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Posts
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I need help on my build. I want to max-enhance my psy/em blaster, and right now
I have the resources (influence and stuff). Here's my build and I appreciate any inputs.
Thanks.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
HAR MAGIDDO: Level 50 Science Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Psionic Dart- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (3) Thunderstrike - Damage/Recharge: Level 50
- (5) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (5) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (7) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (19) Crushing Impact - Damage/Endurance: Level 50
- (19) Crushing Impact - Damage/Recharge: Level 50
- (25) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (27) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (27) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Devastation - Accuracy/Damage: Level 50
- (7) Devastation - Damage/Endurance: Level 50
- (9) Devastation - Damage/Recharge: Level 50
- (9) Devastation - Accuracy/Damage/Recharge: Level 50
- (11) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (11) Devastation - Chance of Hold: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (29) Adjusted Targeting - Recharge: Level 50
- (A) Jumping IO: Level 50
- (31) Jumping IO: Level 50
- (A) Kinetic Crash - Damage/Knockback: Level 50
- (13) Kinetic Crash - Accuracy/Knockback: Level 50
- (13) Kinetic Crash - Recharge/Knockback: Level 50
- (15) Kinetic Crash - Recharge/Endurance: Level 50
- (15) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (17) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (34) Karma - Knockback Protection: Level 30
- (36) Luck of the Gambler - Defense: Level 50
- (36) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (17) Adjusted Targeting - Recharge: Level 50
- (A) Regenerative Tissue - +Regeneration: Level 30
- (31) Miracle - +Recovery: Level 40
- (33) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (33) Numina's Convalescence - Heal: Level 50
- (A) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (31) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (37) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (37) Winter's Gift - Slow Resistance (20%): Level 50
- (40) Winter's Gift - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Fortunata Hypnosis - Sleep: Level 50
- (21) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (21) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (23) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (23) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (25) Fortunata Hypnosis - Chance for Placate: Level 50
- (A) Endurance Modification IO: Level 50
- (33) Endurance Modification IO: Level 50
- (34) Performance Shifter - EndMod: Level 50
- (34) Performance Shifter - Chance for +End: Level 50
- (A) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (43) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Rectified Reticle - Increased Perception: Level 20
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Knockback Distance IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (39) Mako's Bite - Damage/Endurance: Level 50
- (39) Mako's Bite - Damage/Recharge: Level 50
- (39) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (40) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
- (43) Pacing of the Turtle - Chance of -Recharge: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (45) Impervious Skin - Status Resistance: Level 30
- (45) Impervium Armor - Psionic Resistance: Level 40
- (45) Steadfast Protection - Knockback Protection: Level 30
- (46) Numina's Convalescence - Heal: Level 50
- (46) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (48) Impervious Skin - Status Resistance: Level 30
- (48) Aegis - Psionic/Status Resistance: Level 50
- (48) Karma - Knockback Protection: Level 30
- (50) Kismet - Accuracy +6%: Level 30
- (A) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Damage Increase IO: Level 50
- (A) Celerity - Endurance: Level 50
- (43) Celerity - RunSpeed: Level 50
- (46) Celerity - +Stealth: Level 50
- (A) Interrupt Reduction IO: Level 50
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 6.75% Defense(Psionic)
- 3% Defense(Melee)
- 16.8% Defense(Ranged)
- 6.13% Defense(AoE)
- 37.5% Enhancement(RechargeTime)
- 29% Enhancement(Accuracy)
- 9% FlySpeed
- 76.8 HP (6.37%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -27)
- Knockup (Mag -27)
- MezResist(Confused) 15%
- MezResist(Held) 21.6%
- MezResist(Immobilize) 22.7%
- MezResist(Sleep) 17.8%
- MezResist(Stun) 15%
- MezResist(Terrorized) 15%
- 20% Perception
- 7.5% (0.13 End/sec) Recovery
- 52% (2.62 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.5% Resistance(Smashing)
- 2.52% Resistance(Fire)
- 7.52% Resistance(Cold)
- 5% Resistance(Toxic)
- 8.5% Resistance(Psionic)
- 12% RunSpeed
Set Bonuses:
Thunderstrike
(Psionic Dart)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Power Thrust)- MezResist(Immobilize) 2.2%
