Psyrene

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  1. Sorry to say the only one of those that really would be viable is the emp/dark and I would only use that in arena matches where jeal decay is turned off.....
  2. Psyrene

    Psy/em/cold

    I don't build for lol Siren's, I build for lvl 50 if you want to fight in siren's then this build will still do very well since Purple's and PvPIO bonuses mal down with you. You can always get lvl 30ish lotg procs and what not but I just don't build for lvl 30ish in mind.
  3. Did you even look at teh original post date on this thread..............oh yeah, that's right:10-30-2005, 12:18 PM .............think the OP may have found WB by now or even quit playing the game already....just sayin...........
  4. Psyrene

    Psy/em/cold

    Here, you can even switch out hibernate for assault or veng, I am a fan of Psy/Em/SS/SJ/Conceal/Force myself but here is a Psy/Em/Cold, since yours is ehh, of course this is rather pricey

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    i19Psyblaster: Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Psionic Dart -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5), GJ-Dam%(7)
    Level 1: Power Thrust -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(7), Hectmb-Acc/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dmg/Rchg(45)
    Level 2: Mental Blast -- GJ-Acc/Dmg(A), GJ-Dam/Rech(11), GJ-Acc/Dmg/End/Rech(13), GJ-Dam%(13), GJ-Acc/End/Rech(15), GJ-Dam/End/Rech(15)
    Level 4: Telekinetic Blast -- GJ-Dam/End/Rech(A), GJ-Acc/End/Rech(17), GJ-Dam%(17), GJ-Acc/Dmg/End/Rech(19), GJ-Dam/Rech(19), GJ-Acc/Dmg(21)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit(21), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(25)
    Level 8: Psychic Focus -- AdjTgt-Rchg(A), AdjTgt-ToHit(11), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-ToHit/Rchg(27)
    Level 10: Will Domination -- GJ-Acc/Dmg(A), GJ-Dam/Rech(29), GJ-Acc/Dmg/End/Rech(31), GJ-Dam%(31), GJ-Acc/End/Rech(31), GJ-Dam/End/Rech(33)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 14: Super Speed -- Zephyr-ResKB(A), HO:Micro(33), HO:Micro(46)
    Level 16: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46), Krma-ResKB(50)
    Level 18: Invisibility -- LkGmblr-Rchg+(A)
    Level 20: Phase Shift -- RechRdx-I(A)
    Level 22: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(43)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(39), Zephyr-ResKB(40)
    Level 26: Super Jump -- Zephyr-ResKB(A), HO:Micro(37), HO:Micro(37)
    Level 28: Acrobatics -- EndRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
    Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), Rec'dRet-Pcptn(50)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(50)
    Level 44: Frozen Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Rchg+(48)
    Level 47: Hoarfrost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(39)
    ------------
    Set Bonus Totals:
    • 23% DamageBuff(Smashing)
    • 23% DamageBuff(Lethal)
    • 23% DamageBuff(Fire)
    • 23% DamageBuff(Cold)
    • 23% DamageBuff(Energy)
    • 23% DamageBuff(Negative)
    • 23% DamageBuff(Toxic)
    • 23% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3.938% Defense(Energy)
    • 3.938% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.875% Defense(Ranged)
    • 3% Defense(AoE)
    • 90% Enhancement(RechargeTime)
    • 87% Enhancement(Accuracy)
    • 5% FlySpeed
    • 180.71 HP (15%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -33)
    • Knockup (Mag -33)
    • 20% Perception
    • 19.5% (0.326 End/sec) Recovery
    • 50% (2.515 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  5. something like this.....

    1) What are your Global handle(s)?
    @TMK

    2) Why would you like to join ?
    PvP


    3)What PvP Viable characters do you have? What roles are you mostcomfortable playing (offense, support, disruption)? Are you willing tolearn a new role depending on the team needs?
    The Mighty Kraken Ice/Ice/Cold Blaster 50
    TMK Ice/Ice/Cold Blaster 50
    The Mighty Kraken II Ice/Ice/Cold Blaster 50
    -TMK Ice/Ice/Arctic Tanker 50
    KRAKEN Ice/Cold/Mako Corrupter 50
    KRAKEN II Ice/Ice/Mako Dominator 50
    Krakatoaken Ice/Storm/Ice Controller 50
    Fire KRAKEN Fire/Energy Blaster 50
    Mr. Kraken Ice/Empathy Controller 39
    Yes! I would love to try another role, I love variety.


