MrLiberty

Bad at 3 v 3's
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  1. Quote:
    Originally Posted by The Katalyst View Post
    All math aside, my experience is consistent with Lib's. As it stands, CM and similar buffs (to a lesser degree then CM, usually) have a very noticeable effect when it comes to mitigating mez's.
    Sadly! Something changed or was broken in a stealth patch. The mez times are indeed the same. I had an emp keeping mez resistance up high enough to where stalagmites would last 15% of its duration, and with domination up, it near broke instantly.
  2. You sir are 100% correct. I'll admit its been at this point maybe a year, year and a half, possibly even two since I (and others sat down with online stop watches and tested it a dozen or so times, things like Dom vs. w/o Power boost vs. no powerboost, etc etc) I'm not sure if it has always been broken as I've been digging through old screen shots to try and find them. (I managed to find stalker AS damage charts, that's about it. :/ ) *edit*

    I took my earth/fire into the arena and did have a dozen trials with dominated stalagmites vs. stalagmites with no domination and it was near down to the second, the two of them lasting for the same duration. With something like 15 CM's stacked both broke near instantly in the time it would take to alt tab over to the other account running.

    Sorry about having you post all that stuff up.
  3. I think you missed what I said, domination *does not* boost the duration of the hold.

    If you take a naked target with no toggles or IO's and hit them with a dominated hold vs. one without they will last the same.

    Dominations only effect is making the mez cut through mez resistance. The duration doesn't increase.

    If say a hold were to last for 5 seconds before mez resistance is factored in, but lasts only 2 seconds between status protection and what not, while in domination the hold would last 5 seconds. Not an increase in duration, but an increase in the time spent held over a target with mez resistance.
  4. Quote:
    Originally Posted by Sentry4 View Post

    To MrLiberty, in that test, I'm absolutely sure that both in Domination and out of Domination, both would hold for very very small times (CM can be stacked to around 15% mez duration). I'd bet my reputation on it, but I'm willing to test it with a couple friends.
    I'm not sure what "Very very small" means exactly? Do you mean less than one second.

    Because I can say with 100% certainty when we (myself included) tested the mez times on Stalagmites with earth doms, against mez resistance capped targets the difference was significant with domination vs. without.

    This was in the arena, no TS / no heal decay, but DR left on.

    Outside of tests I've seen it countless times in the arena in action. Its the difference between breaking out of a mez before you hit the ground and stumbling around for 4 to 5+ seconds when you see that "Domination" hit above your head.
  5. I think I sort of get what you are testing/saying but Domination acts as advertised. I'm pretty sure most have known since shortly after i13 and people started to retest the pvp changes that domination hasn't infact boosted mez duration.

    Its a very easy test to set up, have a naked target (no IO's, no toggles) sit there and take a mez in domination / without domination. Times will be the same.

    Bring in an emp and stack CM's on the target, mez them again with domination / without (its easier to see with powerboost because mez times are already pretty short)

    The CM'ed mez resistantce capped target will be mezzed signifcantly shorter without domination.

    There was of course the myth that it still increased mez times for a while, but what people were seeing was just domination cutting through acrobatics and making said mezzes longer than they would have been without it.
  6. I took my StJ/EA for a Pylon spin after hearing that a maxed out build was doing 350+ DPS or something like that.

    Its a fully IO'ed build and all that good stuff ( IO'ed for survivablity and incarnate soft capped more so than amazing ST damage), but posted a much lower DPS of 240. You can reverse engineer the time from the originally forumula but it was something like 5 minutes and change using tier 3 incarnates, no lore. (Not using a +Dam alpha either)
  7. I've run a grav/storm storm slotted for KB and can safely say the KB happens all the time. What you might have been experiencing is tagging someone with hurricane then trying to KB them, the same way force bubble will suppress force bolt on a FF toon.
  8. If you are trying to build for a budget, forget dueling all together. Expensive purple and pvp damage procs for the most part make the builds.

    Building for zone/Arena all you pretty much need is high HP and a little recharge/KB protection. Rad will really shine in teams where EF is still probably the best target primer out there. In zones, RI can be nice to help with all the high defense toons running around.

