Spizzie

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  1. I've used it to escape a death from a chasing enemy before and that worked because he couldn't target me for a few seconds. Then again, he was a REALLY bad player, even in a zone.

    To the OP: keep in mind Placate is not Stealth. It just makes you unable to be targeted.
  2. Quote:
    Originally Posted by ConFlict View Post
    '



    Still works great on mind fires.
    It is still quite useful, yes. It still makes your opponent de-target (is that a word?) you. But doesn't the DoT from fire cut the Placate off almost immediately?

    Also BoTZ "nerf" =/= a nerf. It was a fix. The bonus that it gave was horribly broken.
  3. It's pretty much what makes Psi/EM the runaway #1 best Blaster set. Psi already has a 4-power, 80 ft attack chain with delayed damage. But when you add the Placate Proc, it's just horribly broken.

    I imagine a lot of Mind/ Doms would use it more in Mezmerize if they weren't /Fire.
  4. Never skip MoG. It's as god mode as god mode gets. Great power. If you regen 45 HP/sec, which is average for a /Regen Scrapper, you can recover 675 HP in that 15 seconds. Never skip it.

    Crazy, because before the great Regen change, I hated MoG.
  5. Okay, here's my final PvP build. Water Spout, good recharge, solid global accuracy.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Varos (PvP): Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Levitate
    • (A) Kinetic Crash - Damage/Knockback
    • (3) Kinetic Crash - Accuracy/Knockback
    • (3) Kinetic Crash - Damage/Endurance/Knockback
    • (5) Kinetic Crash - Accuracy/Damage/Knockback
    • (5) HamiO:Nucleolus Exposure
    • (40) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 1: Psionic Dart
    • (A) Gladiator's Javelin - Chance of Damage(Toxic)
    • (7) Gladiator's Javelin - Accuracy/Endurance/Recharge
    • (7) Gladiator's Javelin - Accuracy/Damage
    • (9) Gladiator's Javelin - Accuracy/Damage/End/Rech
    • (9) Gladiator's Javelin - Damage/Recharge
    • (42) Gladiator's Javelin - Damage/Endurance/Recharge
    Level 2: Dominate
    • (A) Gladiator's Net - Chance of Damage(Lethal)
    • (11) Unbreakable Constraint - Chance for Smashing Damage
    • (11) HamiO:Peroxisome Exposure
    • (13) HamiO:Peroxisome Exposure
    • (13) Gladiator's Javelin - Accuracy/Damage
    • (39) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 4: Telekinetic Thrust
    • (A) Kinetic Crash - Damage/Knockback
    • (37) Kinetic Crash - Accuracy/Knockback
    • (39) HamiO:Nucleolus Exposure
    • (40) Kinetic Crash - Accuracy/Damage/Knockback
    • (42) Kinetic Crash - Damage/Endurance/Knockback
    Level 6: Confuse
    • (A) Coercive Persuasion - Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Confused/Recharge
    • (39) Coercive Persuasion - Accuracy/Recharge
    • (42) Coercive Persuasion - Confused/Endurance
    • (43) Coercive Persuasion - Contagious Confusion
    Level 8: Hurdle
    • (A) Jumping IO
    Level 10: Mental Blast
    • (A) Gladiator's Javelin - Damage/Endurance/Recharge
    • (31) Gladiator's Javelin - Accuracy/Endurance/Recharge
    • (43) Gladiator's Javelin - Accuracy/Damage/End/Rech
    • (45) Gladiator's Javelin - Chance of Damage(Toxic)
    • (45) Gladiator's Javelin - Damage/Recharge
    • (46) Gladiator's Javelin - Accuracy/Damage
    Level 12: Telekinesis
    • (A) Endurance Reduction IO
    Level 14: Health
    • (A) Miracle - +Recovery
    • (15) Miracle - Heal
    • (15) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Miracle - Heal/Endurance
    Level 16: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (19) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (34) Celerity - +Stealth
    Level 20: Drain Psyche
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Accuracy
    • (21) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (23) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (23) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    Level 22: Combat Jumping
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (37) Karma - Knockback Protection
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Recharge
    • (34) Performance Shifter - EndMod/Accuracy
    Level 26: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (27) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 28: Subdue
    • (A) Gladiator's Javelin - Damage/Endurance/Recharge
    • (29) Gladiator's Javelin - Accuracy/Damage/End/Rech
    • (29) Gladiator's Javelin - Accuracy/Damage
    • (31) Apocalypse - Chance of Damage(Negative)
    • (31) Gladiator's Javelin - Damage/Recharge
    • (34) Gladiator's Javelin - Chance of Damage(Toxic)
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (33) Adjusted Targeting - To Hit Buff/Endurance
    • (33) Adjusted Targeting - Endurance/Recharge
    • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (46) Rectified Reticle - Increased Perception
    Level 35: Mesmerize
    • (A) Fortunata Hypnosis - Chance for Placate
    • (36) Fortunata Hypnosis - Sleep/Recharge
    • (36) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (36) Fortunata Hypnosis - Accuracy/Recharge
    • (37) Fortunata Hypnosis - Sleep/Endurance
    Level 38: Acrobatics
    • (A) Endurance Reduction IO
    Level 41: Maneuvers
    • (A) Kismet - Accuracy +6%
    • (43) Luck of the Gambler - Recharge Speed
    • (48) Endurance Reduction IO
    Level 44: Water Spout
    • (A) Ragnarok - Damage/Endurance
    • (45) Ragnarok - Damage/Recharge
    • (46) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (50) Ragnarok - Damage
    • (50) Achilles' Heel - Chance for Res Debuff
    Level 47: Shark Skin
    • (A) Steadfast Protection - Knockback Protection
    • (48) HamiO:Ribosome Exposure
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run



