Sentry4

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  1. Thanks for the suggestion.

    We did test it today. Possess doesn't confuse anyone of out Domination and Possess is able to perma confuse -in- domination. It was quite funny, but extremely broken.
  2. I give it a couple weeks until petitions start rolling in about this.

    http://tomax.cohtitan.com/data/power...ontrol.Possess

    Ignoring that the confuse has a 0s base duration in PvP, the PvP value in Domination isn't suppressed for 15s like every other confuse in the game.

    This means in Domination, someone can spam/perma confuse an opponent. There are a ton of bugs in PvP, but this one is pretty much the most broken one I've seen. I'd rather it's fixed before everyone knows, as I'd hate to fight that.

    While a GM may be reading, the dark hold for doms and controllers is also a higher base than it should be, since stalagmites/mind control holds were recently fixed I figure this could be of some interest.
  3. Only merits actually benefitted me in this. I was mostly using Merits and some astrals/emps (which I converted to merits).

    Made 45 bill with under 1 bill investment. On virtue when using /search as I logged in, there were 3 people online there. I'm not a rich person, I'm nowhere near a marketeer, but that blitzkrieg right there just funded a lot of upcoming toons.

    Had shield walls and panacea procs selling for 1.4 bill as I was selling them. Good day my friends, good day.
  4. After a little under a week of looking for Jack in Irons we finally found him sitting in his throne (never seen a GM doing an emote before).

    Recruited 7 heroes, was about to jump in anddddd everyone lost connection.

    Less than 2 minutes later, we're all back and Jacks gone. 7 petitions (some people multiple times) and nothing.

    Server status didn't seem to ever see them drop. It was around 12:15am EST.

    Anybody else think there's a bit of responsiblity on the CoH team's side? We could have easily beaten it, and only were asking for it to be respawned, to correct the mistake on their servers part. What do you guys think?
  5. Quote:
    Originally Posted by LuxunS View Post
    I made a post about this years ago. Afaik nothing has changed related to it, so the information still applies.

    http://boards.cityofheroes.com/showthread.php?t=196688
    While the point is in the right direction and it was over 2 years ago, the calculations in that are really inaccurate (even for the time). It doesn't DR accuracy at all. If ACC wasn't DRed, -all- defense would be useless everywhere, not just on ranged.

    It adds on 0.75 accuracy which doesn't actually exist (On mids, the 75% is a PvE tohit base). Accuracy on powers are typically 1, and that -is- factored in already with normal ACC calculations. 15x acc on a power means the ACC is (1*0.15), and that's where the 1 is rooted. KoB would be (1.2*0.15) with it's higher base accuracy. It's worth noting that base accuracy isn't DRed, which is a nice bonus.

    If I were to redo the first example equation from that post, it would look like...

    Fort 45% def DRed to = 33% defense

    An attack with 0.72x acc and 0.4x acc from bonuses. 1.12x ACC DRed to 0.918x ACC. With 100% base accuracy, it becomes 1.918x ACC. Elusivity of 0.1 knocks it down to (1.918*(1-0.1)) = 1.7262x ACC

    If we assume slotted tactics, (5 adjusted targeting, minus the rech), tactics would give exactly 10.64% tohit, DRed to 9.2% tohit.

    It would then be...

    =(1.7262)*(50+9.2-33)
    =45.23% chance to hit

    That's quite the leap from the 72.24% chance to hit that was stated originally.

    From then on, because all the information is based off of incorrect calculations, the rest isn't exactly accurate either.

    Last note: I'm fairly certain that elusivity is applied without the base 1 ACC added, although if it does like Luxuns' original calculations did, then elusivity would be more powerful than I thought. I'll double check and edit this last part.

    EDIT: I was wrong, Elusivity isn't part of the accuracy calculation. It's applied -with- the 1 ACC base added. The old tohit chance was 47.84%, now it's 45.23%. The change isn't major, but could be noticable.
  6. It's worth noting that the Scorpion Shield gives 10% Elusivity to S/L/F/C/E/NE/Psi (That's why Mids says 70%)

    Let's assume you have 50% defense (to any postiton or type), that's DRed to 18.7% defense.

    If I'm a blaster with Tactics and kismet slotted, I've got about 17% tohit. Let's first calculate the tohit chance.