    4) What previous SG(s) have you been apart of? Why did you leave?
    TA

    5) What do you bring to benefit the SG?
    Variety and spice

    6) Do you have Ventrilo and a mic?
    Yes

    Epic
  6. Congratz in obtaining your reward for PvPing(which was why PvPIO's were introduced btw) without PvPing........
  7. definately should use the one with the hamburger.
  8. Quote:
    Originally Posted by mintmiki View Post
    Well, most of the player population only uses one or two PVP IOs to softcap their toons and you don't REALLY need pvp IO to pvp, right?
    The PvE population uses them to do that, PvPr's use them for entirely different reasons. I.E. +recharge,+hp,+range..
  9. Yes.

    Here ya go, my blaster build uses 25 PvPIO's, I don't ask farm for them, I use the market when I have time. Now just how long would that take if I were, to say, do tip missions to get the hero/villian merits to outfit just that toon? Now lets multipy that by about 25 or more toons......
  10. How about you post one and then people can give you suggestions on how to tweak it, or use some search-fu, because I know that elec/wp builds have been posted a ton of times.
  11. Quote:
    Originally Posted by Championess View Post
    they could use 4 of those and have room for 4 KM/regins.......
    KM/regins are pretty much worthless in a team setting btw even with CS being broken. Not bad for 1v1 toons but for teams they are not worth it, would rather have another blaster on the team than one of them. If that is the only thing that someone has to play then fine let em sign up but running a team with 3-4 as you say, that team would get rolled.
  12. I like the ties replayed method, always worked before for us on test.
  13. yeah, how about not /regen
  14. Quote:
    Originally Posted by Championess View Post
    Might I suggest one thing.

    Not everyone likes to play and or has spec'd out blasters that they feel they could match up with, people will like to participate more if there's room open for originality.

    The NFL puts in its own restrictions to make the game enjoyable, there can only be so many eligible receivers downfield, too many receivers who's gonna block?

    Personally I like that the league captains were able to self police themselves by allowing only two stalkers per match, beyond that why not set up restrictions for every AT allowed in match. And also the new badness of KM will need to be accounted for.

    Tank (2), Blaster (4), Scrapper (2), Defender (3), Controller (3), HEAT (3)
    Brute (2), Dom (4), Stalker (2), Corruptor (3), Mastermind (3), VEAT (3)

    Just throwing that out there, it can be changed up but I think a max of 4 is a good number to work with. Forced variety would mean more creativity which could lead to better enjoyment and participation.

    Just because the devs at this game let their PvP be bad doesn't mean we have to facilitate it's badness.
    Bad, bad, bad, idea.

    The only thing I would want limited would be stalkers to 2 or 3, just so a team cant decide they are gonna run all stalkers to attempt to force a 0-0 match, the rest the captains should just be able to figure out what they will be able to run based on the people they get in the draft and what toons said people say they have available to play.
  15. Same, but I have 3 toons I want to move...so mad rite nao...
  16. damnit man.........I keep forgtting this....
  17. Quote:
    Originally Posted by trebot View Post
    there are alot of things that we can debate on but about 1 thing i am a 100% sure controllers need a buff there damage is absolute crap they should get there damage from attacking a opponent that is hold or immobilized but you cant hold or immob a opponent decent anymore controllers are now the fat kid of pvp
    Yeah..because no one uses grav/ta's, "x"/emp, or "x"/cold trollers on teams at all..............
  18. Psyrene

    How sad is it

    Quote:
    Originally Posted by MrLiberty View Post
    Everyone knows zones is where real pvp happens. Stop pretending like its not.
    See herein lies dahjee's problem, he compares everything to how it works in the lol zones, where most of us speak in 8v8 terms.

    He replaces fun with easy for us.

