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Posts
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Joined
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Quote:since you posted in pvp - I will assume you want to use it in pvp
in short form - lol stun
in long form - As an em stalker you need BU,AS,EM,TF,placate (and whatever lvl primary you get stuck with)
I usually slot my as with three acc dmg hami-os and three procs - unless that has changed?? (<<<coming back from i13 long break) - you can slot a stun proc in tf or em I think that hits pretty regularly.
All you need is BU,AS,Placate and Sharks, I wouldn't even worry about TF except for using it for set bonuses.
Attack chain: BU,AS,then placate and shark, and that would be an almost dead target, or a dead target if they had low hp. -
Yeah, I am not going to be thinking of builds until after I19 goes live and fitness will then be inherent because that will definately change everyone of them.
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I didn't say you didn't know what you were doing, I said the 2 that you beat, had no clue what they were doing.
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and you forgot properly animating clothing pieces while flying because that **** is important.
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good stalkers use AS, then followup with shraks, but there are very few good stalker players left in the game.
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Cold/Sonic Defender, switch it to villianside and pick up Hibernate or go with phase, either way it is a pretty good toon.
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If you wouldn't RP and actually use inspirations on that toon then you may have beaten them without having to go away to rest or recover your endurance.
That is what I got out of reading that and that they were bad because the 2 of them should have been able to beat you, if they would have had a clue on what they were doing. -
Quote:No, again I will say I probably have you by 20 years, heck I bet that my oldest daughter, who is 16 is probably your age or what maybe 3-4yrs younger. I have probably been in the Navy as long as you have been alive and since I retire with 20years next November...well you can do the math. I think we have had this discussion before, and yeah,yeah, you will say "anyone can say they are old over the interwebz...." and again I say, hit me up in-game or on here in a PM and I will get you a vent server info and we can discuss it further and you can explain your thoughts on PvP to me so maybe then I can see it from your point-of-view, because right now all I see are really bad ideas.Fourth, obviously both you and psyrene are very young, clearly observed by your attitude ( I cannot bring anything intelligent to the topic so that = you got beat and cannot handle it fallback statement), you can joy and praise each other as being a part of the /ignore club.
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Problem being with /rad is that everytime you get mezzed your toggles drop and bye bye go your debuffs and you have to retoggle them and then when you have them back on again, mez supression time is over and tada you are mezzed again and there they drop again.
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Go WP, easy to HP cap with minimal slotting in High Pain Threshold. Then slot for +recharge and some +damage.
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No this thread was made to talk about specific things that were "broken" or very much desired by the entire PvP community. Not a gripe and moan because "AT (x) beat me and since I cant beat them they need to be nerfed". And since they have said Spirit Sharks is a power that is working as intended then we have suggested that maybe they make it so it is a "chance to crit" vice auto crit from hide. CS hitting too hard then we have suggested lowering its base damage. Not attempting to remake an entire blast set because "It beats me every time"
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Quote:Earth/Nrg doms, mind/nrg doms, i have seen multiple doms or sonic blasters or rad/sonic defenders it really just depends on the team. We did it a couple of times on test when Vex wanted to play his stalker. Him and FD or Rice would run their stalkers and we would have a dom or mage on his Rad/Sonic.P.s. do you seriously only use Doms to setup for stalkers? Are you serious?
If you are thinking that a rad/pain corr would be the one to do this, there again you show that you have never really competitively pvp'd in this game in an 8v8 environment because if the other team is competent at all and you are running a pain and an emp or 2 pains or whatever, that pain will be doing his job which will be buffing the team and healing the other teams target and will not have time to get locked on target, stun the target and heal the target the other team is attacking. Now if your team was just rolling the opposing team then yeah you could easily do that since your healing/buffing duty would really not be needed. The dom or whatever is like in baseball, the setup man and that is his prime duty, and disrupt other toons between spikes by spamming other holds on random targets.
and you did say this:
Quote:You'll go farther in 6v6 or 8v8 with 2 doms then you will with a blaster and emp.
Totally agree that playing a blaster and playing a support toon is a different skill set. One of the most difficult toons to play use to be a sonic/sonic. You were there as a buffer for shields, a cager for disruption, and had to be on target for debuffing with sonic siphon and then back to finding the cage target and rinse and repeat.
I am not going to argue it with you, you have said many times over you do not competitively PvP in this game and never have so there are somethings you just don't understand about it...and kb's on Freedom is not competitive PvP. -
Quote:yesI'm assuming Health/Stamina will be meant to be slotted in the same way I mentioned above with the Miracle unique and Performance proc?
