Psycho Jas

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  1. Psycho Jas

    I'm back!

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Yeah, links to pretty much anything on the old forums are borked, but the content wasn't removed.
    lolumad
  2. Quote:
    Originally Posted by _M3z_ View Post
    you like pictures.
  3. This is the fire/kin/stone I use softcap to S/L with melee at 20%, 75%recharge. end rec @ 3.25/s
    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    WUTBEAST: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char
    • (A) Unbreakable Constraint - Endurance/Hold
    • (7) Unbreakable Constraint - Hold
    • (25) Unbreakable Constraint - Hold/Recharge
    • (40) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (40) Unbreakable Constraint - Accuracy/Recharge
    Level 1: Transfusion
    • (A) Theft of Essence - Healing/Recharge
    • (43) Theft of Essence - Accuracy/Endurance/Healing
    • (45) Theft of Essence - Accuracy/Healing
    • (46) Theft of Essence - Accuracy/Endurance/Recharge
    • (46) Theft of Essence - Chance for +Endurance
    Level 2: Fire Cages
    • (A) Trap of the Hunter - Chance of Damage(Lethal)
    • (3) Positron's Blast - Chance of Damage(Energy)
    • (3) Gravitational Anchor - Chance for Hold
    • (5) Trap of the Hunter - Immobilize/Accuracy
    • (5) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (7) Trap of the Hunter - Accuracy/Endurance
    Level 4: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (15) Enfeebled Operation - Endurance/Immobilize
    • (46) Enfeebled Operation - Accuracy/Endurance
    • (50) Enfeebled Operation - Immobilize/Range
    • (50) Enfeebled Operation - Accuracy/Immobilize
    • (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 10: Siphon Speed
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Accuracy IO
    • (40) Accuracy IO
    Level 12: Hot Feet
    • (A) Armageddon - Chance for Fire Damage
    • (13) Obliteration - Chance for Smashing Damage
    • (13) Eradication - Chance for Energy Damage
    • (15) Scirocco's Dervish - Chance of Damage(Lethal)
    • (34) Impeded Swiftness - Chance of Damage(Smashing)
    • (37) Endurance Reduction IO
    Level 14: Health
    • (A) Miracle - +Recovery
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Kinetic Combat - Damage/Recharge
    Level 18: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (19) Reactive Armor - Resistance/Recharge
    • (19) Reactive Armor - Resistance/Endurance/Recharge
    • (29) Reactive Armor - Resistance
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (23) HamiO:Cytoskeleton Exposure
    • (23) HamiO:Cytoskeleton Exposure
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (25) HamiO:Cytoskeleton Exposure
    Level 26: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (27) Rectified Reticle - To Hit Buff/Recharge
    • (27) Endurance Reduction IO
    Level 28: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Karma - Knockback Protection
    Level 30: Flashfire
    • (A) Absolute Amazement - Endurance/Stun
    • (31) Absolute Amazement - Stun
    • (31) Absolute Amazement - Accuracy/Recharge
    • (31) Absolute Amazement - Stun/Recharge
    • (34) Absolute Amazement - Accuracy/Stun/Recharge
    Level 32: Fire Imps
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (33) Expedient Reinforcement - Damage/Endurance
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (37) Efficacy Adaptor - EndMod/Endurance
    • (37) Efficacy Adaptor - EndMod/Accuracy
    Level 38: Fulcrum Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Accuracy IO
    • (39) Accuracy IO
    Level 41: Fissure
    • (A) Force Feedback - Chance for +Recharge
    • (42) Ragnarok - Damage
    • (42) Ragnarok - Damage/Recharge
    • (42) Ragnarok - Accuracy/Damage/Recharge
    • (43) Ragnarok - Accuracy/Recharge
    • (43) Ragnarok - Damage/Endurance
    Level 44: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (45) HamiO:Cytoskeleton Exposure
    • (45) HamiO:Cytoskeleton Exposure
    Level 47: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (48) Kinetic Combat - Damage/Endurance
    • (48) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Kinetic Combat - Damage/Recharge
    Level 49: Earth's Embrace
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 14.7% Defense(Smashing)
    • 14.7% Defense(Lethal)
    • 1.25% Defense(Energy)
    • 1.25% Defense(Negative)
    • 9.69% Defense(Melee)
    • 0.63% Defense(Ranged)
    • 1.8% Max End
    • 75% Enhancement(RechargeTime)
    • 54% Enhancement(Accuracy)
    • 8% Enhancement(Immobilize)
    • 5% Enhancement(Heal)
    • 5% FlySpeed
    • 61 HP (6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 9.1%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 13.5% (0.23 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed




