MrLiberty

Bad at 3 v 3's
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  1. See what happens when I don't show up? GG guys awesome job. Sorry I couldn't make it.
  2. MrLiberty

    Louie

    Quote:
    Originally Posted by Musey View Post
    OK genius. Please explain to me how you more than doubled the range on your powers. You are really bad at numbers it seems and other stuff.
    Unless I'm missing something, 5 x 7.5% Range increases + 3 range slotted in an 80 foot range Grav ability is only 157 Range.
  3. MrLiberty

    Louie

    Quote:
    Originally Posted by Dahjee View Post
    Hey Mr.Liberty. Why not just ask the person who's been doing this for years instead of trying to figure it out in your head how it could or could not be done?

    Range of Miconscience ST Grav/ powers - 172
    Range of Miconscience AoE Grav/ Powers - 172
    Range of Miconscience Psi/ attacks - 213
    Range of Miconscience Snipe - 374
    You really are a dim bulb.....

    Look at your numbers? Even though you slotted for that much range... (Which explains a few other things) you have to be 172 -213 feet above a target to engage them. Jump height is usually around 217 feet (With hurdle). Meaning even the dumb regen crowd can reach you with whatever 50-80 foot range attack they have as well as any melee attack they want. Granted its going to be one attack at a time..... buuuuuuuut if its something like webnade or something with -fly they'll get a few more attacks in after that. Blasters need to jump a massive 12 to 44 feet to hit you. You may not realize it but most of the time you are well out of the fight compared to Dom's on the ground who play a much more active role, especially in the open zone.


    Quote:
    no dedicated support toons to look after me... luckly I've learned to live without.
    You really really haven't. You die less because of how often you are out of range from the action whether you realize it or not. I can't count how many times I'd see you hovering there... have to jump (with 2 slotted SJ and hurdle) to the jump cap and then turn on the jet back to fly even *further* just to get with in the 140 range needed to land an attack. Look at the numbers again, pretty please? Jump height, attack ranges, etc.
  4. MrLiberty

    Louie

    Quote:
    Originally Posted by Dahjee View Post

    Also. I don't hide... I just hover above the max jump height of just about everyone in zone.
    Base height of SJ = 115 feet
    1 slotted : 162
    2 : 207
    3 : 225

    Range of a standard /EM blaster with boost range : 128
    Range of /EM blasters with one range IO in their 80 foot attacks : 160

    Range on Grav Dom abilities - 80
    Range of Psi Assault ranged attacks - 100
    Assuming 1 range IO 100, 125 respectively.

    So to be safe from your average ranged toon (of which there are plenty) you need to be anywhere between 335 and 385 feet in the air? To be effective you need to be 100 to 125 feet away from your target outside of your snipe.

    Even if you aren't dealing with a blaster, you still need to be 207 feet off the ground (Conservatively) to avoid a Melee character, leaving you another 82 feet you still need to move to be in range so you can actually do anything. (I'd also note almost every Melee character also has ranged attacks with at least 50 foot range)


    So you are either.... a sitting target (who yes, does stun, hold, ground, etc) in range one of the top 3 most popular builds in zones. Or you are above the action not contributing to the fight.

    Personally, I think you get the illusion that being "Way up there" makes you safer. There are more targets on the ground and for the most part they are a larger threat. I find myself much more worried by something like a Mind or Grav with SS/SJ who is not only going to mez me, but be spamming damage as I try to wade through travel suppression, knowing I can't pop greens or rely on heals because of HD.
  5. Freedom has what is left of competitive PvP

    Virtue you can do alright on a pve farm build in zones.
  6. MrLiberty

    PvP Elec/Nin

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  7. This is the build I run atm with my Fire/Regen, a bit more pricey with some of the PvP IO's but it works pretty well. At some point I'll sub in the 3% Res all shield wall and an extra glad strike proc into GFS for the 33% chance instead of 20%.

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  8. I actually watched States wreck a Mind/Fire on his DP/EM. It was pretty hilarious.
  9. Elec blast can eventually sap anything (Regen or otherwise) if they are dumb enough to keep getting blasted with it for an extended period of time while spamming attacks and don't bring blues. Most builds that leverage the end drain are elec/therms or elec/kins though, which no amount of slotting on a regen is going to overcome that.