Quote:Also, why the double up on Holds/Immobs? If it's purely set muling, I can understand that. Or shooting two separate targets perhaps? Also, why no Lift? I've been able to achieve Mag 30+ on it, wouldn't that pretty much send anyone not slotting tons of -kb into the air (and I'm pretty certain most of my usual opponents aren't)?
Quote:Why Conserve Power? Grav/TA is the most end-light sets I've played. That and, in my experience, it doesn't help a whole lot against a Thermal, though that might be my other toon's large number of toggles working against it. And I take it Power Blast is meant for actual use and not set muling?
Yeah double escape powers really went out of the window long ago. Here is how the no phase works, once you click phase or hibernate you have 30secs of phase/hiber time, i.e. 20 secs of hibernate 10 secs of phase or whatever the combination then a 90 sec no phase time. -
Quote:umm....no that is why we usually ran 6 Psi/Em's and 2 emps or 5 Psi/Em's a rad defender and 2 emps....You'll go farther in 6v6 or 8v8 with 2 doms then you will with a blaster and emp.
It also depends on the skills of the emps. If they are not good then they will either be farmed or your teammates will be farmed. Same for the blasters, if they can not lock quickly and take down targets and evade then yeah they will get wrecked but on a team with skilled emps and blasters, nothing can really stand up to them.
The only time to run a dom is if you are running a 2 stalker 3 blaster, dom and 2 emp lineup, the dom is there to set up the stalkers.
You can also run a 4 or 5 blasters a dom and a Rad or just a Dom and 2 emps.
In actual competitive PvP we wouldn't run a 2 dom lineup, that would be stupid because of mez suppression. You only need one toon to be stunning/holding a target. (which is why a lot of those people that think their Psi Blasters are great even in a KB environment and they are not. It is because they all have the Placate Proc, Explosive Strike Proc, probably have kinetic crashes 6 slotted in Power Thurst etc and on a real Team build you would not have any of those.)
Quote:A blaster is a great AT to play if you don't care for actual competitive pvp.
You should maybe competitively PvP in this game before you tell people what not to play for competitive PvP. Just sayin... -
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
KM regen: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Quick Strike -- Mako-Dam%(A), Mako-Acc/Dmg(3), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), GS-%Dam(5), Hectmb-Dam%(29)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(50)
Level 2: Smashing Blow -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dmg/Rchg(9), GS-%Dam(11)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(43), Efficacy-EndMod(43), Efficacy-EndMod/EndRdx(43)
Level 8: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(37)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(15)
Level 16: Integration -- Panac-Heal/EndRedux(A), Panac-Heal(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(19), Panac-Heal/+End(19)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod/Acc(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 26: Super Jump -- HO:Micro(A), HO:Micro(27)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 30: Focused Burst -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Dmg(31), GJ-Dam%(31), GJ-Acc/Dmg(34)
Level 32: Concentrated Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(33), GS-Acc/End/Rech(33), GS-Acc/Dmg/End/Rech(33), GS-%Dam(34), GS-Dam/End/Rech(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit/Rchg(40), Rec'dRet-Pcptn(40)
Level 41: Water Spout -- JavVoll-Dam%(A), JavVoll-Acc/Dmg(45), JavVoll-Dam/Rech(45), JavVoll-Dam/End/Rech(46), JavVoll-Acc/End/Rech(46), JavVoll-Acc/Dmg/End/Rech(46)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 3.125% Defense(Smashing)
- 3.125% Defense(Lethal)
- 3.125% Defense(Energy)
- 3.125% Defense(Negative)
- 1.563% Defense(Melee)
- 1.563% Defense(Ranged)
- 2.25% Max End
- 47% Enhancement(Accuracy)
- 22.5% Enhancement(Range)
- 87.5% Enhancement(RechargeTime)
- 12% Enhancement(Heal)
- 10% FlySpeed
- 200.79 HP (15%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 15%
- MezResist(Held) 15%
- MezResist(Immobilize) 18.3%
- MezResist(Repel) 2000% (10% chance)
- MezResist(Sleep) 15%
- MezResist(Stun) 15%
- MezResist(Terrorized) 21.6%
- 20% Perception
- 16% (0.267 End/sec) Recovery
- 58% (3.242 HP/sec) Regeneration
- 10% ResEffect(FlySpeed)
- 10% ResEffect(RechargeTime)
- 10% ResEffect(RunSpeed)
- 6.465% Resistance(Smashing)
- 6.465% Resistance(Lethal)
- 11.19% Resistance(Fire)
- 11.19% Resistance(Cold)
- 5.52% Resistance(Energy)
- 5.52% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
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First off I am going to say, that Fly in an arena setting is just not viable. Nor is Phase and hibernate due to the no phase timer, EMP arrow is not worth taking either in an arena setting, flash arrow is another worthless power to take in a PvP setting, the -visiblility is offset ny the other team more than likely having an emp or a pain corr, and your hp is too low, at 1392 you are going to be called as a target very often because of it being so low. Your KB prot is way to low at only 14, you need to be at about 41 so that you are not permanently on your back and not being able to do your job disrupting.