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  6. Spizzie

    Louie

    I saw him try to PvP. He wasn't far from Villain base, but I jumped on him quickly. He hibered, I waited, and when he got out I took him to 30% life in 3 hits before a Scrapper came over and finished him off.

    Another time I chased him down right in front of villain base, took him to low health, and he hibered about 30 feet from villain base. I couldn't stand around unless I wanted to get forever-stunned by those ridiculous Mu, so I jumped to a safe zone where there were no Mu. He got out, I chased him, took him to a sliver of health when 3 MM's sent all of their pets after me and I died. Louie, who was still slowly flying deeper into base, claimed he got the rep.

    He's a pretty habitual liar, as well. He's easily the worst player running around RV these days. But I have to give him credit, max; I saw him pop 2 greens last night. It's progress!
  7. Spizzie

    Louie

    Tonight Louie claimed his "record" for droning was 72 TP->Drone's in 2 minutes. When I explained to him that he needed to get 500% recharge with DR as well as reduce the interrupt and cast time to about a fourth of what it they are now, all of which is impossible for different reasons, he told me something along the lines of "my record has been on the forums for 7 months now. Ever heard of hasten and temporary +recharge power?"

    Needless to say, I love him now.
  8. /Edit woops, that was my PvE build.
  9. Poison. It debuffs nearly every aspect of your enemy's power/abilities. It's that great.

    Now, Pain Domination is sturdy as hell, but it gives you very little offensive boost. Therm gives you a good mixture of buff, heal, and debuff. Storm can be very rewarding, but it's more difficult to learn.

    Forcefield is pretty horrible as defense means very little in PvP nowadays. Traps is pretty bad, too, because its debuffs require you to stay in one spot. Dark Miasma is fun and all, but it isn't reliable enough. TA can be fun and it's good disruption, so that's an option.

