macskull

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  1. macskull

    PvP Recipes

    [ QUOTE ]
    One question, do the PvP IO's exemplar like purps? I think I remember reading that somewhere but Im not sure.

    [/ QUOTE ]
    Yes.

    [ QUOTE ]
    I'm wondering if the shield wall unique is even possible to get. None have hit either market yet.

    [/ QUOTE ]
    Is that the +3% def one? If so I know at least one person who's got it.
  2. macskull

    Tripmines?

    Against any semi-intelligent player, yes. It's still partially useful to TP a Mastermind away from his pets long enough to score a kill though.
  3. macskull

    DR Question

    Yep. Good luck getting your resists much over 60% even on a Tanker (for reference, my Fire/SS had about 85% fire resists which got DR'd to around 50-55% in Siren's).
  4. macskull

    I14 hero build?

    [ QUOTE ]
    [ QUOTE ]
    what if he comes with ice/elec blaster build?....

    [/ QUOTE ]

    if that was his/her choice then I bet we could come up with a build that would be fun for him/her to play around with.

    [/ QUOTE ]
    In I12 Ice/Elec would've been one of the better builds, too (obviously not as good as Ice/Energy but /Elec was a decent-if-not-great PvP secondary).
  5. [ QUOTE ]
    [ QUOTE ]
    Super Strength/Fire Brute.

    [/ QUOTE ]

    Why fire on the brute ?

    [/ QUOTE ]
    Because there aren't any better PvP sets.
  6. macskull

    PvP Recipes

    Probably around 50 kills in RV on Justice and about 10 today in Siren's on Freedom and I've had one recipe.
  7. macskull

    PvP Drops

    Got a hold damage proc in RV today.
  8. [ QUOTE ]
    Yeah it's only the tanker, brute and scrapper that get - range.

    They left it that way so melee would have a better chance against ranged attackers. If ranged attackers had access to -range in a taunt it would give them an unfair advantage.

    [/ QUOTE ]
    *waves hello to SS Brutes, SS Tanks, and Spines Scrappers*

  9. I don't actually have an arc like that. But Vampyri Capsules used to give XP/inf/tickets and now they don't. Surgeons still do, I'm assuming.
  10. Does this mean my arc full of Immunes Surgeons and Vampyri Capsules won't give XP and tickets anymore?
  11. I'm almost considering swapping out TK Blast for Mental Blast on my build. Shorter recharge and slightly higher PvP damage, but I'm not sure if it's worth losing a KB attack over. Here's what I'm toying with... I also was briefly debating the idea of taking Confront from Widow Training just for the -range but it seems as though the Widow version lacks -range (I bugged that, not sure if it's WAI).

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

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

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment

    Villain Profile:
    Level 1: Mental Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
    Level 1: Combat Training: Defensive -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11)
    Level 2: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), TotHntr-Dam%(45)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(19), RedFtn-EndRdx(19)
    Level 6: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(23), Rec'dRet-Pcptn(48)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 10: Indomitable Will -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(48)
    Level 12: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(27), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg/Rchg(29), Lock-Acc/Rchg(29), Lock-Acc/Hold(31)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), Mrcl-Heal(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 24: Mind Link -- HO:Membr(A), HO:Membr(40), HO:Membr(40)
    Level 26: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(50)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(46)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
    Level 32: Psychic Wail -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39)
    Level 35: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
    Level 38: Stealth -- EndRdx-I(A), LkGmblr-Rchg+(40)
    Level 41: Invisibility -- LkGmblr-Rchg+(A)
    Level 44: Phase Shift -- RechRdx-I(A)
    Level 47: Combat Training: Offensive -- Acc-I(A), Acc-I(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]24.5% DamageBuff(Smashing)[*]24.5% DamageBuff(Lethal)[*]24.5% DamageBuff(Fire)[*]24.5% DamageBuff(Cold)[*]24.5% DamageBuff(Energy)[*]24.5% DamageBuff(Negative)[*]24.5% DamageBuff(Toxic)[*]24.5% DamageBuff(Psionic)[*]1.25% Defense(Smashing)[*]1.25% Defense(Lethal)[*]5.94% Defense(Fire)[*]5.94% Defense(Cold)[*]12.2% Defense(Energy)[*]12.2% Defense(Negative)[*]2.5% Defense(Melee)[*]24.4% Defense(Ranged)[*]11.9% Defense(AoE)[*]2.25% Max End[*]24% Enhancement(Accuracy)[*]78.8% Enhancement(RechargeTime)[*]4% Enhancement(Confused)[*]10% FlySpeed[*]108.4 HP (10.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 9.35%[*]20% Perception[*]15.5% (0.27 End/sec) Recovery[*]28% (1.5 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]3% Resistance(Psionic)[*]15% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1423;705;1410;HEX;|
    |78DAA594DB4E13511486F7B485423B3D51CE05695104849E2 E4C04344838680D280|
    |604A3C838C24426D629991940EE7C0013231A4109F1C0417D 057D13F535F416D761|
    |D3887AE7A4FDBF99B5D7DEFFEA5EB33BF1684415E2F1A0506 A878BBAE36843B6BEB|
    |064951C6DD65C2CADF9AFEAEE8AAD17855F0891A290366DEB A6655AF7336325DB5D|
    |B174572F8712D386FE70AD643FF87D4C8662056BC9B00DCBC D1CDD04264BA562666|
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    |0A7|
    |-------------------------------------------------------------------|</pre><hr />
  12. *other note to self*