Grav/TA's are so annoying but you have to be able to stay alive while doing it, now you didn't say that you would not change powers or anything and I definately changed some of the powers and of course the slotting, but a good /TA will have people wanting to rage quit. You did limit it by not wanting any purples or PvP IO's. (you do know that the hold PvP IO set is pretty cheap right...) but here ya go, this one is 1510 hp, 57.5 recharge no purples, no PvP IO's.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
gravtacheap: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- TotHntr-Dam%(A), TotHntr-Acc/Rchg(3), TotHntr-Acc/Immob/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7)
Level 1: Entangling Arrow -- TotHntr-Dam%(A), TotHntr-Acc/Rchg(7), TotHntr-Acc/Immob/Rchg(11), RtngG-Acc/Rchg(11), RtngG-Acc/Immob/Rchg(13), RtngG-Immob/Rng(37)
Level 2: Gravity Distortion -- G'Wdw-Dam%(A), G'Wdw-Acc/Rchg(13), G'Wdw-Acc/Hold/Rchg(15), Dev'n-Acc/Dmg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(21)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 8: Combat Jumping -- Zephyr-ResKB(A), Krma-ResKB(9), LkGmblr-Rchg+(9), Krma-Def/EndRdx(37)
Level 10: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(23), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(40)
Level 12: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(15)
Level 16: Super Jump -- HO:Micro(A), HO:Micro(17), Zephyr-ResKB(17)
Level 18: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27)
Level 20: Acid Arrow -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(21), Posi-Acc/Dmg(29), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34)
Level 22: Vengeance -- Krma-ResKB(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(40), LkGmblr-Def(43)
Level 24: Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(25), LkGmblr-Def(37), LkGmblr-Def/EndRdx(50)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
Level 28: Phase Shift -- RechRdx-I(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Singularity -- EdctM'r-Acc/EndRdx(A), EdctM'r-Acc/Dmg/EndRdx(33), EdctM'r-Acc/Dmg(33), C'Arms-Acc/Rchg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50)
Level 35: Grant Invisibility -- GftotA-Run+(A), GftotA-Def/EndRdx(46)
Level 38: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), G'Wdw-Dam%(40)
Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Temp Invulnerability -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 3% Enhancement(Stun)
- 9% Enhancement(Accuracy)
- 12% Enhancement(Immobilize)
- 57.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 289.95 HP (28.51%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -36)
- Knockup (Mag -36)
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 2.2%
- 13% (0.217 End/sec) Recovery
- 76% (3.227 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 17.5% RunSpeed
- 1.5% XPDebtProtection
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No, you say that Psi blast has no short range nuke, and it does.
You say that spirit sharks should have all the requirements of a snipe blast and it is not a snipe blast, therefore should not be subjected to penalties of a snipe blast.
I did agree with you that CS needs looked at. It is an easy fix they could acheive by simply changing he base damage.
Sharks should be changed to "chance to crit".
Other than that, you have a problem with Psi blast, I am sorry but just because you have a problem with Psi blast does not equal change activation times and damage to attacks. The last time we got a PvP change because "Dominators are so OP'd, I can't do anything because I am always mezzed" only required that person to bring breakfree's but then to "fix" this they changed mezzes for I13 and broke it worse than what it was before so I am sorry if no one agrees with your "omg PSI blasters are so op'd we must change the whole set." Most people have figures out that if you just watch your combat log damage recieved or your icons of your status bar you will see when all the Psi blasts are shot at you and can pop some insps/phase/hiber/get a heal from a teammate or a combination of all and you will live. Please leave your lol changes as thoughts in your head because last time the devs listened to changes like these, we got I13 and that has went over like a lead balloon. -
Most PvP Blasters are /em and this is for boost range. It is not a Psi only power so in that regards your point is meaningless because just like I said, most Blast sets ranges are base 80ft and most blasters pick /em secondary for the boost range so how is it a problem with just Psi blasters......