    I suggest Poison or Thermal.
  10. Okay, so I reworked the build a little bit. Took a slot from Acro, took out Psionic Lance for Mind Probe (not that I'll use it, but Heca can give me the +Rech and +Acc that I need). Here's my new build, with better global accuracy:

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Varos (PvP): Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Dmg/EndRdx/KB(3), KinCrsh-Acc/Dmg/KB(5), HO:Nucle(5)
    Level 1: Psionic Dart -- Apoc-Dam%(A), GJ-Acc/End/Rech(7), GJ-Acc/Dmg(7), GJ-Acc/Dmg/End/Rech(9), GJ-Dam/Rech(9), GJ-Dam%(50)
    Level 2: Dominate -- GladNet-Dam%(A), UbrkCons-Dam%(11), HO:Perox(11), HO:Perox(13), GJ-Acc/Dmg(13), GJ-Dam%(46)
    Level 4: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(37), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Dmg/EndRdx/KB(42), HO:Nucle(42)
    Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Conf/EndRdx(42), CoPers-Conf%(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(48)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Mental Blast -- GJ-Dam/End/Rech(A), GJ-Acc/Dmg/End/Rech(43), GJ-Dam%(45), GJ-Dam/Rech(45), GJ-Acc/Dmg(46), GJ-Acc/End/Rech(46)
    Level 12: Telekinesis -- EndRdx-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Numna-Regen/Rcvry+(15), Mrcl-Heal/EndRdx(17)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19), Winter-RunSpd/Jump/Fly/Rng/EndRdx(19), Clrty-Stlth(34)
    Level 20: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Rchg(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal/HP/Regen/Rchg(23)
    Level 22: Combat Jumping -- Zephyr-ResKB(A), Ksmt-ToHit+(33), Krma-ResKB(37), LkGmblr-Rchg+(50)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(34)
    Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), Winter-RunSpd/Jump/Fly/Rng/EndRdx(27)
    Level 28: Subdue -- GJ-Dam/End/Rech(A), GJ-Acc/Dmg/End/Rech(29), GJ-Acc/Dmg(29), TotHntr-Dam%(31), GJ-Dam/Rech(31), GJ-Dam%(34)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 35: Mind Probe -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37)
    Level 38: Mesmerize -- Dmg-I(A), Dmg-I(39), FtnHyp-Sleep/Rchg(39), FtnHyp-Acc/Sleep/Rchg(39), FtnHyp-Acc/Rchg(40), FtnHyp-Plct%(40)
    Level 41: Water Spout -- JavVoll-Dam%(A)
    Level 44: Hibernate -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Shark Skin -- S'fstPrt-ResKB(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run



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  11. I definitely want to keep the slots in Psi Dart. For one, I always proc out the tier one attacks on my Blasters, Doms, and Corruptors. Those are the attacks that I use to fill in the gaps of my attack chain, and they benefit less from damage enhancements due to lower base damage. In other words, I'll spam Psi Dart when nothing else is recharged and even though it has low base damage, its procs should increase the damage significantly.

    As for the 2 slots in Acro and Assault, I just really didn't know another place to put them. Getting more end management is never a bad thing.

    I never thought that /Psi Assault was bad now, I just thought it was somewhere between average and good. As in, behind /Fire, /Energy, and /Elec but right after those 3 is /Psi.