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  4. Quote:
    Originally Posted by Tal_N View Post
    The more things change the more they stay the same it seems. This question has been asked for years and so far the developers have simply stated that because of the controller-ish nature of Miasma it has a lot of potential to be too much control and far too powerful. They have said it would only appear for controllers if it is heavily modified.
    lolololfire/dark being too powerful in comparison to some of the **** these devs produce.
  5. Quote:
    Originally Posted by LuxunS View Post
    I can potentially do later tonight like after 10:30pm est, or any time tomorrow before 9:30pm est
    Heh wont be making it if you do it tonight @10:30 thats 4:30 am for me, if NWTGBU does do a practise tonight goodluck.
  6. Quote:
    Originally Posted by Solo_One View Post
    you should probably have an inf option to enter, not everyone pvpio farms.
    I second this.
  7. Quote:
    Originally Posted by Neeto View Post
    if ur dueling a stalker with a stalker ur SOL same goes for fighting regen scrappers. I would recommend a well IOed and proced fort with poison dart and shatter armor with max perception to fight a regen stalker (also psi attacks cut through MoG as if it were'nt even on and if he doesn't bring too many greens the stalker should eventually die). A poison MM a cold or a therm for killing regen scrappers. In most cases it'll prolly be a draw but at least these classes have a chance of killing them if they mess up somewhere.
    Think you missed the OP's question bud.
  8. Quote:
    Originally Posted by h0j View Post
    Psycho Jas has disabled reputation
    Your reputation on this post is Negative.
    Comments on this Post bad no You have -133 Reputation point(s).
  9. Quote:
    Originally Posted by Gamete_NA View Post
    I see where you're coming from with keeping some blasts in there. Personally I like to have Will dom and TK on my emp/psy to for 2v2 situations . They're also good just for hp sets. I haven't looked at any of the builds in this thread but I would definately keep those blasts.

    Edit: Ok well I looked at one of the builds and 4 slotting panacea's seems pointless imo. The only reason i'd ever slot panacea's is for the rech and range bonus. Don't slot them unless you're slotting 5 and 3 slotting heca's in brawl is crazy also. I understand two for a recov bonus but 3 for that amazing fire and cold res?

    And yeh. Drop Either Grant invis or Invis for Hurdle. Another thing. If you don't take hurdle you're going to want to crank the values in super jump way uuup. Switch the Unbound leap for the cheaper jump set and use Celerity in Super Speed.

    This is just my opinion and how I would do it. Goodluck.
    Pretty much sticking to my original build more or less and gonna see how it pans out, im gonna take a couple of slottings used in the other builds posted but I'm not making any major changes - but like you said im cranking up my jump speed a lil.
  10. Quote:
    Originally Posted by LuxunS View Post
    True, but the formed teams shouldn't be held up by the newer ones. The ladder only needs 2 ready teams to begin, if Silit and another team are ready let them start. We'll jump in and challenge someone when we're ready.

