MrLiberty

Bad at 3 v 3's
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  1. You know you're good when you are calling targets, aren't even locked yourself and struggle to make your own countdown on a few spikes.
  2. Casual Arena Match where two captains are either picked or volunteer. Captains then take turns picking members for their team from the remaining pool of players until all are picked or all 8 slots are filled.

    If there is an odd number or more than 16 players the remaining ones are the fat kids, where basically they don't get to play or have to sit out for that round.

    *Edit* Damn you Pixel. Last time I try to be helpful.
  3. I told Psoma to fill up dUmb's roster so I could go be a free agent.

    LFT that'll let me blast on a Fire/EM again.

    Blaze to face > Will Dom from 150 feet away.
  4. Psi has 3 things going for it. 4 80 foot ranged attacks. Projectile speed allowing 3 attacks to hit at once. Quick activation times.

    Is it the hardest hitting with 4 attacks. No
    Can it fit the most procs in for unresisted damage. No
    Is it the fastest animating? If you use mental blast in your chain. No.
    Does it have the best built in Mez in its attack chain. No
    Least resisted damage type. No, not anymore.
    Is it the least end intensive primary. No (Actually the most)

    For some reason people never seem to get, Psi spends about the same time animating its attacks as a Fire blaster does. The difference is say you are being attacked over a 4 second window. With fire you are taking damage from 1-4 With Psi you take less damage, but it all comes 3-4 seconds into it. In both cases you know the damage is coming in. Just with Psi you have a 2 second delay before you HP bar finally starts to drop.

    For random damage spam in RV its not a huge advantage once you figure out what when you see Will Dom/Psi or Mental blast that the damage from those is going to apply in a second or two later. Where Psi really does come in handy is in a true spike situation where you have say 9 - 15 packets of damage all coming in very close to each other making it difficult for emps to heal through because of heal animation times.
  5. I use fly on most of my pvp toons. It lets me soar majestically through the air, weave in and out of buildings to avoid attacks. And if you use A, A, Space you do a barrel roll to the left. D, D, Space is a barrel roll to the right. Its great for avoiding attacks. You can always just fly up and pick when you want to attack and always contribute to the fight.

    There are a few other maneuvers you can pull but those are more sekrit and let you avoid more attacks and do dive bombs so enemies can never see you coming. The first step to learning them is believing they exist.

    Don't believe me? Okay just one more. If you slot fly and swift with Micros and turn on invisibility (from stealth pool) tap W twice then hold space you won't get any Travel Suppression until you let go.

    I haven't seen many people with fly turn the tide in zones as well as me, but I know I'm not the only one who knows about the fly poses and tricks you can do with them.
  6. Quote:
    Originally Posted by Desi_Nova View Post
    But it's still worth Slotting 3 Recharges in, with 3 L50 Recharge IO's Recharge is 30.1 Sec. so if you add hasten, or even 1 set bonus from say positron's blast (5 Slots Ranged AoE Set) boost range will be perma.
    Really if you are running an average recharge build for a blaster one slot is all you need for recharge. I think at around 45-50% global recharge its maybe a second or two off perma w/o hasten. If you aren't going heavy into IO's a modest 20-25% Recharge + two slots in boost range will have it perma.
  7. Could for a while, but not any more. Doesn't stack at all.
  8. MrLiberty

    Fiery Aura

    2 things I'd do to fix fiery aura.

    First- Rise of the Phoenix. Give it an "Energize" treatment where it doesn't exactly break the cottage rule but it sure bends it.

    The general concept is give the power the duality of Howling Twilight from Dark Miasma.

    If activated when dead, the power acts as it always has. Restores HP, Damage, KB, Stun, Unaffected Status. Reduce the Damage to around shield charge levels, reduce the recharge to 240s.

    If you activate the power while still alive. You get say 3/4ths the damage of tanker shield charge. Knockdown instead of KB, no stun, no unaffected status, no HP restored. Since its a tier 9 on 240 second timer, give it a small +Res to all OR +HP for 20 seconds. I figure the +HP could act something like frostwork where it doesn't actually provide a heal, but will give you more HP no matter what. (i.e. say you are at 1500 of 2000 HP and get a 20% boost you wouldn't heal any of that missing HP but would end up with 1800 of 2400 HP effectively getting 300 more HP than you started with)


    Second - Up the damage on consume. The recharge doesn't seem like it is going down anytime soon. Lets make it at least hurt when you use it. Currently its what 17.8 Base damage at level 50? At the very least bring it up to the level of dark consumption or soul drain.

    If RoTP and Consume were changed I really don't think burn would need to be messed with at all. You get what damage you can out of it plus its some nice mitigation.
  9. MrLiberty

    PvP targeing??