    The nice part about end sappers? Usually their damage is pretty low so the way they beat you is when you are dumb enough to stand there and try to take it. (Which to be fair is the mentality of a lot of Regens)

    Play smart, play evasive and you'll do just fine.
  10. I finally messed around with my Fire/Regen build (after what I spec'ed it into for i13) and current build hits >4.00 EPS recovery with only QR.

    To put that in perspective, a Regen with QR and Stamina both 3 slotted and both end accolades recovers 3.85 EPS.

    Outside of getting chain sapped by Mu I've yet to run into any real problems.
  11. As great as webnade is, for a zones spine scrapper I'd probably take Energy LBE + FA for perception/more acc and to hit or Blaze Mastery for 3 more ranged attacks.
    I'm pretty sure Char is the damage equivalent of Tank Fossilize, only its DoT, but can also crit.

    The only two "good" attacks the set as atm is Barbed swipe thanks to its lolzy animation time (and the fact you can shove like 4 procs with 2 Nucs and have an attack chain with just that) and impale which is average damage, but has range. Ripper and Throw spines were both gutted thanks to being AoE attacks.
  12. Thanks a lot for running this guys, went about as smooth could be expected. For the most part I think a lot of people had fun!
  13. Barb Swipe >>>>>> Lunge for Scraps

    Quills or Throw Spines would be better than spine burst. (The latter for MM's)

    Runspeed way underslotted considering you have no vertical movement.

    Buildup understlotted as well.

    Perception IO is MIA

    MoG is really underslotted for Recharge.

    With this sort of IO investment you could easily easily easily drop fitness and run Staminaless on a Regen.

    Also, vertical movement isn't just nice for catching people but for jump timing as well so you don't end up a major double or triple AS target as you ground for the entire duration of ripper, impale or spine burst.
  14. MrLiberty

    Defenders in pvp

    As a zone stalker there are more than a few reasons why what you are suggesting will be a major target.

    - No Vertical movement on a squishy
    - Dual Pistols, massive roots easy to set up AS'es
    - The combination of DP and no Vertical movement meaning you can't even jump time the animations.
    -PFF/Phase No way to restore your HP outside of greens. With HD that is gonna suck.
    -PFF/Aid Self - Landing damage through PFF isn't too hard on a build with global acc or an AIM/BU Window.

    If I were really sold on FF, I'd probably go with Grav/FF first. FF/Sonic if you really wanted to go defender. I don't think many people in zones are actually built to resist Force Bolt, so you could set up some nice KB/Mez spikes for a team or just whoever really.
  15. MrLiberty

    Louie

    Quote:
    Originally Posted by Mercury_Down View Post
    Louie Kaboom, some traps (?) corr who mostly drones (not that there is anything wrong with that.)
    I thought he was an AR/Dark who spent tens of billions on a PvP build only to find out it still sucks. Rather than re-roll and strip him down, he'll hang near the Vill base and drone whenever someone gets too close. Sounds like a Viable build to me!
  16. MrLiberty

    Louie

    Quote:
    If I recall though... I entered the zone with heroes camping the villian base... very soon after however I was target number 1 and found myself in front of the hero base with many heroes leaving.
    Epic!

    For anyone that missed it. Dahjee turns the entire zone around with his flying, tping, sniping, perfectly played Grav/Psi Dom, that dies plenty.

    I knew I could count on you to deliver Dahjee.
  17. MrLiberty

    Louie

    Quote:
    Originally Posted by Solo_One View Post
    i want to join you in laughing at him, but if you are proud of getting kills on zone squishies using regin or psi/ems and mentioning you were emp'd youre not really challenging yourself all that much. definately not worth posting about.
    What little point there was to the post, I'm afraid you managed to miss it.

    Everyone knows Psi/Em's and Regen scrappers are good. Everyone knows they should be able to beat a flying, TPing Dom.

    Also, I kept waiting to get wormholed too, but randomly TP'ed was much nicer without the 8 second stun.
  18. MrLiberty

    Louie

    While Louie is certainly fun to kill before he starts to drone at the base, you missed out on something far better.

    The now infamous Dahjee showed up in Freedom RV the other night on I believe a Flying, TPing Grav/Psi Dom.