- 13.6 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Mental Blast)- 12% (0.6 HP/sec) Regeneration
- 27.1 HP (2.25%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Psionic)
(Build Up)- 2% DamageBuff(All)
(Telekinetic Blast)- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
- 6% (0.3 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.5 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- Knockback Protection (Mag -4)
(Combat Jumping)- Knockback Protection (Mag -4)
(Psychic Focus)- 2% DamageBuff(All)
(Health)- 12% (0.6 HP/sec) Regeneration
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Super Jump)- 5% Resistance(Cold)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Will Domination)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Tactics)- 20% Perception
(Total Focus)- MezResist(Immobilize) 3.3%
- 18.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Snow Storm)- MezResist(Sleep) 2.75%
(Hoarfrost)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Hoarfrost)- Status Resistance 7.5%
(Hoarfrost)- 3% Resistance(Psionic)
(Hoarfrost)- 12% (0.6 HP/sec) Regeneration
(Frozen Armor)- 7.5% Enhancement(RechargeTime)
(Frozen Armor)- Status Resistance 7.5%
(Frozen Armor)- 3% Resistance(Psionic)
(Frozen Armor)- Knockback Protection (Mag -4)
(Sprint)- MezResist(Immobilize) 2.2%
- 18.1 HP (1.5%) HitPoints
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I wholeheartedly agree on your every suggestion.
Few weeks ago, I was suggesting in LBx (Liberty's popular
channel) that COx should implement the PvP Taskforce.
My suggestion was based on the PvP under PvE context
idea, objectivity and rewards, because I thought PvP is very isolated,
that most people playing PvP are like the people in the Emperor's New Clothes
story of Hans Christian Anderssen, and that
I believe the future of COX largely depends on PvP.
I hope the devs can listen...
Quote:tl;dr version:
1. PvP needs a revamp that allows it to take place in the context of the PvE game
2. PvP should be much more objective based, so it appeals to players that are primarily PvE
3. PvP rewards should be given to accomplishing objectives and not for killing opposition players
I've stepped into the post issue 12 PvP setting about four times since it was introduced. Without elaborating on the many reasons why I dislike it, let me just say that having a dominator attack me with flurry was both amusing and appalling at the same time.
I've seen a number of threads talking on how to change the mechanics of PvP, and while some of them make a lot of sense, I think the authors miss the reason why PvP remains so unpopular in this game. The focus shouldn't just be on the mechanics but why PvP is so isolated and divorced from the rest of the game.
PvP right now takes place in the Arena and in PvP zones. The Arena was the devs first implementation of PvP and it shows: limited options, really just one objective (kill the other side as much as possible) and no system that allows people to join matches already in place. One of the biggest problems of the arena is that in order to use it, you had get someone to fight you first.
PvP zones don't have that issue. It operates on the premise that you fight all comers from the other side, and yet it too has numerous problems. First, PvP zones really just don't fit thematically in this game. They make perfect sense in a game like World of Warcraft where you have two competing armies and territory that changes hands. PvP zones in this game don't make sense if you believe that the game world operates on similar standards of diplomacy and territorial sovereignty as the real world. Second, while there are mini games in PvP zones, they are mostly ignored for just killing other players or diverted to primarily PvE purposes (Shivans, nukes for PvE missions). Third, the PvP zones seem like a poorly tacked on feature of the "real" game as opposed to a seemless integration of the two worlds.
Let me elaborate on this last point a bit. When I first heard of PvP being announced in issue 4, I thought the devs would eventually figure out a way to seemlessly integrate PvP in the context of the PvE game. PvP should sometimes just happen as opposed of having to just look for it.
Here's a few scenarios I thought of with this concept in mind:
* Hero event broadcast: "Villains are attacking Steel Canyon". Up to 30 villains and 30 heroes can enter an instanced zone of Steel Canyon. The instanced zone takes the first 30 on each side that enter. Villains and heroes are auto sk'ed to level 25. Numerous objectives are on the map: rob the bank/stop the robbery, set/defuse the bombs, kidnap/rescue the hostages, vandalize/prevent vandalization. For every objective won by either side, that side wins PvP merits which can be used to purchase PvP recipes. The amount of PvP merits that can be won scales with the number of opposition participants, and are rewarded for *achieving each objective* and not for killing opposition players. Killing opposing players are a means not an ends.
