Warhamster

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  1. Oh I certainly didnt base the build off of the temp power. However if you have a good connection and box, load times should never exceed 20 secs. I can get to the base, refill greens, pop a few to get to full health, craft a new Etherial Shift, and be back in zone in just over 1 min 20 secs. With Etherial Shift as good as it is (has 5 uses per craft), there is simply no reason to take phase in a zone build.

    I finalized the build with 50% melee def, 58% ranged def, 47% resist, 2937 hit points with 15% coming from accolades (I refuse to ever do all those task forces), well slotted taunt, 47.5% rech, 9% global Acc (I didn’t bother with global Acc due to the good + to hit bonus gotten from Rage), aid self, with a 3 power ranged attack chain including the dreaded Fossolize. Should be a good time.

    Quote:
    Originally Posted by Sentry4 View Post
    doesn't that only have 5 uses or something? Then you have to run to WW and go through all the loading to buy another one? Don't base your build off a temp power, just find another way around it.
  2. Warhamster

    New Dom..

    In a vacume though you're still dead because of multiple factors. He's going to have 2200 total hit points you have to eat. He'll be able to continue his normal dps while held, will not be knocked down/back by lift/lev, and will have excellent confuse protection from tactics. (with tactics confuse only lasts 2-3 secs on my blaster) Any decent blaster will always outshoot a dom. So if you have no chance in a stand and deliver fight, its all about your tricks, which boil down to cage and drain psi. Elec may come closer to killing the blaster than Psi would in a stand up fight, but the results will always be the same so its irrelevant.

    Quote:
    Originally Posted by Supermax View Post
    PvP is really about burst damage, and elec definitely has more of it than /psy. Over 20 secs the damage may be equal, but when your job is to kill the blaster or be killed, you don't have 20 seconds to pew pew. You have to take off like half their health with 1 attack, and then finish it off with a couple more. I guess /psy is more of a slow killer, which worked well before (like colds), but in today's world of "nothing matters except upfront damage", it's not so good.

    As far as needing more HP, yeah..but that would require PvE'ing and getting IO's
  3. Warhamster

    New Dom..

    With all powers damage now based on activation, psi's ranged damage is really no better or worst than elecs ranged damage, so not really sure what you mean about elec vs psi unless you're referring primarily to BU (which still only amounts to 10 sec bursts of reasonable damage). Most people forget that to arrange for a melee ranged attack on a dom actually ends up decreasing your DPS output to the point of it being roughly the same as the ranged damage, considering the valuable seconds wasted closing to melee range. This is really the reason for the popularity of /fire. There are no tricks involved, its just spam ranged dps. I personally find that very boring, and enjoy closing in with my procced up melee attacks. While its dumb from a dps point of view, its the only way to insure I dont feel that I'm just playing a gimped version of my blaster.

    From a survivability standpoint, it really sounds like you need to get your hps up. My dom is currently clocked in at 1586.


    Quote:
    Originally Posted by Supermax View Post
    Well I never got mine past lvl 37, so I've only played in sirens. And there any blaster can kill me in like 5 seconds flat. Meanwhile...

    /psy does like no damage. It takes me forever to kill anything. I mean come on, levitate is stronger than anything in /psy except 1 melee attack! That, combined with no +tohit and no +dmg, makes me hate it.

    I can fight someone I can tell is bad, but they use 3 attacks on me, and I'm dead. While I have to use like 10 on them. If I was /fire or /elec, I'd be doing about the same damage to them that they were doing to me.

    I know doms are a LOT better in RV....but mine sucks so horribly in sirens that I have zero desire to put any more levels on him. If I made a new one, I was thinking something along the lines of earth/elec. Never seen one, but it sounds like it would be good.

    Oh hamster, I assume you have leadership on your /psy right?
  4. Warhamster

    New Dom..

    Why do you hate it? My grav/psi absolutely wrecks people in RV. Psi is also the ultimate counter to regen scrappers, I beat them down so bad I feel kind of silly even fighting them. Shutting down both their T9's makes them a joke.

    Quote:
    Originally Posted by Supermax View Post
    All I know is don't make /psy. A while ago I wanted to make a dom, and everybody on here told me to make a /psy. Well I absolutely hate it, and it made me totally hate my dom. It's just horrible compared to fire or elec. I so wish I made one of those instead
  5. Warhamster

    New Dom..

    Wait, you're using your primary for spike damage lol.
  6. Warhamster

    Kickball Night?

    I want a Divine toon now...
  7. I'm pretty good at limiting my exposure to being mobbed, Etherial Shift anyone? :P
  8. Ran into a funny bug yesterday that had my team laughing it up. I was on my thermal and playing the support roll after single handedly breaking up FC. I hit one of my team members with my heal, then accidently did it again right away. Healed for 424, then 424. I then proceeded to put it on auto, and every 4 seconds or so healed him for 424 lol. He was able to stand in the hero base area and take on 3 heroes with np at all. 15 mins in they eventually brought in a few more blasters and spiked through it, but it did bring back memories of the unstoppable madness that was the zone healing emp combo from the old days.
  9. If my primary concern should be just 2 powers, then I'm not concerned. Besides, the toon is already 50, I'm just finalizing the build hehe.

