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Posts
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Joined
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Impressive, thanks for the information guys.
So basically anyone with gale Or force bolt, is going to KB me with out alot of dedication to KB from Sets.
So again I ask, if you can't stop it Y spend so many slots trying?If the goal is to not get KB and that go is not reachable, as has been explained on your posts my question remains the same. I'm thinking more along the lines as Kick ball or Zone. I can see the logic in 1v1 situations as not everyone your going to be dueling is going to have Force bolt or gale. -
I just came back to the game after taking a long break. I've been trying to read up on the changes as much as I can. I have a few blasters I would like to take out in RV or maybe even a kickball. KB resist is an issue I haven't got a grasp on. I understand that you need KB resist as its a prominent form a damage mitigation. How ever I've been reading about some numbers that have been confusing me.
It seems that 41 KB or around that is what you want to build for. How ever I'm hearing about powers that far exceed 41 KB in mag. I'm not the best builder for sure, I've gotten a few builds with 35-40 ish KB of resist. How ever If that is not enough to stop KB in the first place then Y even build for it. As you could spend that amount of slotting on something more helpful like recharge or +acc.
How are people going about addressing this issue?
PS thank you for your help. -
lol
But no Silts right with that combo,
if no psi blaster try your fire/em (build the right way) and a mind/thermal troller or a sonic/thermal Curr
or a mind/fire dom and a earth/Narg dom.
Stalker and Earth/narg dom is a nice combo. -
Quote:well if you roll rad you should consider few things:
1. melee got debuff res
2. debuffs get cut down by DR so your debuffs numbers are lower than in pve
3. if you fight on arena you can turn of heal decay however in zone you should count that 3rd heal would be lol
4. you can get stunned/held/slept etc with just 1 mez for short time but it is enough to drop your active toggles -> you gotta retoggle a lot
5. fire got also nerfed so don't take fireball or inferno...if you roll fire take flares and fire blast
6. slows dont exist anymore..they do work on range toons but not as effective as pre i13
7. corrs dmg is kind of low now..considering everyone and their mother has 40+% res to all you would do even less dmg
8. roll a dom, psi/em blaster or elec/thermal
9. someone correct me if i forgot something
10. most ppl quit or got banned since i13 was launched, they fked up our boards too so don't expect much response here
11. slows don't work but -recharge does if build the right way, dark/cold currs are still > then psi/em blaster in arena
12. Debuffs still work just don't use ones that anchor like Rads and darks, unless your in a Team.
13. In i16 rainbow colored Stormys and Bubblers are the new FOTM in i16 cuz Colorz Iz Way OP N i16. -
Quote:Hello, I'm a PvP n00b. I don't know anything about PvP prior to ... two weeks ago? Point is, I don't know anything about how it works, and I have a few questions because my four matches had some really weird results.
So anyway, I'm running a bots/traps MM, and I've fought against two brutes, one tank, and one scrapper. Every one was smart enough to attack me directly, not my pets.
The first brute was at level 26, and I wrecked him.
The rest were all at level 50, all in the same night. I annihilated an INV/stone tank. He admitted to it being his first time trying PvP with that character, and said that his spines/regen scrapper could eat me alive.
I was a little afraid of the scrapper because of the AoE that could eat my bots. I kept them away from me but within BG range. Another easy win.
So then I go against an INV/SS brute who asked "DR or no DR?" before the match. I said "Uh... what's the difference?" We fought with no DR, and I got my clock cleaned twice in a row.
I'm going to attribute my loss to the fact that DR has a serious effect on gameplay and especially set bonuses, as I had very few.
How could I have such an easy time against the first three, but be completely wrecked by the fourth?
well i'll do my best , just understand my grammar and punctuation is quite bad, quite bad indeed.
So
Playing a MM is about micro management, But aside from that the build has to be done right. You should start by taking a look at MM pvp builds.
once you got your PVP build up, You need to learn your opponents, all ATs have weaknesses. If you have powers that can exploit them then use them. Also Remember BG mode is your friend.
with the DR thing,,, You should play with DR ON! not Off You want Heal Decay OFF and Travel Suppression OFF.
After all is said and done if you still loose, you can always go in AC and Cures his name, like everyone ells does. -
[ QUOTE ]
? EqrthQuake is garbage, and if I take quicksand what to I dump?
[/ QUOTE ] -
? EqrthQuake is [censored], and if I take quicksand what to I dump?
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Or you chould just put Flury on Auto fire and Pawnt all the FightKluberz
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What do you guys think about my build? Would it work? Are there any better builds out there?