    A few things of interest happened :

    When the action was in the open field of RV, he spent more time high above everyone else outside the fight, coming down for a second or two only to TP back out of it as soon as everyone saw "A flying Dom"

    While he died a good bit and had next to no contribution to the opposing teams offense (I'm not sure if he gets how mez suppression works, and with zones and constant damage spam, its likely somewhere or another a person has already been tagged with a mez. He insisted he was setting up kills for his team though with CM being passed around heal decay was more of a threat than any mez) He Wasn't as bad of a farm target as some of the 1000 HP Vills that would run around. But he did die a good bit more often than other Doms who would run SS/SJ and phase or Hiber.

    As I was outnumbered on my Fire/Regen being chased by half a dozen vills, he once TP'ed in front of me and PULLED INTO A MF PSI SNIPE. It was freaking epic, sadly I made it back to the base.

    I got to 5 or 6 shot him once with my "Inside the box" Psi/EM as he hovered outside the Hero base while we were really outnumbered. There were some srs procs firing.

    At least half a dozen other people (Before teams actually formed up) got to brag bagging a Dahjee Kill. There were even more after we formed up a team (Despite being outnumbered for most of the night) I didn't hear anyone who was defeated by him.

    All in all, having finally seen a majestic Flying, TPing, Placate Sniping Dom I have to say its performance was a bit lackluster. When in the open Zone, Teleport is just below PFF as an escape power and barely above it as far as any kind of offense goes. (Not : Only affecting self, but from what I saw, might as well have been)

    Good times though!
  19. Surely I'm not the only one who has been searching for underwear with pockets because of the exact same issue.
  20. If you slot the apoc set, go for 5 apoc + 1 dmg/range in shriek for now.

    In scream I'd go 4 Deva's 1 Nuc 1 Centriole

    Combat Jumping, that res slow IO.... for the most part its a wasted slot I think.

    Shout 4 Deva 2 Dmg/Ranges is how I'd go.

    Travel powers need much more speed slotting 66% at the very least, otherwise you limited ability to evade will be even more screwed over.

    Screech I'd take a slot from TF and put in an Acc/Mez IO until you can afford the purple stun set.

    Skip assault for maneuvers. With DR on Damage, it isn't going to do much in the long run. You'd get more out of a LoTG 7.5 and a Karma KB IO.

    I'd drop total focus all together. You'll do more damage from range and don't have to deal with that nasty root. Take powerboost instead and powerboost the stun. You can get it near 6 seconds, in zones if you do something like PB/Build up Shriek Scream Screech you can really wreck someones day. If you are part of an actual spike, lead with the stun. Don't worry about the hold procs, they'll just mess with your mez suppression.

    Hoarfrost doesn't need to be slotted as much as it is. 3 Miracles (or Numina's) for the HP bonus, 1 KB IO.

    Drop the 3% Defense IO for another piece of LoTG more acc helps with defense builds.

    If you mix around some of the slots you can ditch snow storm and fit in the cheap purple sleep set with flashfreeze.

    Last thing I saw as a second slot in hurdle is huge, especially for sonic with its root times after the first attack.
  21. Data chunks are awesome if you want someone to really take a look at it.
  22. It depends on what you want to do as a MM.

    Psn is the go to set for duels.

    Pain is very survivable and makes for a great mobile base in zones.

    Therm is a bit less survivable than Pain, but the debuffs can really help against single targets.

    Traps is again a mini mobile base done differently.

    Storm and TA are a good bit of disruption but it helps to have another MM with a heal around to keep your HP up.

    FF I don't think is all that useful in zones atm.

    In the arena, FF owns the lab map with the repel bubble, each secondary can bring something but due to lack of mobility its nice to have either a smaller map or a team that focuses around playing to the MM's strength on a larger map.
  23. I wish I would have saved my results, but I was getting the Banished mask badge for Archmage on Unai's first map. Set to +0/+8 and would regularly fill up on recipes 2/3 to 3/4 of the way through the map. Obviously thanks to the new temp power thingies.

    Prior to this I was lucky to get 20 recipes for clearing the whole thing.
  24. Quote:
    Originally Posted by Slax View Post
    Good, it was mean-spirited.
    Awww I thought it was kinda pretty.
  25. Is this proof that there are almost half a million people interested in PvP and it being good again? Some one go get Castle, quick, I think this means we have a large enough player base to push for some changes now!