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With what little information there was, I don't believe it was stated that Absorb ignores resists or has damage calculated first before taking into account resists (or defenses).
It would seem to me it'd be easier to balance it around taking both defense and resistance into account the same way heals and other Max HP powers do. Then again we do have the rebirth destiny that provides a static +HP value rather than a % across all AT's. 50 HP to a 3500 HP tank vs. 50 HP to a 1000 HP controller when the other branch of the tree has a regen % that works off a characters max HP. -
As others have said, Sonic/Energy is a sub par PvP build.
You aren't going to win 1 v 1's with the build, sorry. If you get into a 1 v 1 situation with a blaster or dom? You should try to run/evade. PvP is a team based activity, different AT's and builds have different roles. Not everyone is there to outdamage everyone else (no matter how hard the changes tried to move things in that direction)
Team up, tag the teams target with your debuff. If they run a lot, TK them before the damage comes in, its pretty much an "I win" button.
Shielding doesn't help squishies much, it helps a little, but not much. It does however help the hoards of melee players running around in zones.
Code:*edit* You'd be surprised how many people don't slot enough KB anymore, give it a try on targets if it works, make a mental note, if not, just stick to debuff, TK then blasting.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;683;1366;HEX;| |78DA6D934B6F125114C7EF30435B282D207D500A564A6BCB6B60D2EE3431A9ADDAD| |A1A62137786F018DA49C840801AD9598D71E3C268E2CE9DAF950B1F6D8C7E0BA32B| |BF828FA51B530F73FE40759C407EF79EFB3F8F7BCFBD5B37573DAF2EEE9F13D2E8F| |96AA1D9CCAFEA15DD2CEB8DA1ADBD56A165D44CD1F906E91FEA2EE557F62A1575BB| |661A2592176912EE2D5D2D983B7A595D33F5C64E3BBF42215BC29DABD5AAEA765DD| |7CB1E6BB8A917EA86B9E3ED4EC8B1B96BD4FDD67CDDBC61348DA251355AEDB1B5BA| |515273CD766997726D5130BDD10E522D49FADF72087C470E1122688A707499641EF| |4354E11972DDB580A4C32275E836F99C136390514714890E02BC17714BE3EF8FADE| |314FBC01E1BB4F90D957961392B5A6A8609AA905891145DC26AD13FB70423B00ED0| |0B4771CDC838E66107B1C4AFECDF7A471B14671A90ECBE64E8359A6E790EBF41C30| |EF927958E2B8C3C89D41EE0C72CF52E2118E2B8D2057088CD19A177579CF1014590| |4C1C457CE39411A3F34FE718E19FA25ACBD87A199244D80EB900312DB520E5066A6| |BBF1493BCE5A311EE53A3E90641239265FB03EFC9C79F219F31E618A35622AC17E7| |E8A358DBD4DA3B6346A0BD05A0435459E22D64B10B1A34FB8DF1F0933B82B33E8CF| |A9F8FF19FD8723946796F338675143EC37D710BBCC7D8A5D60CE5D0251E3279ACE2| |3EFBCC6359D4E8119F02C9FDBC23ACF17D638C667C2227C17336C8B67410D5C6226| |969969DCD92F32BFC1CE7927719629DC090D3DF1D2BE549CAD8A7D6550B78FD6B2E| |845167E61A5F756E9479F48D82C599B45B359966C96659B65D366B9D2B170178E72| |4AEFE50BC95A75F97AEFF9E89B9BC6B87FB2B5FAA36F91E40D1A2CD0895DE31D7FB| |7A97FF62D8AFC907B32FA8839F7183DBACFD41E3073EE4E6CCE5F38362E1E1B5F3F| |36B63E855E8406C31F9341EEE2| |-------------------------------------------------------------------|
Also you can cage pesky blasters who are trying to 1 v 1 you to make a get away or at least put some distance between you and them. -
Code:Pretty much as an earth storm your job is to :
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A. Hit Gale + Freezing rain + Fossilize on squishies and team up for the rest.
B. Stalagmite + Freezing rain + Fossilize targets
C. Sit on patches of stuff so stalkers have a hard time AS'ing people.
D. Mess with MM's between hurricane, freezing rain, tornado, lightning storm, waterspout and some pets.
You will want to team up.
You don't want to run hurricane all the time as it messes with Gale.
