a Psi/EM Blaster.

    If the Villains are to much for me thats when I rethink my other option to scatter them. And thats another FUN part. That is when I creep out the backdoor and catch'em on a solo returning from their Hosp and they get SMACKDOWNZZZZ. LOL

    Goon keeping it Gank-ster
    Hmmm...Grats?
  18. Oh my...

    I'd suggest searching the forumz for a build. There is just too much wrong with this one to bother making recommendations.
  19. Quote:
    Originally Posted by Dexington View Post
    I move that Con must play 1 warshade per match.
    I move that Con must play nothing but Warshades per match.
  20. Mercury_Down

    Little Advice

    Quote:
    Originally Posted by FrankDaTank View Post
    Soo, after years with my Kat/SR i want to roll a new toon. I plan to stick to basic IO's.

    Is BS/IVN a good combo? i plan to invest in aid self, hasten, and stamina.

    Is this a good combo? i was never one for chasing the soft cap on defense so i am thinking this build is more sturdy. Given the boost in damage and recharge IO's can this put out some dps as well?

    I do plan to PvP though investing in franensloting is not an intrest can i still have fun competing?
    BS is ok for PVP but I'd take regen over Inv into PVP.
  21. Quote:
    Originally Posted by Tenzhi View Post
    I just want to make sure I'm considering this properly, and I figured the Scrapper forum might yield the fastest and surest answer about these particular matters. My understanding is as follows:

    Powers do not begin recharging until after their activation (or cast, if you prefer - I believe the terms are synonomous in this context) time is over. Thus, if you can get the recharge time of the power to be equal to or less than the animation time of the power, it will be recharged by the time (or before) the power has finished going off.

    Is that more or less correct?
    Recharge begins once the animation has finished, so no matter what you can't string the same attack over and over without a pause between each activation.
  22. When it comes to stalkers the best thing you can do is keep moving by jumping, never moving in straight lines, and taking every opportunity to move around corners, and jumping over walls to break line of sight.

    Out of the toons you have listed the Elec/SS is good (fitness, leaping, concealment, and speed + stone mastery epic.) Tanks are low priority targets for stalkers because they are a bag of hitpoints. The only way you're going to die to stalkers as a tank is if you are not moving and more than 2 attack you at once.

    Don't take any of those scrappers into zone.

    Out of the blasters you have listed the rad/dev will do fine in zones. Take neutrino bolt, x-ray beam, and cosmic burst (maybe the snipe) from the primary, webnade, caltrops, targeting drone, cloaking device (maybe gun drone) from the secondary. Take speed, leaping, fitness, medicine or leadership (you can be flexible here because you already have a +tohit+per power) and ice mastery (snowstorm, frozen armor, hoarfrost, and hibernate.)


    For trollers the Ill/storm but I don't play them so I'll leave that to someone else.
  23. Quote:
    Originally Posted by Tango_Bravo View Post
    I had meant to also ask about Taunt. Never used it before, but I understand it has its uses in PvP by closing some distance. Should I consider it as a filler? Or aim to include it?
    The only thing taunt would not be needed for would be if you were strictly fight clubbing (even then it's handy if your opponent has a few ranged attacks.)

    Taunt's -75% range is autohit but the taunt portion needs accuracy to hit. Slotting it can be as simple as putting one acc IO in it to fully six slotting it with recharge, accuracy, and range (2 of each.) The reason you would not put taunt duration in there is taunt is currently bugged and actually lasts longer unslotted. Expect this to get fixed by next century.

    Note: One of the taunt IO sets has some decent defense and 7.5 recharge to boot, but it requires 5 slots for the defense and 6 for the recharge. If you got the slots go for it but they are probably needed elsewhere.