macskull

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  1. macskull

    Really Torn

    [ QUOTE ]
    if you want any type of therm corr go rad. I have a Rad/therm corr on pinnacle that will take down any regen. with dominators in pvp...I tend to stay away for they do decent damage but dont have the HPs or staying power vs. a scrapper/tank/brute/stalker/blaster.

    [/ QUOTE ]
    OK, baddo. A well-built and well-played Dominator can beat just about anything.
  2. [ QUOTE ]
    ok, WP is the way to go hands down. also another primary that goes great with WP is Energy melee, but as of i13 SS is hands down #1.

    I have to disagree with the first response you got. Fire is hands down one of the worst for PvP i have found. They have no knockback protection to start out with and yes you can get about 8 points of KB protection but that's with a gimped build and for a scrapper like mine with a power that has an 18.32 mag KB, that 8 points wont help a lick.
    Invuln and WP both have KB protection, but IMO WP is the best of the best for brutes.

    If you have any questions feel free to contact me ingame @ninjavampyre, which is my global.

    [/ QUOTE ]
    You really don't have any idea what you're talking about, do you?
  3. Fire. WP and Invuln are OK but Fire's the go-to set for PvP right now.
  4. [ QUOTE ]
    what nub would come up with that idea

    [/ QUOTE ]
    It's not a bad idea at face value, therefore I take all credit.
  5. [ QUOTE ]
    Hi! I too have come back after at least a year away, and I'm trying to understand the current state of PvP. So I don't really have any answers for you.

    I would like to verify a couple of the stranger changes they seem to have made, though ..

    Am I to undestand the following currently apply to PvP combat (only):
    1. Blasters/Defenders/Controllers/Corrupters/Dominators routinely achieve higher resists than resistance-based scrappers/stalkers/brutes, let alone defense/regeneration ones?
    2. The pool-based melee attacks now do vastly more damage for melee archetypes than their set powers?

    I get that defense was uber in i13, and now its not again, status effect defense has been changed to duration-reduction, heal decay and such. Those all sort of make sense, but the above two just seem a bit too bizarre ..

    [/ QUOTE ]
    They are bizarre, and that's just the surface of it.
  6. [ QUOTE ]
    What do fire blasters have that an ice blaster cant answer and with a better power?

    [/ QUOTE ]
    Better damage, which in PvP 2.0 is really all that matters.
  7. macskull

    Spines/Regen

    Here's what I'm using on live right now, but this is more of a "wish list" end-game build.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Barb Swipe -- HO:Nucle(A), HO:Nucle(3), Mako-Dam%(3)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Mrcl-Rcvry+(7)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(17)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), TotHntr-Dam%(23)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Rchg(27)
    Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 16: Super Speed -- Run-I(A), EndRdx-I(36)
    Level 18: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/EndRdx/Rchg(36)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
    Level 22: Kick -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(48), ExStrk-Dam%(50)
    Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
    Level 26: Super Jump -- Jump-I(A), EndRdx-I(43)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), ImpSwft-Dam%(40)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- RedFtn-EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
    Level 41: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
    Level 44: Shuriken -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Apoc-Dam%(48)
    Level 47: Phase Shift -- RechRdx-I(A)
    Level 49: Targeting Drone -- Rec'dRet-Pcptn(A), EndRdx-I(50), AdjTgt-ToHit/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]2.5% Defense(Smashing)[*]2.5% Defense(Lethal)[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]1.25% Defense(Melee)[*]1.56% Defense(AoE)[*]6.3% Max End[*]12% Enhancement(Heal)[*]83.8% Enhancement(RechargeTime)[*]33% Enhancement(Accuracy)[*]5% FlySpeed[*]125.5 HP (9.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 2.2%[*]MezResist(Terrorized) 6.6%[*]20% Perception[*]9% (0.15 End/sec) Recovery[*]24% (1.34 HP/sec) Regeneration[*]9.13% Resistance(Fire)[*]9.13% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]1.26% Resistance(Psionic)[*]5% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;698;1396;HEX;|
    |78DAA5945B4F134114C767DBAD15BA6DA9B5DC2F85CAAD978 5BE794B7C1050B0D5D|
    |2167C51C952C7B2B26E9BB61A79F303F8A489A8041548F802 6AD4F8CD4C4C3D9769|
    |13E3A31BF8FF76CE9C39F3E7CC2CF9E74B86102FAE092D74D DB19ACDAD52A561D5E|
    |BB2E1CB5B55BB22FC42885827B695978E94E6FA53DB719A63 DDE8927C24DDA6348B|
    |B22A5DD9B05A76CD8DACBA3BB221DD96D979E92DD46A8E59A A4BF9D0A0D79CB4EAB|
    |65B0DD260C5AEEEB46014A1D1AAFBCC6EDADBB663B7F6A2CB 75BB62DE85E49ABB95|
    |B79A2DD9D81B0457F3F0FB01EDD1D3F688AB00DD2B3C1DEE0 2B3620953344AF18A4|
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    |EA6A8B717FE420212C2DC122D9CE1D024E126CC4478C613E1 E627B8F98932BB8584|
    |28D7D6A2310A2DFC86D198F0C04C8C67BC3175B249C505C5E C9E07977B217540ED3|
    |2605291C924234318808421B5CBD01C394BB2C1359819511D 19E1068E7303E3DCC0|
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    |D7CBB87721F870FF0CDC2B76D940A0EDB3F8D8ED3F0453474 09E532CA15949798E4|
    |C70F298062A00451422861943E94284A3FCA30CA214AFB0F1 7E1F6D1|
    |-------------------------------------------------------------------|</pre><hr />
  8. [ QUOTE ]
    Why would anybody use throw spines. It does like 30 damage, doesn't it?

