macskull

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  1. 1. Replace the Hecatomb: Damage with the Hecatomb proc in Haymaker.

    2. Replace the Obliteration: Damage with the Obliteration proc in Blazing Aura.

    3. Replace the Armageddon: Damage with the Force Feedback proc in Foot Stomp.

    4. Electrifying Fences should be slotted for damage. Put a set of Posi's Blast in there instead of the Gravitational Anchor set.

    5. Drop the pet, take Burn.
  2. It was FotM before I13. Now Psi/EM and Sonic/EM are better but Fire is still good. From Fire: Flares, Fire Blast, Aim, Blaze, and Blazing Bolt (well-slotted for interrupt duration). From EM: Power Thrust, Build Up, Boost Range, Total Focus. Power Boost if you want.
  3. [ QUOTE ]
    freedom has quanity for sure, but if you want quality go to justice.

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    Freedom PvP > Infinity PvP > Justice PvP, in terms of both population and overall quality.

    An MM: do you want arena or zone? Duel or team? Thugs is a good all-around primary that really stands out in zone and team situations, while Ninjas and Necro are the dueling favorites. Poison and Storm are good secondaries, and a well-played Pain can be very difficult to kill.
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    It works better then tactics in the to-hit region and perception region i beleive.

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    No, and

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    Heroes have less perception cap then villians do. I hope this answers your question.

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    No.

    To elaborate:

    As far as tohit goes, Tactics is better than Focused Accuracy (or Targeting Drone for a Weapon Mastery Scrapper - the Blaster version of Targeting Drone is different). FA has less of a tohit bonus than Tactics and costs much more endurance, however FA also has +acc and resistance to tohit debuffs. You want +acc when fighting defense-based toons because of Elusivity, and the tohit debuff resistance is invaluable.

    For example, I was on my DM/SR/Body fighting my friend's DM/SR/Dark. He had Tactics, I had FA. There was a noticeable difference in his hit rolls once I got some -tohit stacked on him. When he hit me, it barely affected my hit rolls because of the tohit debuff resistance in FA. Ideally if you can have both that's great, and I'd aim for that.

    As far as perception goes, the answer is this: every AT has the same perception cap, except Soldiers and Widows (theirs is slightly higher). Every AT also has the same stealth cap, except for Soldiers and Widows (about 850 feet at level 50) and Stalkers (about 1100 feet at level 50). With capped perception, the closest you'll be able to see a Stalker at is 10 feet, however stealth is hit by diminishing returns so you can actually see them from slightly farther away assuming you are +percep capped.
  5. It is. Grab Power Thrust (because you have to take it), Build Up, Boost Range, and Total Focus. Power Boost maybe if you play with DR off a lot.
  6. [ QUOTE ]
    so resists are so high that -res is useless? so no rads, sonics, etc? colds useless? eep


    and just to compare, right before i13 hit, there was a big wave of team diversity. people were doing all sorts of things in those last few months

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    Squishies have 40% base resists, plus whatever resists their epic shield gives (40%-ish for Defenders and Controllers, less for Blasters). Unresistibile debuffs don't really exist anymore, and -res doesn't even add to your damage until you go below resist cap, so it's difficult to chew through that.

    -Res isn't worthless but you need to stack a lot of it to be meaningful.
  7. [ QUOTE ]
    your storm team should consider getting epics with res shields btw.

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    I thought about that as well, and it's something to consider, but it doesn't matter what epic shield you're running if the crit on AS ignores your resistances. I only really have Ice for Hibernate, but if I can figure out how to fit in Phase and go Primal I would consider that as well.

    I think the problem with the Storm team we ran last night was that we weren't turtling enough.
  8. [ QUOTE ]
    Villians was really diverse before Forts. Then that went out the window. Renegades found something that works for us and we've stuck with it cause no one has beaten it. That doesn't mean it's the only strat, it's just currently a very effective one. The biggest limiter right now outside of the obvious global resists is the fact that we run 5v5. Of course 5v5 allows more teams to easily join up so it would be hard to stray away from that.

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    The problem I'm seeing is not that the "2 stalkers/emp/therm/ff" lineup is the only one viable, but that it's by far the easiest to run. I know there are other viable lineups, and dUmb has been messing with several variations trying to find something that works - but we only practice once or twice a week if that, and our lineups are constantly rotating, so we end up "testing" our lineups in actual matches.

    I think if they got rid of the stupid base resists, that'd make lineups a bit looser because as it currently stands it's very difficult to use anything other than multiple AS's to drop a target with any reliability, assuming competent and quick-thinking Emps and Therms. I also agree with you on the 5v5 deal - lineups could be looser given larger teams but at the same time we need to keep the ladder accessible. I'd really like to see it moved up to 6v6, but that's a discussion for another time.
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    oh god!

    2 stalk 1 emp 1 therm 1 bub?

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    Yes, and one of those is Mind/ for TK. The stalker sets don't really matter because they're only there for AS. This is because somehow people decided ladder rules were going to be DR off, and the only way to kill squishies with capped resists is AS (currently the only unresisted attack in the game, which is probably a bug, and will be "fixed").