    =Base+TohitBuff-Tohitdebuff-Defense

    =50+17%-0-18.7%

    =48.3% (if they had 0 accuracy)

    They need a minimum of 96.6% acc to get 95% chance to hit, but that's without DR and without your elusivity. With your Elusivity, they would need 107.3 Acc -after- DR.

    On mids they'd need a total of 137% acc in their attacks of slotting + global accuracy to have a 95% chance to hit with DR.

    A glad jav set gives 66% accuracy, meaning they'd only need 71% acc in global bonuses.

    Most have a lot more than that, and even if you put in tohit debuffs, that's not factoring Aim/Build up, other souces of +tohit, how -defense would take it all away and the fact that you'd be lucky if a squishy had an 80% chance to hit you (on a good build).

    tl;dr With ranged: 50% defense+10% elusivity VS Kismet+tactics+71% acc global = 95% chance to hit

    Defense is for melee types only.
  7. I am not a marketeer. I once put a lot of money (well, for me) into a scheme, bit my fingernails for a week and broke a little more than even. I decided it wasn't for me.

    That being said, I was very close with someone who once only farmed, for about 5 hours a day every day, and did so for 2 years. They said it relaxed them, and they ended up being the richest person I knew. They had 40 Purpled toons, and 20 of them were farmers with 5 sets of kinetic combat as well.

    They told me that they loved having that much money because it meant power. They could choose out a random individual and make them happy by giving them money, they could hold huge CCs and pay people to kill others in arena; the list goes on.

    A near infinite supply of what people want? I wouldn't mind having that.

    I'm glad I met her though, because I gave her a new way to use her money. In the rock/paper/scissors game of PvP in CoH, I'd say it would take upwards of 20 fully purpled/PvP IOd toons (20 bill each) to be able to counter and kill everyone with at least 1 toon. That doesn't include 2v2 or other buffers or zone toons or gimmick toons etc.

    In fact it would take about 800 billion (or 1 trillion) to make a full arsenal for PvP, which is probably why she only got a little more than halfway after stripping her PvE toons.

    tl;dr Why? Because you can't have too much money, especially if you PvP
  8. Well I wish I would have made a thread a month back when this happened to me. Same situation, except it was a 52 HO I was trying to buy, and the market hadn't seen one for months. I lost a billion from it. 1 Starred the guy, told all my close friends to avoid them and made sure never to team/trade with him again.

    I also sent a petition. Mine went back and forth for about 6 emails, and they refused to answer my question if 'scamming was completely legal and punishment free in this game'.

    Looks like it is and they won't do anything about it. I can't help but think they have some sort of duty to adjust the system so multiple players are not getting ripped off.

    But cmon, he even flashed the HO so I knew he had it. Wonder how many others he's doing that with. Only thing I hate is the fact that -he- is making money while -I- lost some for being a reasonable person. It's one of the few times I was displeased with the service of customer support.

    I hope TopDoc is right about nothing costing more than a billion, but I have a feeling that 51/52/53 HOs still will.

    As for money coming easy and getting a billion after asking it? Not where I come from. A real outcome in a good community, but I recognize the OP and we're both in the PvP community. In that community, giving someone a dime could mean they use it to kill you the next day, meaning money is hard to come by.
  9. For Dual Pistols, Red Tomax lists +100% to the secondary effects when certain bullet types are slotted. Also, when powers like Hail of Bullets have a 60% chance for extra damage when slotted with lethal, the other bullet types are specifically labelled -60% to deal with it. With this, we can see that anytime percents are added or subtracted, it's simple addition and subtraction.

    That means that Eagles Claw gives (Crit chance + 33%) for the next attack. If thunder kick has a 5% chance to critical, it will have a 38% chance to critical directly after Eagles claw.

    The +crit chance is set to start 1.2s after Eagles claw has started, meaning you're correct that Eagle's Claw does eat up most of the time for the +crit window.

    EC has an A time 2.772, so after a 1.2s delay, 1.572s are eaten up from the 2 seconds.

    It's completely true that you almost have to have the next attack queued to get the bonus, since the window is 0.428s.