Quote:So they could easily make the Psi blast powers be a unique flavor with different cast times than the other sets, due to no short range high damage nuke.
Quote:We already know you shoot down any change to sharks just like half the posters below you, unless it is a request for a buff, which only states the obvious about what YOU really play.
Villian Side:Rad/Pain Corr, Fire/Rad Corr, Cold/Sonic Defender, Ice/Kin Corr, Mind/Fire Dom, Spines/Wp Stalker.
Hero Side:Storm/Psi Defender, Ill/Emp Troller, FF/Sonic Defender and these next 3 I only play in Arena matches now since they have been moved to Champion for the league there and lets just say that the zones are completely empty except for the afk PvP IO farmers but they are Rad/Psi Defender, Psi/Em blaster and a Fire/Em blaster.
I also have a Sonic/Em Blaster, Ice/Em Blaster, Sonic/Sonic Defender, Nin/Regen Stalker, Bots/Dark MM all of which I could not tell you when the last time I PvP'd with them was only that it was prior to I12.
Quote:Yet moonbeam, a sniper attack has lower damage and shares all of the normal balancing drawbacks, including REQUIRING LoS during cast, not just at activation.
But ofc, if it is so balanced, and working as intended (according to shark lovers only), than certainly by that standpoint you would have no objection to making all snipe powers in game, have the same cast time, no interupt, and not requiring LoS beyond activation.
I say that sharks damage needs to change and definately CS from the kin melee set. If they made sharks have a "chance" to crit vice it critting everytime from hide it would be much better and then maybe all the horribad stalker players that couldn't AS something if it were stunned for 30 seconds might actually learn how to do it.
But again, all your changes are showing that you can't beat something so therefore it must be changed, when there are multiple ways to deal with what you want changed without changing them in the way you want. -
no matter what you are going to find builds that are spec'd with purps and PvP IO's, unless you say to make one with out them. A blaster build will normally have 4 glad jav procs(1 for each attack) and then 4 acc/dam glad jav's or 4 acc/dam/end/rech for a set of 2 in each ranged attack soooo hate to tell you that a good PvP build will cost you a bit of inf. And I don't know who told you dark/sr, I am pretty much sure I would never waste the time to make a /sr scrapper. Prior to the elusivity nerf they were pretty good, now though....eh.....
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well concentrated strike is broken soooooo there ya go make a KM/Regen scrapper with mog/hibernate or mog/ shadow meld and as long as you are not a complete retard you should never die.
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well first of all these are definately PvE builds. What you need to look for in PvP is +hp,+recharge and some +dmg and +recov. With DR slamming defense sosososo bad it is not good to build for +def because all of you work will be for nothing once DR hits it. You also had no escape power, which will help you in not dying so much.
I do not have a WP tank or brute, just a WP stalker but here is a build I made for the tanker, sorry didn't have time to do one for the brute(have to take my 10yr old trick-or-treating) but you can see the differences between your PvE build and a PvP build.
There are many people that can/will be able to tweak this for ya(just don't listen if it is dahjee,galactor or sbane) but here ya go:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
tank i19: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/Rchg(A), Numna-Heal(3), Numna-Heal/EndRdx(5)
Level 1: Stone Fist -- Hectmb-Dam%(A), Hectmb-Dmg(7), Hectmb-Acc/Rchg(9), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(21)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Regen/Rcvry+(5), Mrcl-Rcvry+(25)
Level 4: Stone Mallet -- ExStrk-Dam%(A), GS-%Dam(7), Mako-Dam%(13), GS-Acc/Dmg(13), GS-Acc/End/Rech(23), GS-Acc/Dmg/End/Rech(43)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(29)
Level 10: Heavy Mallet -- GS-%Dam(A), GS-Acc/Dmg(11), GS-Acc/Dmg/End/Rech(11), GS-Acc/End/Rech(21), Mako-Dam%(40), ExStrk-Dam%(43)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(25), Efficacy-EndMod(34), Efficacy-EndMod/EndRdx(48)
Level 14: Mind Over Body -- GA-ResDam(A), GA-RechEnd(17), GA-Res/Rech/End(19), GA-End/Res(19), GA-3defTpProc(46)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(27), Mocking-Rchg(27), Mocking-Taunt/Rng(31), Mocking-Taunt/Rchg(37)
Level 24: Super Speed -- HO:Micro(A), HO:Micro(29)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
Level 28: Super Jump -- HO:Micro(A), HO:Micro(31)