    Lastly, did I slot Dominate correctly? I didn't know if I should slot for more hold duration or not, because I know 3 extra seconds of being held is a long time in PvP. Of course Blasters can still fire off their Tier 1's and Tier 2's.
  12. I've decided to dust off my Mind/Psi Dom and use his second build for a PvP build. Played around with it a little in Mids and this is what I came up with. Any help, critiques, and advice will be highly appreciated.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Varos (PvP): Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Dmg/EndRdx/KB(3), KinCrsh-Acc/Dmg/KB(5), HO:Nucle(5)
    Level 1: Psionic Dart -- Apoc-Dam%(A), GJ-Acc/End/Rech(7), GJ-Acc/Dmg(7), GJ-Acc/Dmg/End/Rech(9), GJ-Dam/Rech(9), GJ-Dam%(50)
    Level 2: Dominate -- GladNet-Dam%(A), UbrkCons-Dam%(11), HO:Perox(11), GJ-Dam/Rech(13), GJ-Acc/Dmg(13), GJ-Dam%(46)
    Level 4: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(37), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Dmg/EndRdx/KB(42), HO:Nucle(42)
    Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Conf/EndRdx(42), CoPers-Conf%(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(48)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Mental Blast -- GJ-Dam/End/Rech(A), GJ-Acc/Dmg/End/Rech(43), GJ-Dam%(45), GJ-Dam/Rech(45), GJ-Acc/Dmg(46), GJ-Acc/End/Rech(46)
    Level 12: Telekinesis -- EndRdx-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(15), Numna-Regen/Rcvry+(15), Numna-Heal(17)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19), Winter-RunSpd/Jump/Fly/Rng/EndRdx(19), Clrty-Stlth(34)
    Level 20: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(21), Nictus-Acc/EndRdx/Rchg(21), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal/HP/Regen/Rchg(23)
    Level 22: Combat Jumping -- Zephyr-ResKB(A), Ksmt-ToHit+(33), Krma-ResKB(37)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(34)
    Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), Winter-RunSpd/Jump/Fly/Rng/EndRdx(27)
    Level 28: Subdue -- GJ-Dam/End/Rech(A), GJ-Acc/Dmg/End/Rech(29), GJ-Acc/Dmg(29), TotHntr-Dam%(31), GJ-Dam/Rech(31), GJ-Dam%(34)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(50)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(37)
    Level 38: Mesmerize -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), FtnHyp-Plct%(40)
    Level 41: Water Spout -- Dsrnt-I(A)
    Level 44: Hibernate -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Shark Skin -- S'fstPrt-ResKB(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Acrobatics -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run



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  13. Spizzie

    Louie

    I have yet to experience Dahjee in PvP; makes me feel deprived. It's like when you were a little kid and you knew that the huge rollercoaster was going to be an awful, terrifying experience. Yet all of the other kids were talking about it. No matter how awful you knew it was going to be, you felt deprived of that experience.

    I just want my Dahjee experience.
  14. I feel like this ComingStorm guy just wants to disagree with a post because it's correct. Maybe he's allergic to intelligence?

    Just from the last few posts that I've read, I've gathered that he believes i13 PvP is great and that Virtue has more PvP'ers because its server load is yellow. Oh my.
  15. Quote:
    Originally Posted by BrandX View Post
    I think this is the first mistake people have.

    Don't worry about being good. More so imo for zone play.

    Before i13 I had a pvp toon that no one managed to take out one on one (not saying it couldn't be done...as I'm sure it could of been), but go into a zone and I was wrecked by teams.
    See what I bolded? Nothing before i13 really matters now. Powers, AT's as a whole, and entire game concepts (like mezzes) work differently in PvP than they do in PvE.

    To the OP:

    Fire/Rad, Emp/Psy, Earth/Thermal, and, to a lesser extent, Kin/Elec can all be viable PvP toons. If you want severe disruption and annoyance, go with Earth/Thermal but know you won't be able to kill much. If you want to be a support player, go with your Emp/Psy (which is actually a top-end Defender PvP build). The two most important things for you will be movement (you want AT LEAST Super Speed but having both SS and SJ is highly useful) and KB protection. I'd just buy some temporary KB protection if I were you.

    Or you can create a 2nd build and dedicate it to PvP; that's what I've done on my Mind/Psi, Fire/EM, and Fire/Regen characters.
  16. It's as if he thinks we complain about i13 but don't want it to change because we -like- having obsolete powersets.
  17. Dahjee, do you get the impression that we want it the way it is? We don't; I don't even think you do. I understand that you want to make the best out of i13, and honestly that's a valiant attitude. Yet at a certain point, you're in denial.

    The difference between you and the likes of Conflict, mac, and Max is that you give advice on builds while not warning them of how effective/ineffective their build will be. Those that I mentioned will give advice on their specific AT and powersets while informing them of its effectiveness, competetiveness, and ability in PvP.

    I have an example that's a personal account. I remember one of my first posts. I had viewed the forums for years before I finally made an account. It was just after i13 and I was trying to understand the new PvP changes (I quit right around i10 while I joined in i3). My main Blaster at the time was an Ice/EM and I loved that character. I asked about its effectiveness and both macskull and Conflict helped me fine-tune my build. Yet, they told me that the two things that made my Ice/EM so effective, quick activating attacks and slows, were now both pretty meaningless. I tried to make it work, and I just hated that my damage was pitiful and my slows meant nothing. I then made a PvP spec for my Fire/Regen Scrapper that I created in i12. Then it became FoTM and I discarded it, also because I didn't like melée.