    If you're wondering how this would stack with the ATO proc, it would again just add on +33% onto the normal critical chance.
  10. Quote:
    Originally Posted by Musey View Post
    The stun proc suggestion is terrible. The only people you will kill with that are those that are afk. Slot AS with the ATO proc. That will give you much quicker and reliable results.
    The correct answer is -slot both-.

    Glad proc, Heca proc, ATO proc, Stun proc with 2 level 53 Acc/dmg HOs + Musc alpha.

    The time between AS and Thunderstrike hitting is enough for anybody to hit a heal or respite, unless they're stunned for all of it.

    I can understand why someone would come to the conclusion the stun proc is worthless if they don't fully understand mez timers or suppression. Stunning someone for 5 seconds after someone else has held them for 4 seconds means they're incapacitated for a total of 9 seconds.

    It literally makes a dom/stalker combo broken. If every stalker in RV started putting the stun proc in AS, nobody could ignore the difference.

    Aside from ignoring suppression periods, AS doing a 5 second stun is overpowered as is when it goes off.

    You're practically guaranteed 1 kill of every 10, worth much more than a mako proc would be.




    Also, don't listen to Musey, get sharks, obviously.
  11. Sentry4

    Who Killed PvP?

    Quote:
    Originally Posted by Dasher View Post
    or the armchair engineer who has gone through fifty websites examining game code to tweak the "perfect build" over opponents who quite possibly don't even know such sites exist... or knowing, couldn't care less.
    .
    I don't know who this person is, but that line has to be directed at me, unless someone else does that, in which case I want to know who.

    Also, your defintion of skill is a little vague. Wouldn't you say some doctors are more skilled than the next? All they are doing is aiming for a specific target as to what to do and try their accuracy at it.

    Same with builds, PvPers aim for something in their build and try to hit it. Some miss, some aren't even aiming for the right thing and some hit it.

    You can't win the game with math, or else this game would have bored me years ago, and that's from someone who just spend half of today in excel with dual blades.

    A build is a slab of stone you need to carve into what you want. How well you carve it (getting the numbers you want) and whether what you're building is great (Aiming for +hp on a stalker is a bad idea) is all dependent on skill, creativity and art. There is no "best way" or "best build".

    The beauty of this game is that numbers don't always match up, I regularly see builds that are "worse mathematically" than their opponent and win. I know because I've made a lot of people's builds, watched them fight and thought the other person would win.

    Math and perfect builds help, and knowledge of the powers, the game, the code and how they all interact is the cherry on top, but they are't, nor ever will be, a replacement for skill.
  12. Well I hate to give away such a secret, but....RV needs to get more competitive anyway.

    Stick a stun proc in AS. It's 10% chance for a 5.3 second stun that ignores suppression. Squishies rarely ever have stun resistance, meaning 10% of the time, it will stun them for 5.3 seconds regardless of whether they've been held/slept/immob etc beforehand.

    Placate/Thunderstrike takes 1.716+3.432= 5.148 seconds to activate meaning 10% of the time you can pull off...

    AS/Placate/Thunderstrike with your opponent not being able to do anything. I've tested it, and 10% of the time you'll 2 shot a helpless squishy, it's well worth the slot.

    Aside from that, the build looks very well made. Personally I would try to fit shark jaws in there, only because Spirit Shark + Shark Jaws hit at the exact same time from range, and a 3 proc'd Shark Jaws with a 3 proc'd Spirit Shark is nasty. Although it would take another power and more slots, perhaps you can't fit it.

    I doubt the devs will ever fix the proc ignoring suppression since they don't look at PvP, and there's plenty of other loopholes anyway if they do.
  13. Quote:
    Originally Posted by Siolfir View Post
    No, because having to skip a power to fit a theme is apparently horrendously unacceptable to some people. Every power should be incredibly useful and fit the exact theme that they have in their heads and they should never have to ever compromise either the theme or performance because that's completely wrong and limiting, so we should get more power picks or free powers and more slots because they can't take all of the primary AND all of the secondary AND all of the power pool picks that they want to fit their theme, and while the devs are at it why don't we all get free ponies just for having an account too?
    This is gold.
  14. Sorry for the length in advanced.