    Since your budget is on the small side, I'd say build for 1560+ HP, 41 KB and then as much recharge as you can still manage.
  9. All that I know is the ATO proc in AS has a 100% chance to fire where in target AoE's even with long recharge that usually isn't the case. With the new fast out of hide animation for AS it seemed like a fine place to put it to ensure crushing uppercut would auto crit with the follow up.
  10. I'm in about the same boat as you, rolling up a PvE stalker at the moment. This is the build I have planned. I feel like your version of mids might be on the bugged side, but yeah defense seemed pretty low. *edit, Nevermind, Geas was apparently on, bugging out your recharge*

    This was what I was going for, for incarnate soft capped while keeping perma hasten. (The general assumption will be if I really need defense, Energy drain is very easy to keep double stacked)

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  11. I couldn't see skipping it, on higher defense builds you can pretty much fire and forget it once every 30 seconds on large spawns. Between that and darks debuffs its enough to keep you and your team's HP capped off and removing any recovery woes they might have, without having to worry about eating up your animation times with Twilight Grasps.

    Its a great fire and forget power that keeps you and your entire team trucking along. I think it caps out at a 600 ish % regen boost and 300% recovery which is pretty amazing for an easily perma power.
  12. Well as I struggle to get WeGame to DL again, I can chime in here to say "No no, blaster really do suck."

    I decided to take my Non purpled, non pvp, non ATO IO'edout, non incarnated without even an alpha Fire/MM blaster to Monster Island. Here is what I found on my first, agonizing try. 4-5 seconds down time on drain psyche is too much. So I brought out a Kin to hit me with SB. I figure rather than transfering billions worth of IO's for a test or reinstalling the beta/test client why not take 10 seconds and dual log.

    25+ agonzing minutes later, using a chain of Blaze/Blast/Ball mix/mash up with no damage procs and no gaps, using a whopping 5 greens and 2 break free's the GM was dead. Okay to be fair I could have stopped at the 2/3rds mark and said "yeah I got this, let me go try to record it" but I saw it through until the thing dropped. It was sad to see how much ground the GM would make up during a Drain Psyche miss, even using it during Aim as far as my cycle went I think I had 4 misses during the fight.



    For giggles, I then took my purpled pvpIO'ed proced/incarnated out Fire/EM blaster out to PI, blasted the GM for a minute solid and watched the HP bar budge only to be filled back up at the next regen tic. Knowing full well what would happen, I then switched out to my IO'ed to the gills/incarnated out psi/em and did the same thing. Who would have guessed it, but my moderately IO'ed (no purples/pvp IO's) Energy/Energy and Ice/Fire blasters didn't fair any better.

    At this point I'm decently convinced if you can pack in enough recharge to perma drain psyche while keeping your S/L defense softcapped, most mental blasters could reproduce this feat if they have the patience (And there was a lot of patience involved). Maybe not an Elec/Mental or a AR/Mental, but It'd be interesting to see if things like Ice/ Beam/ Rad/ Energy/ could pull it off.

    At any rate, couldn't get the client to DL, if anyone has trouble believing this feat was so easily reproduced with a sub par build, I'm more than willing to go back and do it again to prove someone wrong on the internet, because I'm mature like that.
  13. MrLiberty

    Energy Melee

    One players experience doesn't really matter, but it can paint a picture. For instance, I play on Virtue, Freedom, and Infinity. I played before the EM nerfs and the set was up there with Super Strength, you'd run into a lot of characters playing and enjoying it.

    Outside of on a stalker, I can't remember the last time (as in 1 month + of playing) that I've teamed with or even run into an EM Brute/Tank. That is a lot of Itrials with upwards of 24 players at a time across 3 different servers, and I can't recall seeing one.