*edit* I managed to get your build into mids. PvP is first and foremost about movement, of which you have none. Super Speed + Super Jump gives you the best movement. Fly + Afterburner is safer, but you are useless 90% of the time as you are either out of the fight or can't keep up with it. You don't want any defense in PvP as a squishie. 1550 + HP is pretty much required. 41 KB protection is standard.
Not every build you take into PvP is there to do damage (as you've slotted) disruption / support is a viable team role. You *could* try to make your earth/storm into a damage character, but any 1 v 1 situation you got into with a blaster, dom, probably corr is going to end quickly and poorly for you. Best to disrupt, team, get kills. -
I like to think of this thread as a memorial to possibly the greatest team ever. Its numbers will keep going up as players all over the forums make the journey to see just who was on the team, who lead it and what was accomplished.
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Second what Vince said, all of your toons seem to be damage/solo damage. Make a team oriented support character, you'll always be busy plus its something new.
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Hah! Nah between TK and Dark/Psn holds (and a host of other things) its definitely possible. I was just messing around because double incan is pretty crazy for survivability.
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Is it even possible to die with double stacked incandescence in a 2 v 2? I'm skeptical. Maybe if it was two bad builds + powersets thrown together, but even then I'm still not sure.
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Nope, I mean it'll be decent because its a Psn, but dark is pretty meh. Light damage, but it does have Mez/Confuse/Fear to juggle mez effects.
To the OP, you probably aren't going to get much of a build because as mentioned in zones powerboost + Weaken + Dark Hold has a stupidly long duration and is pretty much an I win button if there is 1 other damage person nearby when you get hit with it. , -
That IO seems amazing, screw the rest of the set. It could give +25% recharge 10% HP 50% acc and I'd still be more excited about the prospect of getting rid of KB in powers like Tornado, Solar Flare, Explosive blast, Shockwave, KM's KB cone that I'm drawing a blank on atm, and other such powers. Its sad that the proc itself is unique, I'd happily slot it in every single power that I wanted to get rid of KB on.
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Something you have to keep in mind with fighting 80% defense tanks or whatever is : to hit is slammed by DR. Powerboosted fort and Powerboost Aim/Build up at a time would completely shred defenses.
The real problem you'd run into is debuffs being no longer resisted on the defender side of things. So all the res capped toons would take more debuffs than usual to take down to reasonable levels. -
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That looks pretty solid to me. I'd change a few things for personal preference (drop maneuvers for veng) Slot my travel powers a little more and include the + perception proc, things like that.
I usually only go for 3 procs in AS and ED slot for the damage cap. (2 dmg + hide proc) but that is pretty much personal preference. I also didn't really go all out on my Elec/EA (with the 3% proc and going after +defense. Between Veng, shadowmeld and Overload/Burnout/Overload small +def bonuses don't really add that much in the long run (I don't think at least) -
Stalagmites and Total Domination have actually been reduced back down to their normal (and apparently intended) 4.00 second duration. So apparently anything above 4.00 is a bug.
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Teams smart enough to bring 3 characters with incandescence should pretty much hold everyone to zero kills, just saying.
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Running slotted CJ is better for unsuppressed jump height, it definitely always has been. However that assumes you are going to switch back and forth between SJ and CJ a lot. Some people do, others don't. Personally outside of being immobed or running a map like tech lab I usually just leave SJ on rather than toggle CJ any time I start to jump time my attacks.
It might be an outdated thing that I never really changed with my builds, it might only net you a few feet or something, but more travel speed is always better in my point of view.
For a while (in arena with no HD no TS) I went back to 1 slotted hurdle builds and found I had a harder time keeping up with evading targets or getting off as many attacks as I used too, so as I've gotten around to redoing the builds most try to fit the second slot into hurdle. -
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Quote:The logic has been applied many times in the past as to "Why don't we just go to test to PvP" the last 4 ish leagues that have been run you had a small portion of the population who has used test before saying "Hey guys, lets go there, equal builds for everyone, cross server pvp, no need for transfers" Yet every time you see dozens of posts "I don't want too" with no real reason.
Also, why don't we PvP on test? Unlimited Superpacks, unlimited influence, unlimited incarnate. I know a lot of people did in the past, but I'm not quite sure what went wrong. It wouldn't be too hard to set up some RV nights on test. Those who don't want to do extra work can just transfer their toons.