    Two basic ways to call a target in team chat

    /macro Call Team Target is $target

    /macro call creates the macro button named "Call"
    Team lets you know where you are going to say it
    $target will paste the name of your current target in team chat along with the rest of the message.

    It can also be helpful to make a Macro to let your team know when someone is phased, or at least one letting your team know when to pull off. Of course its much easier on something like Vent, but for random casual zone stuff it works.

    /macro hib team $target is Phased/Hibered
    /macro new team Disengage Target

    The other way to call a target rather than hitting a macro would be binding a key to it. Something like :

    /bind t team $target is target

    So you only need to hit T rather than having a macro take up a space in your tray.
  10. I was bored, Procs are nice, 3 procs are really nice but running out of end and having no recovery isn't.

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  11. Its pretty awful as far as builds go. The list is pretty long but "you skipped MoG and took fly" is a good enough start.
  12. On a Rad/EM you pretty much get everything you could want from Total Focus in Cosmic burst. Slot for 4 Dmg pieces (Deva or Glad Jav) and 2 sets of the purple stun set. With power boost you can still get it to over 5 seconds for a stun I think.

    As fun as it may be you're probably better off taking something else. Veng or Snipe if you don't already have them. bone smasher really isn't worth it since your tier 2 hits about as hard from 80+ Feet away. If you have all the good stuff, just set mule something.
  13. MrLiberty

    PB

    For the super secret 2 Emp 6 PB new dUmb jump team. Shhhhh.

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  14. Expensive but so so at best.

    Psi Dart is for the most part better than Mental Blast since you have three other attacks from 80 foot range. It activates faster and roots much less than MB. Double Proc Psi Dart 5 apocs (w/proc) + 1 glad jav proc. Drop total focus for psi dart.

    Double Proc TK blast 4 Devs + Glad Jav + Explosive Strike procs

    2 slots in Hurdle

    Ditch Assault for Acro

    Swap Micro's for the sets you are using in your travel powers. Keep KB IO's.

    Get mag 45 KB

    Really around 80% recharge on a blaster is good enough. Can shift slots around to up your KB and sacrifice some recharge for that.
  15. You really shouldn't need to TK someone to hurricane them, much less keep it on them for a majority of the encounter. As for laying on the debuffs, I guess it could be useful for landing a guaranteed freezing rain hit, but really between the gale KB Mag stacking bug and dominate you should have plenty of time to land it on them without TK.

    Its handy I guess, but no where near as useful as I used to be.

    If you wanted though, could easily drop either veng or O2 boost for TK and slot it for some Range and maybe 1 recharge. Given that its seldom up for long probably don't need to slot for 3 ends.
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    One I had laying around, more of a team build for stormies with around 32% +HP before accolades. TK is nice but really only if you are trying to set up stalkers for an AS as otherwise the first damage they take from anything, it breaks.

    Snow storm is a nice zone power to slow people down with TS, but for teams O2 boost is definitely nice to have. I know on my mind/Rad between Mesmerize Dominate and Levitate there is enough damage coming from there that ice blast really isn't needed. Also I'm pretty sure its controller gale that double stacks KB to punch through most builds that rely on acro/KB IO's so you can KB, hold them when they get up, then confuse them when they can move again.
  17. HP still a little low, Kb protection non existent, global recharge non existent? Somehow? Complete lack of +perception means builds with stealth + Stealth IO will always get the drop on you and be able to initiate most encounters.

    Psi or Power Mastery is much better than elec. You already have a built in mez in Will Dom that will be messing up your mez suppression times with the elec mastery powers.
  18. While I would like Fire Aura, EA and EM brought to more "fun" levels (and I think some others might too) You're going about it all wrong. Your best bet is to pick a power or a set and do what the scrapper forums did with the old MoG. Complain for years about it and have a thread about it needing changed (that would get some amount of discussion) every few days/weeks.

    Things have been changed, devs do listen. Calling out "failures" rather than posting ideas or suggestions that would be 1. balanced 2. Easy to implement and 3. Worth the time is the way I'd go about it. (Unless it has anything to do with PvP :P )

    EA did get a heal and a little toxic Res but I agree the set is still not fun. Fire got the recharge on healing flames seriously buffed as well as some slow res and I forget if there was anything else.

    Other sets have seen some love too, Archery for blasters, Invulnerability, Elec Armor got energize which made a pretty big difference for the set. Sets like Claws, MA, Katana had some buffs. Scrapper shield charge got a Major buff that I think ended up being too much. Warmace had some powers reworked to make it stronger. Defiance for blasters got reworked. So did vigilance. I'm probably missing some but the point is, Devs do implement changes over time. They have changed some of the sets you specifically mentioned even.
  19. Its a damage proc for a set that will exemp from 1 to 50 as is, level has no impact beyond when you can actually slot it.