* Villain event broadcast: "Heroes are assaulting the Fab in Grandville" Up to 30 heroes and 30 villains can enter an instanced zone of the Fab. Heroes and villains are auto sk'ed to level 50. Numerous objectives: defend/destroy the Fab power generator, release Longbow captives/prevent their rescue, download information from the Fab mainframe/prevent computer access. Just like the other scenario, every objective won by either side wins that side PvP merits.
* Parallel missions: Have a number of missions with an "Allow PvP combat" option. When this option is toggled, it allows any opposition faction player to enter that mission as a PvP opponent to stop that player from completing the mission. The goal for the protagonist will be accomplishing the mission, the goal for the antagonist will be to stop the protagonist anyway possible, including killing them. A few rules that would need to be added: missions will be timed at 15 minutes. Every time a player is killed, they receive an cumulative buff that makes them slightly harder to kill (+5% damage, +5% defense to all, etc.) This would ensure that even an outmatched player will eventually be on par. Both parties would have a certain number of gladiator based allies that they could deploy at certain points of the map to help them strategically. Once set, they behave as NPCs of the appropriate level. PvP merits would be awarded when either the protagonist achieves the objective or when time runs out.
So why would the above be more advantageous than the current implementation? Well, first I think it would be more popular for PvE players. With the emphasis on achieving the objectives versus just killing players for the sake of killing them, I think it would have more appeal. I also think that many PvE based builds would be more successful in getting objectives done and they would feel less obligated to spec into a build built solely to kill oppsition players. Second, such missions fit in the context of the PvE game. PvP would just happen as opposed of just having it occur in isolated parts of the game. Third, such a system allows for more role play opportunities, since it may allow for the advent of a arch nemesis type system. Appealing to PvE'ers and role players to a new PvP are IMO an important goal to any sort of revamp. -
I slotted my pvp toon with:
2 karmas - 8 pts
3 blessings of zephyr KB prot - 12 pts
1 steadfast KB prot - 4 pts
and acrobatics - 10.3 prot
this is a total of 34.3 KB protection
last night i was still getting 34 pts KB prot in RV
now, I'm only getting 8.4
wut happened? did i get nurfed?
why is my KB prot broken?
will it be back?
if it wont, then how many total points of KB prot in PVE
should i just use to cap the total KB prot i get in PVP?
Thanks for replying. -
no you dont need medicine. you just need to maximize your HP using cold mastery's hoarfrost and your regen rate with regen procs, accolade bonuses, and set bonuses.
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can i get suggestions on what powers to choose
for a pvp psi/em blaster? my puter doesnt allow me
to install mids, so i have no option but to study suggestions
from experts in here. thanks. -
can anyone share me a pvp kick *** psi/em blaster build?
im building one right now, but have only trained up to lvl 2 yet.
my only powers right now are psionic dart, mental blast, and power thrust.
Thank you and appreciate ur inputs. -
so psi/em for the best pvp blaster as of issue 15?
is this build also a kickass against villains? -
shouldnt there be a new pvp guide
after all the nerfs and the changes since
issue 14? i heard pvp is totally messed up
right now? i want to build a pvp fire/nrg
build that was built prior to issue 14 but
i am having second thoughts i might be
wasting my time -
Decorum is right. The triggers do not really determine the sequencing of the objectives rather the order of the objectives as they appear in the mish does. Suppose I want to add a patrol at the start of the mish without any triggering, but if its going to appear at the bottom of the other objectives, regardless of any trigger ordering in the mish, the patrol will appear at the end of the mish rather than at the beginning the way I want it to be.
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Ok I know changing of mishes order in an arc is simple, by dragging and dropping that book icon, but how do we change the order or sequencing of objectives or goals in a particular mish? Lets say I want to add a partol in the middle of the mish, but when I do it, it adds to the end of the mish. How do I do it? Thanks.