The last real attempt at a test league fielded 2 and a half teams/rosters, I say half because while 2 or 3 others attempted none ever really followed through. Yet the last few freedom leagues usually had upwards of 5 or 6 teams in them at the start.
I've seen people in the bast blame the development team for not wanting to pvp there, which they have a small case for (The dev team also has a case for using test to test stuff). Now though? We have test and beta. -
Is there a bad support set? Really?
Like Necro mentioned something with +res (Pain, Thermal, Sonic) would be awesome since you don't see as many of those buffs floating around. (Much more +def) /Dark for controllers also has a decent amount of +res combined with the -damage everyone will be very safe. -
Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.
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More Recharge/HP/Acc/Range/KB protection etc.
Code:Its a team build though, not 1 v 1. I have a rad psi slotted in a similar way and I don't run into end issues even with minimal to no end slotting / not having health procs / etc.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1517;685;1370;HEX;| |78DA65944B4F13511886CF74A65CCAA52DA5DC0B0584424B8756D9696282A072296| |9706D9AA11D6022968641A5C68D7B35FE017778494C5C78FD0B2EDC195DF917BC2C| |D918FCDAF76D69EC4927CF39DFE53DDF7C734E33474B9D6FAE3DBCACB4EE2B7B96E| |BE696EC6DBB58B00FBC196BC7C9ABCA6895275AB3E716EF6C6F9B9B56C1B10E9DFD| |626EF9B6E3BA3219AA076C5AC51DBB602E5907B7728BA279A87CD9FDFD3DF346C9B| |60B9DD5E9BA6D959CE24EB0BA5829DE755C67CBD9730ECBFE9A5B84DC5DA7D4BB5C| |72F266D62DE7779D7C2E2362F6417940EA49C873CFA3384E0D35A22B95369427428| |E82C61819058FCF72BC6ACE53B5B5CC9369B06D16B16D73A02F011E895B43AE47FB| |8258DF67B033AEAA7C2E4B9DFABA095F77924C8101EA0792600FF7298BDBABE17DB| |C09E8F590BD4F90DBF798FC01DEF7E0FB488ED6CA1A6AB54C88A31D7A5A3B7506C8| |49F175204FEF30A0D5EB05875A48EEF140D0C5D8AE21E48FD448BD51B24F74FDACC| |71FD6E03B9165C450FDE20BF2FD821AB4E73CA40E262F8ADBD055927B77494E0839| |DED05FE80C506F94FAD135F42F7A95BC0EFA2537CC5AC28C1D676E407CFDF0A9FE5| |A6FC43688BDD4E0386C41B10D5363F83F8D90F82288D723C7A877FC1538F9827C26| |0C496F25768C3A63D499A4CE6B0999E09999F880DACF7D24DF9221703A4CF6815F0| |553CC9DBA84DE4DF3BCC678AE623C6FB165707605B57D93E50CBFC7CC3C7D29320D| |C6CF930BE0771D77AFF21E09F628C9F3F652644DDE47730D7BCCAF931972034CAF8| |29536A578A752EFB047FA3DF9091C31EA77567E3254BCC9926AB2A49B2C179A2C0B| |4D96F526CB46C5822E9D668DFA3F80D2AADEF640FDBE9FFEF4C99CE7474FA227BF1| |B6DAB328919EAD7994DD367101727FF34FA1EF16E3C056FFA2A56EC6535CCB71AE6| |D5916D301872CAD39CFF03CC1CE78C| |-------------------------------------------------------------------|
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Team arena is pretty much dead as far as I know.
As far as 1 v 1's some sort of Poison is probably the way to go. With tier 4 incan and a self heal you have to try really hard to lose a 1 v 1 though. -
Go for an /Earth Dom. Its a good middle ground between still having an awesome melee toon (That hits like a freaking truck) while easing you back into a more diverse role between controls and possibly debuffs if you go for sleet / ice mastery.
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Quote:I'm slightly confused as to how you have to deal with runners on a dom with an aoe Immob.On paper elec/stone looks solid and it is when all you are dealing is enemies within melee range.
In practice though, sometimes you need ranged attacks to tag runners or things out of your melee range. Earth's ranged attacks are 1) clunky and 2) require you to be on the ground to use, the latter really kills it for me.
The only time I've run into problems, and its not really a huge problem with Earth's lack of range is on some of the itrials where damage patches and what not force you out of melee range. (Mine is plant/earth)