    Quote:
    Originally Posted by Musey View Post
    Most defense based toons get h4xed my powers like dominate and mezmerize. Thats probably the reason. I would roll elec/ss or elec/em blood.
  10. I'm in complete agreement about using AS, however seeing things like this makes me wonder why I even bother. :P

    http://boards.cityofheroes.com//showthread.php?t=194925




    Quote:
    Originally Posted by Antigonus View Post
    And yet I keep seeing new ones...

    Why do people even play Stalkers now when Doms and Corrs are soooooooo much better?

    And to all the people that insist on playing Stalkers, learn to AS. Seriously, the Impale spam is not effective it's just annoying and demonstrates your lack of skill.
  11. Thanks very much for the feedback guys, will adjust build accordingly. Only reason I asked the defense question was I have always been very impressed about how hard it is to hit a few of the shield tankers I've run into in RV. There is one guy that is SD/EM that with my huge acc bonus dom build still was only hitting on midranged 40%, its crazy, and I want to be like him. :P
  12. Really all you need is Nova and 10 extra slots to slot up the 2 single target damage nova attacks. Make room for that and you can do what you want with human form. The damage you lay out in human form is just bad. That's why they are telling you to take Nova.
  13. What is a good defense total to have for a SD tank in RV? I have a build that is clocking in at 50% melee and 52% range in mids, with 3k hit points. However, that is with Phalanx Fighting. Should I even take Phalanx Fighting? Do I get no bonus unless a team member is standing within 8 feet of me? Or is there a default bonus? Without Phalanx Fighting I'm clockin in at 42% melee and 44% range.

    How many knockback IO's should I expect I will need if I want to avoid being knocked down vs levitate or lift?

    Any help you could provide would be greatly appreciated, thanks.
  14. Warhamster

    Kickball Night?

    We had some excellent Monday rounds back when we were offering a free PvP IO to a random person that shows at the end of the fun. I'm sure that could spark some interest again if we can get some donations lined up.
  15. Warhamster

    Um...

    Quote:
    Originally Posted by ConFlict View Post
    In pre i13 pvp immobiles >>>>>>>>> holds. You could burn a tray of breakfrees so fast it was scary. The only thing that negated controls in zones was a solid well played buffer. To suggest that a single breakfree negated control sets is a little over the line. If your point of view was true I doubt we would have gotten the new system. Though I am far from saying we should ahve gotten it anyways. Most of the bad pvper never brought much less used breakfrees and it seems like the one of the main goals of the changes was to get away from needing to rely on inspirations at all. Sadly all they did was change the inspires we carried.
    Prett funny you mention this, as I had forgotten all about the imob stack strategy. I recalled a writeup I did back in the team arena days on the ladder, and was able to locate it. This is from way back in Jan 2008. To all those with fond memories of the good old days of the arena ladder, enjoy...




    Think we could try out the new dom Imob strategy we tested the other night, at one of the upcoming practices? It appeared that I could solo generate over mag 80 stacked imobs on a target. If we could get 2 grav doms built for imob spam/duration that we could easily power through stacked protection.

    Here are some hard numbers that support this strategy. Based on this, you can see the base mag on immobs are higher than on holds even while in domination. Immob base mag is 7.45, while a hold even with domination only comes in at mag 5.96. Immobs also last longer in domination, 15 secs base vs 12 secs for holds. Finally, Acro only has 48% hold resistance, no Immob resistance, so stacking immobs will be easier than holds if you're not in domination. The only downside I see is Combat Jumping's Immob protection. However, due to my ability to stack mag 29.8 in immobs in right around 6 seconds, I'm not seeing much of an issue there. So here is a breakdown of a protected target.

    Target is running Acro, CJ, and 2 Thaws.

    Immob protection: 28.86

    Hold protection: 22.56

    Immobs that need to be stacked to defeat protection: 4

    Holds that need to be stacked to defeat protection: 4

    Target is running Acro, CJ, and 3 Thaws

    Immob protection: 39.14

    Hold protection: 32.84

    Immobs that need to be stacked to defeat protection: 6

    Holds that need to be stacked to defeat protection: 6

    Now look at the recharge on powers: hold is base 8 secs, crush is 4 secs, crushing field 8 secs. This means I can chain crush and crushing field and lay down 2 times as many immobs as the same mind dom can lay down holds AND with a higher base mag AND duration. Whats not to like? Pet is just another target people have to go through to find who they are looking for, and the AOE cage is 26 sec rech with 10 sec duration on a player and 30 sec duration on MM pets. This could seriously take some heat off of our stalkers if I could cage pets that are hunting them. This is not even getting into the excellent damage I can do to capped resist targets with cor shields with Psi damage. Thoughts?


    Acro

    EFFECTS: 100-point Knockback protection; 2-point Hold protection; 48% Hold resistance.

    Combat Jumping

    EFFECTS: 12' jump height; 1' per second increase to jumping speed; 2.5% Defense; 8.3 points Immobilization protection.