    lol, test server.
  13. *note to self*

    Copy chars from live to test.
  14. macskull

    PvP Questions

    [ QUOTE ]
    One of the biggest issues I have run into is hoppy poppers, who hit me for tremendous damage, which in turn I manage to fire off one or 2 attacks before they hop off popping greens.

    [/ QUOTE ]
    If you can't beat 'em, join 'em. There's your first hint - bring along inspirations and make use of them. For an SS/WP you can probably get away with reds, greens, and maybe a few oranges as needed. Always keep moving - mobility is key even in the "new" PvP, and if you're expecting your enemies to stand toe-to-toe with you you're in for a surprise. In the zones, use the terrain to your advantage, either to avoid your pursuers or to get the jump on them. Don't think that just because you attack someone or are attacked, that you need to stand around trading blows until one of you dies - don't be afraid to back off if you need to.

    Once you get into the 40s you can start picking up patron pool attacks. The current favorite for PvP is Leviathan Mastery (for Spirit Shark). As a melee AT without any ranged attacks in your set you're at a disadvantage to begin with and it's good to pick up any ranged attacks you can as soon as you can (so you can peg someone as they try to get away, for example).
  15. A well-built Scrapper, Brute, or Tanker offers survivability and offensive power, a good balance for someone just learning the mechanics of PvP. A Mastermind is also very potent but they have a significant learning curve.

    I'd recommend a Spines/Regen Scrapper, Fire/Super Strength Tanker, or Super Strength/Fire Brute.
  16. Hm, let's see here.

    You'll want CJ/SJ instead of Fly, Super Speed if you can take it. Flight is good for a hover-snipe build but if you get grounded you're [censored], and you can't chase or run away. Drop Inferno, it's not good now (go figure). Pick up Tactics. Drop Fire Ball (see Inferno). Web Cocoon could use more slots.

    That's it off the top of my head.
  17. [ QUOTE ]
    The last several times I was on test, I noticed that the story arc icon had changed and been replaced by a green book. Am I crazy? What does the green book mean?

    [/ QUOTE ]
    This icon has changed, the icon for Absolute Amazement IO sets has changed, and the Talos SG portal has been moved slightly. None of these are in the patch notes.
  18. Stalker. Non-Stalker WP is not very good.
  19. [ QUOTE ]
    fightclubz?

    [/ QUOTE ]
    Well I suppose this is true, but he asked about PvP and not fiteklub.

    Here's why DB doesn't work well in PvP:

    * Long animations kill the set - sure they do more damage (for example, One Thousand Cuts is one of the most-damaging Scrapper attacks) but it's at the expense of an animation that will likely get you killed.

    * Combo system - to make the most of the set the combo system needs to be employed. For Scrappers, Tankers, and Brutes, that's nearly impossible to pull off in a decent PvP environment because you need to be in melee range to actually execute those attacks. It's even harder for Stalkers, who have to deal with both getting the attacks in, and the weirdness of the combos on the Stalker AT.
  20. [ QUOTE ]
    [ QUOTE ]
    Contrary to popular opinion defense doesn't suck in I14.

    [/ QUOTE ] really? the tests I did when comparing them in test didnt look to kind on them.. i guess i should take your word on it though lol.. seeing as whatever test I did, you probably did 100 times more of it.

    [/ QUOTE ]
    No, I didn't. Defense didn't suck in I12 either, moreso for heroes than villains because of Blasters and Focused Accuracy, but the DR and capping on +tohit, plus Elusivity (even if it is only 10% or so) ensures that defense will still be decent. It's not a top choice like it was in I13, but to discount it completely isn't a good idea.