    DR is harsher on tanks than brutes. In the DR equation, Brutes get A=0.6 B=1
    while tanks get A=0.8 B=1

    The higher B is, the harsher the DR. That's why blasters have A=1.2 and MMs have A=1.8

    Here's some comparisons

    3 level 50 SOs in all res shields + tough

    Fire Brute = 48% S/L, 75% F
    Fire Tank = 47% S/L, 67.5% F

    Ele Brute = 51% S/L, 73% E
    Ele Tank = 50% S/L, 66% E

    Invul Brute = 57% S/L
    Invul Tank = 55% S/L

    Invul Brute Unstoppable = 82% S/L
    Invul Tank Unstoppable = 71% S/L

    Invul Brute Unstoppable + Demonic = 87% S/L
    Invul Tank Unstoppable + Demonic = 73% S/L


    The difference on normal levels is hardly noticeable, but on the extreme levels (unstop, elec, fire, power surge etc.) there are huge differences. Comparing the last one, the brute takes 13% of full damage while the tank takes 27% of full damage. The brute is more than 2x more survivable in Unstop+Demonic.

    Scrappers have the same DR curve as Brutes, as well as the same +10% PvP bonus and base amount of resistance in powers, so believe it or not, scrappers also have more resistance than tanks.

    Tanks, Brutes and Scrappers all have -roughly- the same resistance in RV on normal levels. Any +res added on after (T9s, elemental specialties, Shield wall proc, bonuses, therm shields, oranges etc.) benefit the scrappers and brutes much much more. The scrappers, however, cap their res at 75%. A scrapper in unstoppable will hit the 75% cap, while the brute will go past it to 82% res.

    +Psi resist IOs would also benefit the brute much more than a tank.



    That being said, this isn't an argument that brutes are more survivable than tanks, and nobody is allowed to quote this in that arguement. Tanks have higher base HP and a higher HP cap. +HP can also be labelled as +res which makes tanks more survivable...except in the extreme cases, although to be honest, those "extreme" cases are becoming more and more common with burnout.

    As for invul brute vs invul tank, the invul brute is -more- survivable in t9, which can be a considerable amount of uptime these days, but less survivable than tanks out of it.

    It's choosing between a Arch-Villain (Invul Tank) or a being an Elite boss 50% of the time and Giant monster the other 50% of the time (Invul Brute).



    tl;dr DR makes brutes/scraps have more res than tanks, don't ask me why.

    Brutes in extreme res cases > Tanks res > Normal Brute res
  15. Slotted it in foot stomp on my farmer

    Ran to some low level baddies nearby

    Foot stomped and full fury.


    I'm maintaining 100% fury all the time, which is like 2 small reds on perma compared to before.
  16. Quote:
    Originally Posted by macskull View Post
    If you're at least doing something more than facerolling on your keyboard and you bring insps and play it smart you should at least take the tie.
    Hate to say, but it's very true.

    It doesn't matter if the melee player could kill the ranged player, if the ranged player starts running or kiting (the kind of "kite for 10 seconds hit once"), it'll end in a tie. There's really nothing you can do about it. In fact, a melee player can't even kill another melee player if they start running or kiting like that.

    Your best chance is Polar lights or a Musc +dmg Pyronic to burst them at low hp.

    As for a fire/fire/fire tank? I could probably make it work, if I got enough +hp, 45% heal vigor with rebirth, and decent rech + ranged attacks. Against a Dark/Poison cor though? There's a possibility you could be somewhat of a maybe threat if you took Ageless +debuff res and there was no inspirations. Of course that's my hopeful thinking.

    Fire/SS/Fire would always be better though. +30% tohit and a ranged attack with -fly.
  17. Quote:
    Originally Posted by B_Witched View Post
    make your ss/invuln a taunt bot and you will be the scourge of rv.

    if you can take your tank red side you get better res and the webnades - built right dull pain can be pretty much perma - you can slot the hell out of psi res ios and if you go the incarnate route and get the heal or res or def you can basically taunt/nade the whole map. You won't kill anything but on a team you will be loved.

    Pretty much this, I'd say a taunter is more annoying than an enemy emp, although just a few things to clear up.

    - Invul brutes get more resistance than tanks (to everything, 2x more survival in unstop)

    - +Hp is better than +rech for invul (takes 130% global rech to get 90% uptime, 50% rech gives 80% uptime and the downtime isn't nearly as bad)

    - Invul's 2nd highest res is psi (50% to 55% of S/L), it's dark blasters and fire blasters that will hurt the more than psi, those are around 40% res)
  18. It depends, it can definitely increase your survivability. If you stick the Absolute Amazement proc in something like Jab and spam it on someone, it'll help a ton.