    [/ QUOTE ]
    About 70 base damage in PvP plus a chance for an extra 30 points of toxic DoT. Slot it up, stick the Posi proc and Impeded Swiftness proc in, and go to town. It's not a staple of my attack chain (Shuriken and Impale are enough for me normally) but I use it as another ranged attack if I need to, and it's very useful for MMs.
  9. Shuriken, Trow Spines, Impale, and Kick/Barb Swipe if you're in melee range.
  10. [ QUOTE ]
    Give a man a car &amp; he'll strap a rocket engine to it.

    Teach a man to build a car, and he'll open a rocketcar factory.

    Meditate on this.

    [/ QUOTE ]
  11. No, that's today actually.

    ...I probably shouldn't have said that.

    &gt;.&gt;
  12. That, and a pet can't click "accept" or "decline" in a dialog box.
  13. [ QUOTE ]
    i have had questions about this, i still have force and basically(like 6hp below) capped hp with 40% +rech. if i take cold, how much +rech would i need to have it perma?

    [/ QUOTE ]
    At the recharge cap, Hoarfrost would recharge in 108 seconds, and has a 120 second duration (base recharge is 540 seconds). Even with DR off you won't be able to perma it without lots of external buffs.

    [ QUOTE ]
    also, will hoarfrost slotted along with accolades bring me to the cap alone so i could slot for other bonuses more?

    [/ QUOTE ]
    Yep.
  14. [ QUOTE ]
    If set bonuses work that way, what about the uniques, like the PvP +3% Def IO (Gladiator's Armor, I think)?

    [/ QUOTE ]
    Those work just like the other uniques - they function as long as you have the power they're slotted in available.
  15. [ QUOTE ]
    To fill mac in since he seems to be the lost one...

    The temp power gets grayed out in arena, but if you apply it before you enter it will still be on you when you zone in.

    There are multiple good buffs from this temp power and seen as it is grayed out in arena I dont see that as intended that the buff last when you zone in.

    Its one thing to be able to earn whatever is needed in game without having to pay for extra powers (IE accolades) but a buff that becomes required that you have to pay real money for should not be allowed.

    [/ QUOTE ]
    Ah I'd thought of that. S'pose it makes sense then but I don't see many people even thinking of using it because you have to pay for it anyways.
  16. A team with a few Forts can still steamroll many hero teams if they're played well.
  17. Basically what it comes down to is the tohit debuff "cap" was increased in I14. In I13 your rad toggles or Hurricane barely did anything to debuff enemy tohit, but in I14 it's substantially greater.
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    15 secs confuse on blinding powder,

    [/ QUOTE ]

    Whut you talk'n about Willis? It's not TWO seconds base?

    [/ QUOTE ]

    Nope

    [/ QUOTE ]
    Bug that [censored], that's what I did for Nectar and it got fixed in I14.

    (I only bugged Nectar because someone hit me with it and I was like "WTF, why am I still confused?")
  19. [ QUOTE ]
    In other words..."You have figured out one of the 100 reasons why 90% of the PvP playerbase quit the game when I13 came out" is flat out WRONG. It just simply isn't true. Your friends on your friendlist might have quit, but methinks they weren't all that good to begin with when their FOTMs lost some of their inherent advantages in old pvp.

    [/ QUOTE ]
    Get wrecked.
  20. macskull

    Heavies in RV...

    The hero heavy has a nasty AoE hold (which is either autohit or very high accuracy if you get caught in its patch, I think). The villain one has a less-nasty single-target one and a very nasty nuke with a stun attached (nothing like dropping my Regen Scrapper's HP from full to near zero and stunning me while its owner killed me).
  21. [ QUOTE ]
    Oh..so he'd just hit and then basically run away....

    [/ QUOTE ]
    Which is why he's a good Stalker, yeah. The bad ones are the ones that try to TP Foe you into an AS (lol @ that in I13-I14 though) or hit you with their piddly attacks if you're moving around because they're not intelligent or coordinated enough to hit a moving target with AS.
  22. Any character, any level, any AT, any server, any zone or instance:

    If you have a power on auto-fire (like Hasten) and it activates when you log in or zone, the target (yourself in this case) is "unaffected" by the power and it begins to recharge as if it's been successfully used. Easiest way to replicate is to place Hasten on auto and log off for a while, then log back in.

    ===

    Additionally...

    This bug has been around since I13 - If you are mezzed in a PvP zone by an attack that also has a knockback/up component (such as Knockout Blow), your toggle knockback protection (Acrobatics, Integration, etc) will be ignored. Passive protection (base buffs, IOs, Increase Density) and click protection (Practiced Brawler, Active Defense) work as they should.

    ===

    The "Chain Lightning" attack from the blue Hamidon mitos seems to jump almost indefinitely. During a Hamidon raid yesterday the "jump" power kept going from person to person well after the blue mitos were defeated, even after the raid was completed and many of us had zoned into Ouroboros. I have a very short demorecord of the incident in Ouroboros if it's needed.