    Well I will tell you, Dahjee, that the addition of TS and HD into the zones has just made being in them no fun. When we go in with 4 or 5 of us on a team, it is still mind numbingly easy to kill people, especially those with no evasion skills, no support, etc. but the speed is sooooo slow like attempting to run in mud that is neck deep. Playing an emp and effectively watching them die because you can't do your job to heal them because of heal decay is no fun, the fun factor going down due to TS and HD is what we have complained about. I will also echo what others have said over and over again. You haven't been on test teams or any league teams so you have no idea of what we talk about on our teams boards or what we practice and test to see what is effective and what is not, you only see the results of our testing and then claim that we only use AT"x" and AT"y". Well they are used because the testing we have done has determined them to be the most effective. There are specialty teams that some people run, i.e. storm teams, mm type disruption teams etc, but since you are very single minded zone oriented you never see these teams.
    Double sonic lineups use to be the standard(when buffs meant something and cages actually lasted longer than 5ish seconds.) There were multiple strategies on what to cage, the support or the damage, or maybe who to cage depending on the team you were facing. Now your idea about having 6 bubblers for caging doesnt make sense, do you want to cage everyone on the opposing team except the target and really expect everyone to be able to switch to the target and spam what minimal damage a bubbler can deal at said target in the few seconds that the cages are in effect??? This team would get no kills and get rolled. Once one of the bubblers on this team died, it would be all over, they would lose their cage target, need to be buffed which would pull the others off of their cage targets and you can see how this avalanche will end up.
  19. That build is horribad,no travel power(and no ninja run does not count) not enough kb protection,not enough +hp, howl?, sirens song?, fallout? need I continue.
  20. I am at work today until tomorrow morning and dont have access to mids here to post my build but I will say this much, not enough kb prot. Travel powers are poorly slotted, you definately dont need hiber and phase, phase is over slotted. 1 recharge would be fine due to the no phase timer. I would go psi masery and get dominate, mind ove body and tk or gw patron and take dark embrace, soulstorm and power boost for pd'd screech stuns. That's all off the top of my head lookig at it on my phone. Lots of other suggestions but like I said I will post mine tomorrow.
  21. The 2 best toons that you have listed there are the fire/em blaster and the stalker. Antigonus hit the nail on the head there. Don't get discouraged you will die over and over while you learn evasion and PvP mechanics, i.e. don't root yourself, learn to break line of sight etc. The sonic/rad corr could be built to be okay in zone PvP, but you have to understand that your debuffs will drop everytime you get mezzed, you need much more kb protection, more recharge, more +hp, get your accolades, forget about being the lol flying rad. So here is a build:

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    sonicrad: Level 50 Natural Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shriek -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/EndRdx(3), GJ-Dam/End/Rech(5), GJ-Acc/Dmg/End/Rech(5), GJ-Dam%(43)
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/Rchg(7), Mrcl-Heal/Rchg(7), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal(9)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), LdyGrey-DefDeb/EndRdx(11), LdyGrey-DefDeb/Rchg/EndRdx(13)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(13), P'Shift-EndMod(15), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Zephyr-ResKB(19)
    Level 6: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(15), LkGmblr-Rchg+(21)
    Level 8: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 12: Scream -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg(23), GJ-Acc/Dmg/End/Rech(36), GJ-Dam/End/Rech(36), GJ-Dam%(37)
    Level 14: Super Speed -- Zephyr-ResKB(A), HO:Micro(37), HO:Micro(37)
    Level 16: Enervating Field -- Range-I(A)
    Level 18: Super Jump -- Zephyr-ResKB(A), HO:Micro(42)
    Level 20: Lingering Radiation -- EndRdx-I(A)
    Level 22: Acrobatics -- EndRdx-I(A)
    Level 24: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(27), AdjTgt-Rchg(27)
    Level 26: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit/Rchg(39), Rec'dRet-Pcptn(40)
    Level 28: Shout -- Apoc-Dmg(A), Apoc-Dmg/Rchg(33), Apoc-Acc/Rchg(33), GJ-Acc/Dmg(34), GJ-Acc/End/Rech(34), GJ-Dam%(34)
    Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-EndRdx/Rchg(31), Krma-ResKB(33)
    Level 32: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43), Krma-ResKB(46)
    Level 35: Screech -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(46), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
    Level 38: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(43)
    Level 41: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42)
    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)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Stamina -- Adrenal-EndMod(A), Adrenal-EndMod/Rchg(21), Adrenal-EndMod/Acc/Rchg(29), Efficacy-EndMod(31), Efficacy-EndMod/EndRdx(45), P'Shift-End%(45)
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% 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)
    • 2.25% Max End
    • 65% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 5% FlySpeed
    • 297.17 HP (27.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -36)
    • Knockup (Mag -36)
    • 20% Perception
    • 16.5% (0.276 End/sec) Recovery
    • 76% (3.398 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 2.52% Resistance(Energy)
    • 2.52% Resistance(Negative)
    • 5% RunSpeed
  22. and they also removed the ability to one shot someone quite a few issues ago.
  23. Why waste your time going there, they are the same missions you can get everywhere else...boring non challenging AI, if you are going to go to a PvP zone then go there and PvP....