    Finally, within the past 6 months or so, I created a Fire/EM. I knew from listening to Conflict's, mac's, and Max's advice that Fire/ wasn't quite as powerful as Psi/ because of the smaller range and not being able to use the placate proc. Yet I liked Fire/ better for other reasons that they explained and that I knew from personal experience (such as it being far more powerful in PvE for a 2nd build, Flares and Fire Blast both being very good, and the fact that while it wasn't as good as Psi, it was still damn good). I like the toon and it performs well, yet still has the defficencies that I was warned about.

    Yet I worry that if you would have given advice on my Ice/EM, I wouldn't have known about it's ineffectiveness. Or how Fire/EM just isn't as good as Psi/EM.

    Don't think that you're a better person than them for not telling people the most powerful combinations. Many of the regular PvP'ers like mac and Con give advice on horribad builds, buy also comparisons and how they will perform relative to other powersets. You leave that part out most of the time.
  18. Quote:
    Just so you know, we don't fight pansy rules. No inspirations, TS will be in effect, etc.
    Your tournament would have a lot more credibility if TS was disabled. TS off, HD off, Small Inspires on isn't "pansy". It's standard. And you do realize it's advantageous to you, too? As in, you won't have TS, HD, and you can use inspires just like your opponent. You'll get more participants and it will be more enjoyable if at the very least, TS is disabled.
  19. Spizzie

    Louie

    He's so much fun, though.
  20. Spizzie

    Louie

    I suppose I can understand why you'd take TP Foe if you plan on taking Teleport anyway (although TP as a whole is pretty awful for PvP). Except if you're a Grav/ Dom, because Wormhole is much better.

    Since you're into situational power use, it's worth noting that TP Ally can be used for getting a hibernating squishy out of trouble quickly.

    Bottom line, in almost all situations Wormhole > TP Foe.
  21. Spizzie

    Louie

    Quote:
    Originally Posted by Dahjee View Post
    Finally, TP Foe does not equal Wormhole. Considering the two to offer the identical effect is a sign of a very misinformed player... ie fing Robot.
    You're right. Wormhole can affect multiple targets and has a huge stun; summary, it's better.
  22. Quote:
    Originally Posted by WhyNerfPFF View Post
    A duel is an engagement in combat between two individuals. Can someone tell that to Lil Water Boy aka Demon Slayer. He is always posting up in RV listed matches of 2 vs 2 or 3 vs 3,
    those are not duels. Some people just need to go back to school and learn the english language.
    Judging by how old -he- says he's is, I'm quite sure high school hasn't even started for him. He'll learn.
  23. I don't know about game-changing, but I might be using a lot of them. That -regen attack could annoy some Scrapper who won't fight "unless warrir at full strangth". Self Heal and Self recovery buff would both be nice.

    Then again, a lot of them can be supplemented by Inspires.
  24. Even if you could find 3 baddos that are standing within 5 feet of eachother for long enough to eclipse them, you still wouldn't ever get capped resists because of DR.

    PB's = self contained, ST damage based. You'll have 3 heals, which makes you very survivable, and phase which is very useful.

    WS's = enemy-reliant, AoE damage based. You can drone people and still have 4 other power pools. Woo hoo?

    Also, PB's attacks can be slotted with all those nice Defense Debuff procs. Procs are king.

    I'll say this, though: it will be mighty impressive if you could make a viable Shade for PvP.
  25. Spizzie

    WS and pvp?

    Doms do well because they have 6 second mezzes, very high ranged damage, high PvP global resists, and PPP's that will grant either Hibernate or Personal Forcefield, both useful for PvP. Even before i15, they were competitive.

    Warshades can do -okay- in lower zones like Bloody Bay or Siren's Call, but they still aren't very good. Nova form is always going to do good damage, so there's that.