    I'd rather the newer teams be a little slow to start then the ladder fall apart because people get tired of waiting and find something else to do. Also if they start it up, perhaps the stragglers will get there act together and things will really start moving.
    Somehow doubt much action will happen if only 2 teams participate in the mean time, but I see what your saying and I guess like you said if they want to, let them.
  11. Quote:
    Originally Posted by slickadelaphante View Post
    At this particular time in the space time continuum of being I don't feel absolutely one hundred percent comfortable with us starting this league just yet. I feel there needs to be more time for players and teams alike to establish themselves and ensure a stable enviroment before doing so. However, with that in mind I would love to hear what other leaders have to speak on about this topic.
    This our team hasnt even all been on at the same time yet let alone on test, let alone have a practice as a full roster. I realise that some of the other rosters arn't floating in the same boat as us but you have to appreciate this is effectively the first time some rosters will be playing together.
  12. Quote:
    Originally Posted by Daknah View Post
    I brought hot from 2 red to 1 green in just 1 click.
    wutbeast
  13. Quote:
    Originally Posted by B_Witched View Post
    agree with psyrene but here

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    Looking good, really appreciated, and I understand what you're both saying just I do have some experience with PvP emping and wanted to try something a little different, obviously not gonna start thinking im playing my psy/em but the dmg will be there.

    edit: Gonna switch one of the concealment powers out for hurdle
  14. Quote:
    Originally Posted by Borderline Boss View Post
    You can't do anything
    I'm on -115 rep you're back on green? wuts going on
  15. Quote:
    Originally Posted by B_Witched View Post
    you want to lock spikes with a defender emp? sorry are you planning this for 8v8?
    I guess I didn't phrase this correctly I just want be able to contribute to some damage yes hence why I went with a emp/psy, otherwise without a doubt in my mind I woulda rolled a grav/emp or mind/emp.
  16. Quote:
    Originally Posted by B_Witched View Post
    how much do you want to spend? if you're going to do it on test then not so much a problem -

    60% recharge
    1579 Hp with accos
    48 kb with acro





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    Build seems good emp wise but meh assault wise - reason im going with defender and not troller is help lock on spikes no will dom no tk blast?
    thanks anyway =]
  17. what you gonna do about the whole emailing yourself insps situation?
  18. Quote:
    Originally Posted by Gamete_NA View Post
    You will want to keep hurdle. End is no issue but hurdle is way to good to pass up
    I just don't see much else to pick mort :/
  19. Psycho Jas

    fire/ or BS/

    Quote:
    Originally Posted by PC_guy View Post
    trying to decide whether to build a fire/elec or BS/elec scrap. anyone have any experience with both or is one better than the other?
    Fire.
  20. Quote:
    Originally Posted by B_Witched View Post
    got the idea from watching Yu Gi Oh...call it COH Battle City Tourney -

    2v2 - standard arena set up -
    ts,hd off dr on
    random maps
    tier 1 insp only

    no dual ats (no 2 blasters, no two stalkers etc)

    same banned powers etc

    1 match 10 mins - reset in first 2 mins for dc only. 1 reset per team.

    entry fee is one of the following procs (per player)


    Panacea + heal
    Glad Jav Chance for
    Sheild wall tp res
    Glad Armor tp res
    Apoc Chance for neg
    (the full list can be agreed upon)...

    Simple rules - winners get losers procs. Winners advance to next round losers are out.

    Limit to max of 16 team sign ups for easy math.

    match ups would be random

    potential for winning teams to get up to 4 procs per person.

    thoughts?
    change the fee's. keep prizes
  21. Quote:
    Originally Posted by Borderline Boss View Post
    Captain of flatchest more like.
    I'd go into what size I am but then again you wouldn't have anything to compare it to really.
  22. Quote:
    Originally Posted by Supermax View Post
    Fire has really fast damage, just not as proccable as rad and no -res. But it's fast, which is good in this PvP.
    Fire is highly resisted, once Sonics -res kicks in + procs + scourging = beast, corrs version of rad is just as fast as fire with Neutrino bolt, its also very highly procable including the -res proc, it also has an inbuilt stun which is some what useful for duels/2v2's. Sonic>Rad>Fire for me - Corrs anyway.