    Thaw

    EFFECTS: 10.28-point Hold protection for 90 seconds; 10.28-point Disorient protection for 90 seconds; 10.28-point Sleep protection for 90 seconds; 173% Sleep resistance for 90 seconds; 10.28-point

    Immobilization protection for 90 seconds; 7.5% Cold resistance for 90 seconds; 80% resistance to Attack Speed debuffs for 90 seconds; 80% resistance to Run Speed debuffs for 90 seconds.

    Crush

    EFFECTS: 7.22 Smashing damage every 2 seconds for 10 seconds; 100% chance for a 15-second Immobilize of 5.96 strength versus critters only; 100% chance for a 10-second Immobilize of 7.45 strength versus players only; Domination—100%

    chance for a 22.5-second Immobilize of 5.96 strength versus critters only; Domination—100% chance for a 15-second unresistible Immobilize of 7.45 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds; disable Flight.

    Crushing Field

    EFFECTS: 3.61 Smashing damage every 2 seconds for 6 seconds; 100% chance for a 15-second Immobilize of 4.47 strength versus critters only; 100%

    chance for a 10-second Immobilize of 7.45 strength versus players only; Domination—100% chance for a 22.5-second Immobilize of 4.47 strength versus critters only; Domination—100% chance for a 15-second unresistible Immobilize of 7.45 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 15 seconds;

    disable Flight.

    Gravity Distortion

    EFFECTS: 7.95 Smashing damage every 1 second for 5 seconds; 100% chance for a 12-second Hold of 4.47 strength versus critters only; 100% chance for an 8-second Hold of 5.96 strength versus players only; Domination—100% chance for an 18-second Hold of 4.47 strength versus critters only; Domination—100% chance for a

    12-second unresistible Hold of 5.96 strength versus players only; 50% Run, Fly, and Jump Speed decrease for 12 seconds.
  16. Warhamster

    Um...

    So you're saying the current zone situation for a troller is worst than pre i13 when a single inspiration negated your hold/imob completely? IMO that's crazy. Hell, I could watch the combat bar and not even need to pop a break free until I saw someone was about to start stacking holds on me. Post i13, my stalker being insta held for 4-5 seconds WITH toggle protection running = death. Before the changes they were just a waste of space, now at least they have the potential to get me killed, while being a waste of space.
  17. Warhamster

    Elec/Kin

    wow, why did I think this was melee range? That heal while low, is still better than the thermal heal. I'm really going to take a hard look at this build. Thought's on a patron?
  18. Warhamster

    Elec/Kin

    Jeez, you're supposed to say its 'ok' and 'passable.' Now I'm going to have to roll one up. Isn't the heal much higher than the therm self heal? I know you have to close to melee range for it. What is the heal hitting for, 400?

    Thanks very much for the feedback.


    Quote:
    Originally Posted by Silit View Post
    Not only is it an increadibly effective build, but it's probably one of the few that I think are still fun to play. You can go through someone's endurance at an alarming rate - way faster than a therm, and it's not too bad on survivability either. Obviously the heal isn't as effective as a therm's heal, but it certainly has its uses - not to mention, it's always hillarious to kite kin heals off of people - about as fun as a lightning rod kill.
  19. Warhamster

    Elec/Kin

    I understand that elec/therm is probably better, but on paper elec/kin would appear to do ok in zone in a disruption roll. Run a therm and kin tag teaming the same target and I see quite a bit of potential there. Anyone have any experience they would like to share as an elec/kin in RV? How about the mentioned tag team? Thanks for any feedback.
  20. Assuming you're putting this toon together for zone, dont forget to pickup webnades and taunt and make yourself a useful contributor in the zone instead of a subpar damage dealer.


    Quote:
    Originally Posted by Phylaxis View Post
    Alright thanks for the information I guess Im rolling a BS/Regen Scrap then.
  21. Warhamster

    Max HP MM

    I'm almost finished with the build on my thugs/poison mm, and should clock in just above 1200 hit points including accolades. I'm just curious if anyone else has tried for a max hit point build, and if so, how high did you get it?
  22. Warhamster

    PvP Corr?

    I'll agree with this statement. It's gotten to the point where if I see the pain cor has his +regen running, I wont even attack him unless I got 1-2 other ranged damage dealers to assist. For zone, I'd say Pain is very good.


    Quote:
    Originally Posted by ConFlict View Post
    Son pain is a lot better in zones than dark cold. At least in my opinion it is. Its extremely survivable and hits like a ton of bricks.
  23. Warhamster

    PB/WS Questions

    I second this comment. I'll add as well that my tri form PBer with form change macroes is the most fun toon for RV play ever. Its not even a contest between all the others. The ease of which PBers rule the sky though is probably about to change when TA Cors start showing up, so soak up the glory while you can...


    Quote:
    Originally Posted by macskull View Post
    A well-built and well-played PB is essentially a cross between a Rad Blaster (mostly for -def aspect), Regen Scrapper (two Reconstruction clones and a Dull Pain clone), and pseudo-Tanker (taunt in Dwarf form).
  24. How come these fight club police threads all end up being so epic?

    Quote:
    Originally Posted by KingOfStars View Post
    your not actually taking this seriously are u?