    However, I can gaurentee you when I log in today, I'll see plenty of SS, Kinetic Melee, Dark Melee, Elec Melee, STJ and TW toons. Probably a few Mace/Fire Melee and maybe 1 here and there of MA/Dual Blades/Axe.
  14. Quote:
    Originally Posted by MisterD View Post

    I dont think healers and emps are dead..just 99% brain dead.
    I got a chuckle out of this, while 99% might be a bit high, I definitely get the sentiment. My biggest pet peeve beyond an emp who buffs just 1 person on the team (We've all teamed with them, some random person gets fort/cm/ab, no one ever sees another buff) has to be flying emps. I'm sure people will say "My emp uses fly, and its awesome" but I couldn't begin to imagine trying for reactionary heals in a timely manner on people without SS/CJ at least. (Unless you've got a healing circle going where incandesence + aura rocking pretty much fixes all problems)

    Its funny to see someone take a good chunk of damage, be healed back up to full, then pop rebirth, because as an emp, you have that team/league window up where you can see it. Its a bit slower in iTrials outside of your team, since you can't see buff bars the league (and anticipate the damage coming in).

    But yeah, I think I've teamed with maybe a half dozen people over the years playing emp who I felt really earned their spot. Not to say I won't invite anyone, just personal opinion. Its not a hardcore game, so really getting by isn't all that tough.
  15. I did a quick read over the posts and don't think I saw this pointed out. I'm guessing you are running the level 1 - 15 ish type content. Isn't it well documented and pretty much common knowledge that at this point the blaster AT is at its strongest. More attacks than any other AT, damage scale vs. foe HP is much more friendly, and incoming damage is much more manageable.

    Its something like level 22 ish up, where AT damage modifiers kick in, foe HP scales and their damage starts to increase much faster than blaster damage.
  16. Permadomination isn't worth chasing on a dominator in PvP, Elec/Elec has no good mez power that sets it apart from other doms. Beyond that, thanks to DR, the recharge needed is much too high and the sacrifices in other areas is too much.

    MU mastery is pretty much worthless for Doms.

    End drain is only something worth persuing if you are looking to 1 v 1 people in the arena, even then its questionable slotting for it over damage procs. If you want you could probably just slot without it and pick up an interface that lets you end drain people.
  17. Trick One - Slot the Celerity Stealth Proc in super speed. /bind t powexec_name super speed. You can quickly toggle it off and on to get between fights and approach a spawn with an impressive stealth radius.

    Trick Two - On offensive PvP builds that run hibernate, since you have an extra pool power (skipping stealth/phase) You can take teleport, for one slot you get an extra 4 KB protection towards your 48 points and an extra escape power + ability to avoid being put in a dumpster for an entire match by a TA (as the arena temp only has 5 charges) Its also incredibly valuable to an emp who is in AP, with phase down, and needs a little extra help when it comes to evasion. Not much of a trick, but a real life saver while getting something useful out of the base slot.

    Ice/TA build.

    Near Perma Hasten (122.8 recharge on the power) with soft capped range defense. Ice/TA is something you can safely play at range thanks to the aoe Immob and none of TA's power requiring you to enter melee.

    For solo, you won't be the quickest (What Ice/TA is?) But you should be able to handle just about any content you come across. Quick stacking holds, AOE and ST. Quick Stacking Immobs, AOE and ST. Stacking sleeps when you use flash freeze followed by PGA. Hopefully you went Magic so you can ignite OSA because rather than mess around with Pyre Mastery, went power for power boosted holds, debuffs, and veng. What team build would be complete without powerboosted Veng to turn godmode on for everyone.

    Solo AoE Damage is going to mainly come from Immobing a spawn in OSA, and stacking disruption arrows + acid arrows to melt the spawn. Its up every 45 ish seconds, so it won't be the fastest spawn clearer, but should do a respectable job. ST damage when it comes down to what bosses are left will be contained power blast + Jack combined with the debuffs. I'm pretty sure once lit, OSA + debuffs is near pseudo nuke level of damage, especially with foes immobed in the patch for the entire duration.

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    As far as other incarnate powers, I'd say Rebirth or Ageless would be the ideal choice for Destiny. Interface is tricky, depending on your reliance on the AoE Sleep stacking as your spawn to spawn mitigation in teams. The DoT interface powers will break flashfreeze.
  18. Probably not the best build for it, but something quick and more pvp centric than the one you posted.