    Invul does get a good amount of DDR in PvP (more than PvE, even after DRed). You have to remember that against ranged, nobody is in range of invincibility, and that since PvP fights are not straight fights for minutes at a time and are more jagged, it means they'll have Build up and Aim up for those times they attack.

    On average with good recharge, a blaster will have Aim up 25% of the time and Build up on 25% of the time. It makes me wonder if defense is really good at all in zone because of that. 50% of the time blasters are rocking what's equal to Rage or higher.

    Invul has no elusivity, a mechanic introduced to help defense sets. For low accuracy builds, elusivity will take away around 7% acc from your enemy, for high accuracy builds, elusivity can take around 14% from your enemies. (42% acc gone if you're Energy Aura in Overload).

    Lastly, you have to consider endurance. Weave, Invincibility, Maneuvers or stealth....they can all really add to your end consumption. With hasten and rage crashes, it may cripple you a lot.



    That said, it can be done. I recently saw lll SOUL TAKER lll (Invul/SS tank) run out of hero base with what looked like Veng/Fortitude, and he was tanking all of us pretty well.

    3500 hp, 70ish res with Unstop and missing 80% of the time really made him invincible.


    Basic answer is, it's not worth it unless you really know what you're doing.
  19. If you're using an SS/Invul brute or a Invul/SS tanker, I'd recommend you keep some specific ones.

    Shield wall +res
    Panacea +regen +end
    Any Gladiator's Strike procs

    For invul, it's nice to 2 slot the passives with 2 Glad armors (res, res/rech) to help your end.
    For more +HP, it's nice to slot 3 shield wall in some powers here and there.

    I'd say those are the most important ones.
  20. Sentry4

    sticky:PvP vote

    Quote:
    Originally Posted by Timeshadow View Post
    Now that sounds very interesting. I'd be very intrigued to know if there was interest in getting something like this going again.
    The fact we got 20 people by word of mouth between a friend and I means it must sound interesting to people who don't normally PvP.

    The key was explaining that they could take -any- level 30 or higher toon, including throw away toons only half leveled (we all have those), throw 3 million's worth of SOs into it and have a chance to be competitive in PvP. Come and go as you like.

    Like Supermax said, it gave everyone a fighting chance.

    If anyone wants to try running it, a few friends and I would join, for any server.
  21. Sentry4

    sticky:PvP vote

    For a little while on Virtue, every week, we had 15-20 people in Bloody Bay only using SOs. Some were level 30, others were 50 with accolades. It was really fun, and you could bring almost anything and have fun.

    The reason we ran it was because it was the closest we could get to the most popular PvP when it was at it's peak.

    Only level 30 powers and SOs sound familiar? That was Siren's Call about 5 years ago when it was lit up on every single server all the time. It was really inviting to every single build and kind of player because the old PvP was inviting just the same.

    None of us advertised it, and it wasn't widespread, for obvious reasons. There would have been people showing up with IOs to troll the "RPers", not realizing some of those RPers were seriously looking into PvP. We even had a bodyguard incase, Purpled/PvP IOd PB as a Nova form Sniper. Sometimes I wish someone showed up, because he was just as effective in Bloody Bay as he was in Recluse's Victory.

    Didn't mean to tell my life story, what I'm basically saying is that PvP was most enjoyable for me before IOs. Issue 7 (I believe) was the peak for PvP in CoH, with over 10% of the population participating. I'm sure the devs have put work into some things only accessed by less than that. Back then, I only knew a few people who did Hami Raids, and only a couple who did them regularly. PvP was a daily practice for hours.

    The devs won't simply give us a zone like the old one. It doesn't matter how many of us prefer it. They've said themselves that they don't want to just throw things out there and see how it works, and they also don't want to split the already small PvP playerbase from those who prefer "All T4 incarnated fights" to "SO only!".

    PvP change will come, eventually. I'm almost sure of it, but it will be -small-, it -won't- necessarily be good, it will have -nothing- to do with what we want and it will -not- give us back our PvP back.