    A vast majority of the PvP that occurs is at level 50 or on a level 50 build.

    The IO doesn't get a huge benefit in PvE given its only a 20% proc there, and there are a pile of hold dmg procs as it is.

    I think you'd be hard pressed to sell it for more than the current prices of the level 50's.
  20. Of what you listed, Rad/Pain/Soul sounds the best.

    Slot for at least 1550 HP, mag 41 - 45 Kb protection then mostly whatever else you want, Regen, recharge, etc etc. Proc Neutrino Bolt out in case you want to go on the offense 1 or 2 dmg procs for Laser eyes, then probably frankenslot cosmic burst for Acc/Dmg/Stun/Rech so you can power boost that every once in a while.

    Primary I'd take tier 1 and 2, Aim and Cosmic Burst. Secondary all but the rez and anguishing cry. SS/SJ/Fitness/Phase
  21. MrLiberty

    Build Advice

    The powersets themselves are a massive waste of time.

    The power selections are way off from what makes a good blaster in PvP (If you wanted to waste time with said build) Fly as (only) travel power, no escape (Phase/Hiber), no perception, taking the aoes, taking so many melee attacks, going for elec epic. You took EM Pulse, srsly?

    The slotting for the powers is pretty terrible too. Things like your snipe have a... was that a dmg/mez hami-o in it? And that's it? Expensive and awful use of IO's. You slotted the Panacea proc over a miracle....

    As far as advice goes re-roll re-roll re-roll. Then look up a few builds posted around because everything that could have been done wrong, for the most part... was.
  22. Quote:
    Originally Posted by Psyrene View Post
    If you are new to PvP then yeah the best thing for you to start off with would be some kind of /regin scrapper or maybe a /wp stalker. Fire/Regin or Spines/Regin Scrappers are pretty popular and pretty PvP newb friendly, you almost have to walk away from your computer to die as a regin in a zone. Villian side I would suggest a stalker for the same reason, pretty survivable and new-to-PvP friendly toons.
    Pretty much this, I'd say really you should start off on a blaster (Psi, Sonic, Fire, Rad/EM) so you don't fall into the bad habits that come with playing Regen scrappers. But if you are really sold on Melee Fire/Regen/Weapons is nice Spines/Regen/Fire makes for a nice Blaster/Scrap Hybrid.

    If you want to play a zone MM with friends, thugs/Pain makes for a great mobile base. Get something like a thugs/traps and a few stalkers around you and you'll be a serious force in the zones.
  23. Regen is miles ahead of SR in PvP, between running around at the HP Cap most of the time, a regular heal to restore your HP and the goodness that is MOG its the secondary to pick above all others.

    SR can work for zones but its more difficult to build for. SS/SJ is all but required to get around. Then Phase is always nice to escape. The problem you are left with then is pick up Fitness, with no way to restore you HP outside of HD'ed greens or go for aid self, try for a staminaless build between elude and conserve power and add in +recovery to your set bonuses on top of +HP, +Recharge and + ranged defense.
  24. Can't check the build atm but Fire/Kin is a solid all around controller. It mixes enough control with some amazing AoE and decent ST damage. I've always heard that the set isn't great at low levels or its not all that survivable. Neither has really been the case in my experience, your biggest problem for the first 35 levels is actually end use. Fire/Kin pumps up your recharge at an early levels, between that and the end hog that is hotfeet you have to watch your slotting.

    From the early levels with Siphon Speed, Siphon Power, Cages, and Hotfeet fire control can pump out some nice damage. With a massive heal that is transfusion being easily spammable. Pre-32 your best bet is larger spawns of weaker enemies. Flashfire,Cages as much as your end can stand, melt with siphon powered hotfeet.

    For smaller spawns Its been my experience that between hasten and siphon speed, transfusion can really keep you alive if you slot it up early with acc/heal/rech. Lock stuff down with cages and char.

    For ST damage Ring of Fire and Char are pretty nice as is, if you really want to round it out take seismic smash when you get to epics. Imps also help a good deal with bosses when they are the last thing standing and can make quick work of them once you make it to 32.

    At 35 you get rid of your end troubles with transference, and at 38 you and your imps start running around at the damage cap. The big trick along the way for the build is finding out what you can survive, for how long and how quick you can melt stuff with hotfeet at any given level. (Solo and all)

    As far teaming goes, take speed boost, give it to everyone and keep chugging along. Smart players will be near you for the siphon power/FS buffs, and know they need to be near a target for you to heal them or restore their end.