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Posts
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Joined
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400.00 Rep within 35 minutes, 40 minutes tops.
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Post removed by NerfKiller
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@CoV -
mmmmmMMMMMMMMMMMMM!!!!!
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We should replace "Chuck Norris" in all the Chuck Norris jokes with "KM/Regen"
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This may be so but 85% of that playstyle is easy enough for a mentally handicapped retarded monkey child to accomplish. So, it really only comes down to 5% skill and the remaining 10% gadgets/ build.
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The title of this thread made me lol irl
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Help me lvl my Stalker from 1-50 in about a week or so
Message me in-game @CoV
I suppose the trades would be done in increments -
Best thread I've ever read in my 6 years of playing ^^
Congrats! -
Wow, this thread just got [resurrected] from the dead >.>
LONG LIVE DUEL BLADEZ -
Don't get sad lulz, I see your point, and quite frankly I don't care if posts are "misplaced" :P
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I'd like to know why, as well.. even though I don't see how this relates to PvP >.>
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About how much global recharge is needed to achieve perma-domination then?
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So, with the new Alpha slot that can give a 45% recharge bonus to all powers with 2/3 ignoring DR... will perma-Domination be possible again?
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Quote:Ah, I see. Thanks Macskull- I suppose that I will just leave my Rad/Psy shelved. Perhaps I may use it on occasion for large arena matches :/Defender debuffs are no longer unresisted, and global resistance means Psi is "just another blast set" (basically its only advantage is the increased range). That and DR means your debuffs have less effect on targets before you even factor in the target's debuff resistance, so it's not uncommon to see people hitting you reliably through Radiation Infection even when it's well-slotted. Your Rad toggles will drop every time you get mezzed, which means every 15 seconds or so you're going to need to spend 3-5 seconds waiting for them to recharge and re-activate them on your target, which is a lot of time to spend doing almost nothing offensively.
Rad is still decent in large-team matches because mez doesn't come into play as often (the odds you're going to be mezzed during the two-or-three second window when you're debuffing a target aren't that high) and -resistance is still somewhat useful, but for small-team and dueling it's really not that great. -
I remember that they implemented that Defender debuffs would be unresistable in PvP some time back, maybe I must have missed a note in a patch that removed that from PvP once again. I suppose that must explain why my shelved Rad/Psi can never seem to slow anything anymore
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Defender debuffs are unresistable whereas Corruptor debuffs are..
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Siiince Defender debuffs are unresistable in PvP- what happened to Rad/Psys in 2.0? Is it that every time a hold, disorient, or mez hits, the toggles drop? Well, I made a build that has a lot of recharge, perhaps that would mitigate the toggles dropping so much? Money is not a problem.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(3), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(5), Achilles-ResDeb%(7)
Level 1: Mental Blast -- GJ-Dam%(A), GJ-Acc/Dmg(7), GJ-Dam/Rech(9), GJ-Acc/Dmg/End/Rech(9), GJ-Acc/End/Rech(11), GJ-Dam/End/Rech(36)
Level 2: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(13), Efficacy-EndMod/Acc(13), Efficacy-Acc/Rchg(15), Efficacy-EndMod/EndRdx(15)
Level 4: Subdue -- GJ-Acc/Dmg(A), GJ-Dam/Rech(17), GJ-Acc/Dmg/End/Rech(17), GJ-Dam%(19), GJ-Acc/End/Rech(19), GJ-Dam/End/Rech(21)
Level 6: Super Jump -- HO:Micro(A), HO:Micro(21)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(23), RechRdx-I(23), RechRdx-I(25)
Level 10: Radiant Aura -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(25), Panac-Heal/Rchg(27), Panac-Heal/EndRedux/Rchg(27), Panac-Heal(29), Panac-Heal/+End(29)
Level 12: Lingering Radiation -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(31), ImpSwft-EndRdx/Rchg/Slow(31), CtlSpd-EndRdx/Rchg/Slow(31), Acc-I(33)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Telekinetic Blast -- GJ-Acc/Dmg(A), GJ-Dam/Rech(33), GJ-Acc/Dmg/End/Rech(33), GJ-Dam%(34), GJ-Acc/End/Rech(34), GJ-Dam/End/Rech(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 20: Will Domination -- FtnHyp-Plct%(A), Apoc-Dam%(36), Apoc-Dmg/Rchg(37), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(39)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39), Winter-ResSlow(48)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), Rec'dRet-Pcptn(42)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Dark Embrace -- GA-ResDam(A), GA-Res/Rech/End(42), GA-End/Res(42), GA-3defTpProc(43), GA-RechEnd(43), GA-RechRes(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Soul Storm -- GJ-Acc/Dmg(A), GJ-Dam/Rech(48), GJ-Acc/Dmg/End/Rech(48), GJ-Dam%(50), GJ-Acc/End/Rech(50), GJ-Dam/End/Rech(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), Efficacy-EndMod(46), P'Shift-EndMod/Acc(46)
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Set Bonus Totals:- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 4.56% Defense(Smashing) (in PvP)
- 4.56% Defense(Lethal) (in PvP)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 24.3% Defense(Energy) (in PvP)
- 24.3% Defense(Negative) (in PvP)
- 3% Defense(Psionic)
- 6.13% Defense(Melee) (in PvP)
- 11.8% Defense(Ranged) (in PvP)
- 3% Defense(AoE)
- 2.25% Max End (in PvP)
- 37.5% Enhancement(Range) (in PvP)
- 6% Enhancement(Heal)
- 37% Enhancement(Accuracy)
- 107.5% Enhancement(RechargeTime)
- 11% FlySpeed
- 190.8 HP (18.8%) HitPoints
- 11% JumpHeight
- 11% JumpSpeed
- Knockback (Mag -15)
- Knockup (Mag -15)
- MezResist(Confused) 25% (in PvP)
- MezResist(Held) 25% (in PvP)
- MezResist(Immobilize) 25% (in PvP)
- MezResist(Repel) 2000% (10% chance, in PvP)
- MezResist(Sleep) 25% (in PvP)
- MezResist(Stun) 25% (in PvP)
- MezResist(Terrorized) 25% (in PvP)
- 20% Perception
- 14% (0.23 End/sec) Recovery
- 36% (1.53 HP/sec) Regeneration
- 30% ResEffect(FlySpeed)
- 30% ResEffect(RechargeTime)
- 30% ResEffect(RunSpeed)
- 1.58% Resistance(Smashing) (in PvP)
- 1.58% Resistance(Lethal) (in PvP)
- 5% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
- 11% RunSpeed
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Forget the rules.
1. VEAT
2. VEAT
3. VEAT
4. VEAT
5. VEAT
6. VEAT
7. VEAT
8. VEAT
Capped damage, defense, everything.