    Our suggestions, votes and advice is worthless to them. Unless they specifically ask for feedback, they aren't listening. The devs think they understand this game better than we do, and that they can create a better PvP environment than we can. Can they? I'm pretty sure everyone here would disagree, but again, it doesn't change the fact that they'll make arbitrary changes.
  22. Well I don't usually try to give -my- advice on someone elses build because of -their- stylistic choices, but you want comments. Most of this is opinion, with some math thrown in.

    For example, I wouldn't bother with all the range. A little is nice, but it doesn't really matter whether I'm 10 feet or 80 feet away from a blaster who only uses ranged. 90 ft is plenty enough for me on a ranged toon.

    I'd prefer more procs, I'd give Dark Blast 3 maybe 4 and put an unbreak set(minus hold)with apoc dmg in soul storm. You'd lose range but get some good accuracy, and it also depends on access to 52 nucs. Unresisted damage is very nice though, and I try to get as much as possible.

    I'd shoot for more accuracy. If you look at the Accuracy % on mids, I aim for 200% minimum with 230% being 'good' accuracy. You're sitting at 183.9% on your attacks (had to detoggle envenom with the proc and power boost), but maybe you figure the AOE typed -def debuff would be good enough. It would give you problems with SR though, from the AoE debuff missing and it resisting the defense debuff very well. Scrappers in overload would do the same, a shield tank might if built correctly.

    1 slot in phase gives 42.4% rech and you have 51.25% global. Together that's 93.65% rech in phase, DRed to 79.35% rech meaning 180/(1+0.7935)=100.36
    Basically with 1 recharge enhancement, it'll recharge before [nophase] is up (lasts 120 seconds). That doesn't include hasten which will likely take a chunk off each and every time. I wouldn't 2 slot phase unless you're looking at fighting rech debuffs, although the rest of the build doesn't look like it's meant to. Slows are rare as it is.

    For life drain. Try 2 nucs, 4 touch of the nictus (proc, heal, acc/end/rech, heal/rech). Not as much range, but you may like it better, since it now gets a proc.

    Regardless of Acc or tohit, try to put a kismet acc in your build (possibly stealth). I don't see one, and I've calculated the benefit even after a +30% from rage and +10% from tactics. Conclusion there was that it's hard to include a kismet and not benefit greatly from it.

    Wouldn't the analyze weakness +tohit proc gives them the tohit? We all know performance +end gives the enemy endurance and the two look pretty damn similar on redtomax.

    http://tomax.cohtitan.com/data/power...ance_Shifter_F

    http://tomax.cohtitan.com/data/power...yze_Weakness_F

    I think you may want to use achilles' heel proc instead for the extra -20%.

    Don't forget to get t4 polars and really abuse the dmg/defense debuff alpha you have with them.

    If you're really into getting a lot of run speed (5 slotted super speed), consider using sprint. Even with 2 end reducs it'll give more than the quickfoot:run speed does in SS.

    The +end proc is better than the end mod IO you have in stamina. This is widely known PvE and only more true with PvP. It's basically +recovery that dodges DR.

    Most of what I'm throwing out here are pure suggestions. The build you have is more than viable, just consider if anything I've said here persuades you enough to take it into account for any future changes.

    GL with it
  23. I think a fire/kin could be viable if you stick with it's strengths.

    Controllers usually lack damage so I tried to make up with that using pets.

    You've got 3 imps, a Mu guardian who also summons a Sentinel of Lightning (Voltaic Sentinel clone), and 2 lore pets. That's 7 extra sources of interface to damage your foe, which means you'll have plenty of damage to take down any target you want.

    You have transference, power sink, and the Mu pets to drain end. I'd also slot preemptive to help drain your foe of his end. This build may be more effective than I originally thought while making it. That's a lot of sources of -end, and the end drain is just a secondary to it's damage.

    Something some people don't know is that while speed boost doesn't make imp's powers recharge faster, they still do for lore. I would recommend using polar, since a speed boosted pair of Polar Lights (t4 left) can kill most squishies by themself.

    I'd recommend using Incandescense as your destiny. Your transfusion will be healing exactly 778.5 by itself and after incandescense you'll be healing 1401.5 hp everytime. That's not including heal decay, but if my testing some months ago still holds true, I believe heal decay doesn't affect you after using incandescense. You've also got your Mu pet healing you for 214.2 hp (or 385.5 with incandescence) when you're low hp incase you can't get to your target to transfusion off them in time.