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Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
NoobTrap: Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Hero Profile:
------------
Level 1: Stone Prison GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Dmg/EndRdx(5), Dev'n-Acc/Dmg(7)
Level 1: Radiant Aura Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(46)
Level 2: Fossilize UbrkCons-EndRdx/Hold(A), UbrkCons-Dam%(9), Apoc-Dmg/EndRdx(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Dmg/Rchg(13), Apoc-Dmg(13)
Level 4: Radiation Infection DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(39), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-Rchg/EndRdx(40)
Level 6: Accelerate Metabolism Zephyr-ResKB(A), P'Shift-EndMod(15), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc/Rchg(17), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(19)
Level 8: Combat Jumping Zephyr-ResKB(A), LkGmblr-Rchg+(50)
Level 10: Hasten RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Swift Run-I(A), Run-I(21)
Level 14: Hurdle Jump-I(A), Jump-I(23)
Level 16: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), RgnTis-Regen+(43), Mrcl-Heal(43)
Level 18: Super Jump Zephyr-ResKB(A), Zephyr-Travel/EndRdx(23)
Level 20: Acrobatics KBDist-I(A), KBDist-I(25), EndRdx-I(25)
Level 22: Stamina P'Shift-End%(A), Efficacy-EndMod/EndRdx(27), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Acc/Rchg(31)
Level 24: Teleport Foe Zephyr-ResKB(A)
Level 26: Teleport Zephyr-ResKB(A), TSM'n-EndRdx(31), TSM'n-Rng(31), Zephyr-Travel/EndRdx(33)
Level 28: Stalagmites Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(34), Ragnrk-Dmg/Rchg(34)
Level 30: Lingering Radiation P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(37), P'ngTtl-EndRdx/Rchg/Slow(39), P'ngTtl-Rng/Slow(40)
Level 32: Animate Stone S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), ExStrk-Dam%(37), ExStrk-Dmg/KB(37)
Level 35: Volcanic Gasses Lock-Acc/Rchg(A), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(50)
Level 38: Super Speed Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39)
Level 41: Hibernate Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
Level 44: Frozen Armor LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Def(45), RedFtn-Def/EndRdx(46)
Level 47: Ice Blast Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 49: Ice Storm Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
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Set Bonus Totals:
21% DamageBuff(Smashing)
21% DamageBuff(Lethal)
21% DamageBuff(Fire)
21% DamageBuff(Cold)
21% DamageBuff(Energy)
21% DamageBuff(Negative)
21% DamageBuff(Toxic)
21% DamageBuff(Psionic)
4.69% Defense(Energy)
4.69% Defense(Negative)
9.38% Defense(Ranged)
2.5% Enhancement(RunSpeed)
33% Enhancement(Accuracy)
2.5% Enhancement(JumpSpeed)
2.5% Enhancement(JumpHeight)
2.5% Enhancement(Held)
6% Enhancement(Heal)
2.5% Enhancement(FlySpeed)
30% Enhancement(RechargeTime)
10% FlySpeed
213.6 HP (21%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -20)
Knockup (Mag -20)
MezResist(Sleep) 2.75%
23.5% (0.39 End/sec) Recovery
98% (4.16 HP/sec) Regeneration
2.52% Resistance(Fire)
2.52% Resistance(Cold)
10% RunSpeed
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Set Bonuses:
Gravitational Anchor
(Stone Prison)
4% (0.07 End/sec) Recovery
Devastation
(Stone Prison)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All)
Numina's Convalescence
(Radiant Aura)
12% (0.51 HP/sec) Regeneration
19.1 HP (1.88%) HitPoints
6% Enhancement(Heal)
Unbreakable Constraint
(Fossilize)
4% (0.07 End/sec) Recovery
Apocalypse
(Fossilize)
16% (0.68 HP/sec) Regeneration
30.5 HP (3%) HitPoints
4% DamageBuff(All)
Dark Watcher's Despair
(Radiation Infection)
15.3 HP (1.5%) HitPoints
2.5% (0.04 End/sec) Recovery
5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Accelerate Metabolism)
Knockback Protection (Mag -4)
Performance Shifter
(Accelerate Metabolism)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
19.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Accelerate Metabolism)
11.4 HP (1.13%) HitPoints
Blessing of the Zephyr
(Combat Jumping)
Knockback Protection (Mag -4)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Miracle
(Health)
2.5% (0.04 End/sec) Recovery
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Knockback Protection (Mag -4)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
19.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
Blessing of the Zephyr
(Teleport Foe)
Knockback Protection (Mag -4)
Blessing of the Zephyr
(Teleport)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Knockback Protection (Mag -4)
Time & Space Manipulation
(Teleport)
8% (0.34 HP/sec) Regeneration
Absolute Amazement
(Stalagmites)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Pacing of the Turtle
(Lingering Radiation)
MezResist(Sleep) 2.75%
2.5% Enhancement(Slow)
9% Enhancement(Accuracy)
Soulbound Allegiance
(Animate Stone)
16% (0.68 HP/sec) Regeneration
30.5 HP (3%) HitPoints
4% DamageBuff(All)
Explosive Strike
(Animate Stone)
1.5% DamageBuff(All)
Lockdown
(Volcanic Gasses)
3% DamageBuff(All)
2.5% Enhancement(Held)
Blessing of the Zephyr
(Super Speed)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Knockback Protection (Mag -4)
Efficacy Adaptor
(Hibernate)
11.4 HP (1.13%) HitPoints
Numina's Convalescence
(Hibernate)
12% (0.51 HP/sec) Regeneration
Luck of the Gambler
(Frozen Armor)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Devastation
(Ice Blast)
12% (0.51 HP/sec) Regeneration
22.9 HP (2.25%) HitPoints
3% DamageBuff(All)
Ragnarok
(Ice Storm)
4% (0.07 End/sec) Recovery -
I see alot of vills with the mental secondary do very well. With good utilization of Drain Psyche, Psionic Tornado, and Psychic Focus. I think it would be a good duel toon. I just feel that EM has little to offer other then boost range. I figure a sonic/mental/leadership/ ice epic would do well.
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Could you make a guild for Team PVP explaining Roles and team layouts... That would be nice