    Unfortunately that's the only lineup (with possible slight variations, such as subbing a Rad for the Therm) that really works - gg on making PvP more viable for more sets, devs. GG.

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    the only reason that is the only team used is because everyone is copying renegades. there are other better teams out there but people are slow and cant seem to get past the whole i have to use what everyone else does because it works for them thing.

    even easy breezy doesnt run stalkers. they do a damage lineup which has been working alright. to say that only stalker lineup works is just because you dont have the mental capacity to come up with a better lineup.

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    k
  10. macskull

    Fight Club Q&A

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    Don't feed the trolls, ST.

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    I have to do something with all these paint chips

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    Is it lead-based?
  11. [ QUOTE ]
    Freedom and Infinity still have decent PvP, right?

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    Yes

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    What are the Test team lineups like right now; R&G, what?

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    Mixed 5v5 - 2 stalkers/emp/therm/ff, one of those is Mind/. Pretty much all that reliably works now.

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    What's this I hear about sapper builds being the only thing that survived orbital nerf strike?

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    Thanks to bonus resists on squishies you're almost better off sapping them and killing them. Also defensive toggles don't drop, ever, unless you get sapped, so that's the only way to turn them off (there's still the "chance to drop a toggle" in some powers but it's not reliable).

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    What are standard 1v1 and team Blaster powersets and what's actually worth playing as far as team support?

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    Sonic/EM for 1v1, Psi/EM for teams. As far as support on ladder teams go you should go with Emp, Therm, or FF. Rad is meh and Storm might work if we can ever figure out how to make a Storm team viable again. The removal of -maxrunspeed and the change to -maxrange (plus toggle drop rules) hit Storm quite hard. We were running a Storm team in our second match against AA last night and it didn't go well.
  12. [ QUOTE ]
    AR/Electric should do just fine in PvP:

    Electric blaps have sleep attached to them, which will hit through PFF, since PFF isn't resistant to sleep.

    You'll be able to drain endurance as well.

    AR has really good range. If you can get enough +Per, you should be able to make stalkers visible sometimes.

    Any build can pvp. It's only the darth noobians and their obsessive compulsive need to always make cloned copies of each other's characters that say only the FoTMs are worth building...which is complete garbage. They aren't good players and they don't have good skills and they are horrible to team with.

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    Lol, you're terrible, go away.
  13. macskull

    Fight Club Q&A

    Don't feed the trolls, ST.
  14. [ QUOTE ]
    oh god!

    2 stalk 1 emp 1 therm 1 bub?

    [/ QUOTE ]
    Yes, and one of those is Mind/ for TK. The stalker sets don't really matter because they're only there for AS. This is because somehow people decided ladder rules were going to be DR off, and the only way to kill squishies with capped resists is AS (currently the only unresisted attack in the game, which is probably a bug, and will be "fixed").

    Unfortunately that's the only lineup (with possible slight variations, such as subbing a Rad for the Therm) that really works - gg on making PvP more viable for more sets, devs. GG.
  15. macskull

    PVP Tank Build

    You want more ranged attacks, not melee. That's why I suggested dropping Punch and grabbing LBE (or going to stone for Stone Prison and Fossilize).

    You shouldn't have to worry about losing end too much on an Ice, since Energy Absorption gives you end and is autohit. Otherwise you can just bring a few blues.
  16. [ QUOTE ]
    In the end that's the only 'petition' that actually gets results.

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    Unfortunately that won't even do it, because they'll say "oh, those people are gone, we don't have to cater to them anymore." And they won't revert out changes because that would be an admission of wrongdoing.
  17. macskull

    PVP Tank Build

    I'd say drop Punch and shuffle some powers around to pick up Laser Beam Eyes (if you stick with Energy Mastery, otherwise use Stone Mastery - Fossilize is very good now). You don't really need Conserve Power. You might take Super Speed at 49.
  18. So just looking at this now, someone who had, say, a Dark Melee/Dual Blades boss on standard (somewhat challenging but not very hard-hitting except Shadow Punch and Smite) would've had a boss with 4 attacks. Now they're looking at a minimum of 11 attacks, two of which are ranged. Those bosses are now equipped - on standard difficulty! - with one of the best AoE attacks in the game in Shadow Maul, a high-damage immobilize, and can do at least one Dual Blades combo.

    That's not right.
  19. [ QUOTE ]
    Hey All,
    I'm trying to make my latest toon, an assault rifle / electricity blaster for PvP.

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    No.
  20. [ QUOTE ]
    If you Zone PvP keep RotP, it saves you all the boring downtime at the hospital =) I use it in place of Phase

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    Guess what baddo, if you had phase you wouldn't need RotP.
  21. [ QUOTE ]
    On test Comms give minion rewards again. Now we'll heve to go back to talking to that guy in city hall who sends us to talk to a guy in King Row who tells us we aren't high enough for his uber missions.

    That or farm bosses.

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    ^^ This. Custom lt's too.

    >.>