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  19. I'll just toss in to add, the Dom ATO proc is amazing in my Plant/Earth Dom, slotted into Seismic Smash with 5 hecatombs I can keep it easily double stacked for 50% damage without interrupting my attack chain, and its not uncommon to get a few attacks off with 75% damage.
  20. No builds were good enough, try again everyone!
  21. Considering how hard people can be to kill in zones when they team / use and stack incarnate destiny's especially incandescence (which isn't a bad thing) there is zero need to take a few select players and buff them up to elite boss level, let alone AV/Hero.

    Its hard to justify a new pvp zone when out of all the servers and all the pvp zones pretty much only RV on freedom sees any signifcant traffic.

    *edit* also if RV is getting boring, Donna has a great point. Arena gives you a lot more zones to PvP in if you can convince other people to come along.

    Eden, Pereze Park, Dark Astoria, Skyway, Steel Canyon, a Tech Lab, Cargo Ship, troll caves, etc. The trick is getting people to show up and play.
  22. Running full stealth + support mode you keep your stealth radius and ideally shouldn't be sitting in melee range all the time anyway to get hit with AoE's. You can pop in and out easily with SS/CJ which is why I mentioned the mobility.

    If you are pulling aggro with howl someone is doing something horrible wrong, the same would go for using your ST chain on a hard target. The only thing you do have to worry about is AoE's, which 25% def to in incarnate trials isn't going to make you *that* much more survivable.

    Something to keep in mind Healing aura is around 300-350 per cast, with tier 3 incandescence its up to 500+ with power boost you can heal over 800 HP (half of your max capped HP) every few seconds. Survivability shouldn't be an issue as sustained AoE damage is seldom an issue, unless you are talking about patch form in MoM which is avoidable.
  23. I'd shoot for 66% + acc slotted in your attacks plus another 60 or 70% global acc on top of tactics. That pretty much allows you to have 95% to hit on every squishy and gives you somewhat of a chance to hit the hoards of melee players running barrier or defense oriented builds.
  24. First let me say there is absolutely room for a pure support spec toon on incarnate level trials. There are always heals that can be tossed out to deal with the spikes of damage in some of the harder trials, along with the amazing benefits of buffs as well as mez protection. If you have downtime, you can always spam your tier 1 and 2 attacks on the hard target AV or howl on a group for a little AoE - res. I don't think the OP said pure healer, but pure support, which is fine. Hitting the target with screech shriek scream shriek is a great debuff chain, and if people start dying, you can switch off from offense to keep buffs/heals up.

    This is more how I'd do it, I've never had much of an issue with defense as an emp, just go with stealth/SS/Stealth proc and when you are buffing/healing in the heat of things you'll be fine. Ditch hover, hovering and flying emps are way too slow to react/get into range of anyone if you aren't right on top of them. Superspeed/CJ gives you much needed mobility.

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    |-------------------------------------------------------------------|
    Bonuses to chase are +recharge, +HP, +heal mod.


    If you want to call yourself support spec, take powerboosted veng. Eventually someone will die, the buff is always worth it. Also, passing up absorb pain is just goofy, it will let you heal most tanks from 1 hp to full with one hit especially if you are running incandesence.

    As for incarnate powers, I'd suggest picking up Incandesence first then Clarion for Destiny, Barrier as a third option.
  25. Skip the stun proc in AS, it may be broken but its low chance to fire combined with most people not being able to AS that much anyway, you're better off putting damage procs + the ATIO in there, of course I've seen some terrible spines stalkers put the proc in either impale / sharks and just spam those all day. Its sad, but funny.

    What makes a good stalker isn't so much damage procs or anything like that, its movement speed movement speed movement speed. You need to be able to catch or anticipate your target to line up for an AS, the most you should be doing is AS + Follow up then getting back into hide if its crowded (people will target you fast) if its not all that busy, you can go AS + Follow up + Placate then whatever works, another AS if the target (like so many) is really bad with movement or another follow up sharks or TS.

    Your build needs a lot more acc in it though, I'd shoot for tactics + kisment proc + 60-70% global acc.

    When evading on a stalker Stealth + stealth proc drops you to a 690 foot stealth radius while turning on invis ups that bonus to 911 feet, meaning you can disappear from a target quicker as you are closer to the 1143 foot cap.