Level 30: Stealth -- SW-ResDam/Re TP(A), SW-Def/Rchg(31), SW-Def/EndRdx(33), SW-Def(33), SW-EndRdx/Rchg(33), SW-Def/EndRdx/Rchg(40)
Level 32: Phase Shift -- RechRdx-I(A)
Level 35: Hurl Boulder -- Apoc-Dam%(A), Apoc-Dmg(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(37), GJ-Dam%(37)
Level 38: Seismic Smash -- UbrkCons-Dam%(A), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40), GladNet-Dam%(50)
Level 41: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43), AdjTgt-ToHit/EndRdx/Rchg(45), Rec'dRet-Pcptn(45)
Level 44: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-Rchg(46), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 47: Strength of Will -- ResDam-I(A)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 11.75% Defense(Smashing)
- 11.75% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 7.375% Defense(Melee)
- 3% Defense(Ranged)
- 4.563% Defense(AoE)
- 8.55% Max End
- 48% Enhancement(Accuracy)
- 85% Enhancement(RechargeTime)
- 5% FlySpeed
- 351.39 HP (18.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 20%
- MezResist(Held) 22.75%
- MezResist(Immobilize) 20%
- MezResist(Repel) 2000% (10% chance)
- MezResist(Sleep) 20%
- MezResist(Stun) 20%
- MezResist(Terrorized) 20%
- 20% Perception
- 20.5% (0.342 End/sec) Recovery
- 80% (6.259 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 7.41% Resistance(Energy)
- 7.41% Resistance(Negative)
- 6.15% Resistance(Toxic)
- 6.15% Resistance(Psionic)
- 5% RunSpeed
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here, I don't have a rad pain, but threw this build together, of course when I19 goes live and fitness becomes inherent then changes will need to be made. No clue on your budget so I didn't throw in any Panacea's, the 2 glad jav procs and the glad armors will be pricey enough. If you haven't played in 5 years don't have a heart attack when you see that some of these IO's are over a billion. But here ya go.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
rad/pain prei19: Level 50 Natural Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/Rchg(3), GJ-Dam/End/Rech(5), GJ-Acc/Dmg/End/Rech(5)
Level 1: Nullify Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Numna-Heal/EndRdx(9), HO:Golgi(9)
Level 2: Soothe -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), Numna-EndRdx/Rchg(13), Range-I(13)
Level 4: Share Pain -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Range-I(19)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(21), Zephyr-ResKB(21)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 12: X-Ray Beam -- GJ-Acc/Dmg(A), GJ-Dam%(15), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Acc/Dmg(23), Dev'n-Acc/Dmg/Rchg(36)
Level 14: Super Speed -- Zephyr-ResKB(A), HO:Micro(37), HO:Micro(37)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 18: Super Jump -- Zephyr-ResKB(A), HO:Micro(31), HO:Micro(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(36), P'Shift-End%(37), Efficacy-EndMod(45), Efficacy-EndMod/EndRdx(45)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Aim -- AdjTgt-ToHit(A), AdjTgt-Rchg(25), AdjTgt-ToHit/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27), Rec'dRet-Pcptn(29)
Level 26: Enforced Morale -- RechRdx-I(A)
Level 28: World of Pain -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(33), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-EndRdx/Rchg(31), Krma-ResKB(33), Ksmt-ToHit+(46)
Level 32: Cosmic Burst -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(46), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(50), Apoc-Acc/Rchg(50)
Level 35: Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(36)
Level 38: Painbringer -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(40)
Level 41: Dark Embrace -- GA-RechRes(A), GA-RechEnd(42), GA-ResDam(42), GA-Res/Rech/End(42), GA-End/Res(43), S'fstPrt-ResKB(43)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45)
Level 47: Soul Storm -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(48), GladNet-Rchg/Hold(48), GladNet-EndRdx/Rchg/Hold(48), GladNet-Acc/EndRdx/Rchg/Hold(50)
Level 49: Phase Shift -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
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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)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 9% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 25% Enhancement(Range)
- 2.5% Enhancement(Held)
- 24% Enhancement(Heal)
- 10% FlySpeed
- 281.11 HP (26.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 10%
- MezResist(Repel) 1000% (10% chance)
- MezResist(Sleep) 10%
- MezResist(Stun) 10%
- MezResist(Terrorized) 10%
- 20% Perception
- 11.5% (0.192 End/sec) Recovery
- 86% (3.845 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.575% Resistance(Toxic)
- 1.575% Resistance(Psionic)
- 10% RunSpeed
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