    You've got the necessary 41 KB prot, team buffs (IR, ID, SB), Flashfire for squishies or MMs (many squishies lack stun res, while they'll resist 50% of holds from acro), 2 travels, phase and even Veng if you need it.

    For incarnates I'd suggest

    Alpha = T4 Intuition Radial Paragon
    Judgement = T2 Ion Radial Judgement (or t3, or t4)
    Interface = T4 Preemptive Radial Flawless Interface
    Lore = T4 Polar Light Radial Superior Ally
    Destiny = T4 Incandescence Core Epiphany

    Using this build correctly your opponent will be out of end quickly while your pets rip them apart.

    I also hope you don't mind using 5 enhancement boosters on an Apoc damage for Char. It really gives it the boost it needs. Here's the build. You've got 1 slot left over, I couldn't find a good use for it, maybe somebody else can.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1538;679;1358;HEX;|
    |78DA6D945B6F125110C7CF81A5088502A5DCDA22D21B95CB16A2CF565BDA4A01436|
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    |-------------------------------------------------------------------|

    Anyone else is free to check the build out and suggest changes. I think the build could be pretty effective.

    Lastly, be aware that transfusion and transference are both typed 'ranged' only, meaning they'll completely bypass the defense of any EA or Ice armor toons. Have fun and GL.
  24. I'll quickly take an estimate on how survivable I think he is. I don't think it's as much as people think.

    Using some of my EA builds as examples, with Overload he probably has somewhere around 110% to 130% for all types. So I'll use 120% for everything. That means he has 54% defense in RV.

    Let's assume a blaster with 100% accuracy in bonuses and 66% acc in an attack from a glad set. This means 1.66x ACC for that one attack, DRed to 1.23x for that attack. 30% Elusivity hits it down to 0.86x Acc.

    I didn't see any -tohit debuffs coming from Ares so we won't factor any.

    The blaster has Kismet and Tactics. Tactics gives 11% slotted, 10% after DR. That's 16% tohit in total, DRed to 13%. (Combat attributes would say 88% tohit).

    The equation would look like

    =Acc*(Basetohit-Defense+Tohit)

    =(1+0.86)*(50-54+13)
    =1.86*9
    =16.74% Chance to hit

    Let's say they pop 2 yellows for an extra 15% tohit

    16%+15% = 31% tohit DRed to 20% tohit

    =(1+0.86)*(50-54+20)
    =1.86*16
    =29.74% Chance to hit

    This is the same as Ares having 70% res to everything (including unresisted procs), but he also dodges all effects at the same time.

    When the blaster uses a 5 slotted Aim with adjusted targeting, he gets +55% tohit. With only kismet and tactics, he'll get 55+16 = 71% DRed to 27.7% tohit. (Combat attributes would say 102.7%)

    =1.86*(50-54+27.7)
    =1.86*23.7
    =44% Chance to hit

    That's the same as 56% resistance to all while a well slotted blaster uses Aim.

    You also have to factor the fact he has 2404 HP from overload, that he has rebirth and energize as heals and gets +regen from each of them as well, and he has a lot of ranged attacks that will add up.

    The fact that a really good blaster can kill an invul brute in unstoppable, sitting at 3202 HP with 85% res and more regen than an EA scrap tells me there are doms and blasters that could kill him, even if they didn't use psi.

    Lastly, here's a secret. If you look at his EA shields on Red Tomax, they're all set to stop giving him DDR while held/stunned/slept. This means, when he's held, all his DR (except overload) disappears. He'll only resist about 30% of the defense debuffs. That means telekinesis + defense debuffs (clicks not toggles) could potentially really harm him.

    Blaze mastery also means he doesn't have targeting drone or FA to resist tohit debuffs. I think a good Dark/Poison/Psychic could beat him, but I don't have one. A good Dark defender would have a nice chance too. Good luck with the fights.

    tl;dr Just the last 2 paragraphs.
  25. Sentry4

    Exemping to SC

    Level 50 PvP IOs do keep their bonuses, even when scaled down to level 1.

    LotGs have to be level 33 or lower to work in SC.

    Alpha incarnate has no effect in Siren's Call.