macskull

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  1. Psi Lance does nice damage but is interruptible and you need to have line of sight both when you activate it and when it actually fires. Not really worth it IMO but some people take it and do well. Bonesmasher was usually taken over Total Focus in i12 and earlier but with the changes to damage balancing Total Focus is the better choice these days.
  2. I'm not really sure what your build goals are for that build, but it's not very good. You've taken some powers that are easily skippable and have put off better powers until way later in the build. You don't have Psychic Focus and you barely have Build Up slotted for recharge.

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

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

    Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(17)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
    Level 2: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 4: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(36)
    Level 6: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(29), ExStrk-Dam%(46)
    Level 8: Psychic Focus -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40)
    Level 10: Will Domination -- Apoc-Dam%(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17), FtnHyp-Plct%(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A), EndRdx-I(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Combat Jumping -- Ksmt-ToHit+(A)
    Level 24: Super Jump -- Jump-I(A), EndRdx-I(25)
    Level 26: Acrobatics -- KBDist-I(A), EndRdx-I(27), EndRdx-I(27)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Tactics -- Rec'dRet-Pcptn(A), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43)
    Level 32: Scramble Thoughts -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(33), Amaze-EndRdx/Stun(34)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 41: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A), P'ngTtl-Dmg/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-Rng/Slow(42)
    Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
    Level 47: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Rchg(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]4.5% Max End[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(JumpHeight)[*]58% Enhancement(Accuracy)[*]65% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]2.5% Enhancement(RunSpeed)[*]2.5% Enhancement(FlySpeed)[*]5% FlySpeed[*]126.5 HP (10.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 9.9%[*]MezResist(Sleep) 2.75%[*]MezResist(Terrorized) 2.2%[*]20% Perception[*]6.5% (0.11 End/sec) Recovery[*]34% (1.71 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]3.78% Resistance(Energy)[*]3.78% Resistance(Negative)[*]8% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  3. macskull

    Stealth caps

    &lt;QR&gt;

    Not putting numbers in here because I don't know them offhand, but it goes like this (from highest to lowest cap):

    * Stalkers
    * VEATs
    * Everything else

    And perception caps are different as well, again from highest to lowest:

    * VEATs
    * Everything else

    So yes, a perception-capped VEAT can see a stealth-capped Stalker from significantly more than 10 feet away.
  4. [ QUOTE ]
    It should also be noted that I will be RPing as if this is i12 PvP and anyone who makes fun of me automatically forfeits

    [/ QUOTE ]
    NO U
  5. [ QUOTE ]
    i wonder whats going to happen to the poor markiteers.

    [/ QUOTE ]
    They'll continue to make their billions, just like they've always done, while you continue to whine and troll, just like you've always done.
  6. [ QUOTE ]
    [ QUOTE ]
    Sonic and Psy.

    [/ QUOTE ]

    [/ QUOTE ]
  7. [ QUOTE ]
    It seems to me that "Recharge Intensive Pet Sets" were meant to be slotted in pets that are "Recharge Intensive". That is, pet summons that take a considerable amount of time to recharge, and for which it is to the player's advantage to slot recharge. To faster SUMMON the pet.

    Without the RIP sets, you are forced to slot Recharge separately, since normal Pet Damage sets don't provide Recharge.

    And the word you are looking for is "exacerbating". "To make more violent, bitter, or severe."

    [/ QUOTE ]
    Interestingly, the actual recharge values provided by the RIP sets are not very good.
  8. People that get butthurt because they got jumped in zones (and then cry about it instead of figuring out why they lost) shouldn't be PvPing in the first place. They're the ones who got PvP changed.

    If they really want to PvP, they'll do it more often to learn from their mistakes and find people who are willing to teach them.
  9. [ QUOTE ]
    Lets melee builds even worse in PVP for I14. Wtf are the devs smoking?

    [/ QUOTE ]
    They're still viable, just not as ZOMG as they are on live (I mean, have you seen what Spirit Shark and Fossilize can do?).
  10. You forget though, with diminishing returns, what would be permahasten in PvE is no longer permahasten in PvP. I don't know if it's even possible to get permahasten in PvP anymore without external buffs (if at all).
  11. macskull

    /EM or Mental

    DR-off matches? *snicker*
  12. Lowered the damage on Impale a bit. Nothing terribly significant.
  13. macskull

    i14 PvP Tests

    Yeah but no DR is retard pvp, squishies running around with capped resists is just stupid.
  14. macskull

    i14 PvP Tests

    Err I meant resistible. Still, AS is lol and you're better off trowing Spines and Sharks.
  15. macskull

    /EM or Mental

    [ QUOTE ]
    I see what your saying, now. So dmg type aside...what gives EM the opinionated edge over Mental for my build?

    [/ QUOTE ]
    Boost Range
  16. macskull

    i14 PvP Tests

    [ QUOTE ]
    [ QUOTE ]


    P.S AS got buffed.

    [/ QUOTE ]

    Really? In what way? And awesome, btw.

    [/ QUOTE ]
    It's no longer unresistable.
  17. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    EE's are odd little things, and inherit some but not all buffs from the caster. They will inherit things like Hasten, SB, and the Mires, but not Eclipse or other +def/+res shields.

    [/ QUOTE ]

    Hm. I wonder if the buffs can be categorized as "offensive" or "defensive", and if that's how they tell them apart. If so, +recharge might be considered an offensive buff since it increases your damage, and thus it's considered the same as a damage or accuracy buff power.

    It would be interesting to find a power that has both a damage, to hit or recharge buff, which we know is inherited, and the some other property which doesn't seem to be inherited, like defense, and see if it is applied. I actually thought Eclipse was both a Resistance and Damage buff... (not sure why, really)

    [/ QUOTE ]

    That's an interesting idea.
    Mind Link should do it.

    edit: Fortitude, Forge and Enforced Morale too.

    [/ QUOTE ]
    I'm fairly certain all those will carry over to EE's (I'm 99% positive Fortitude does, less certain on the rest). Forge would regardless because it is only a +tohit and +dam buff (like a Mire).
  18. [ QUOTE ]
    Ooo, Extracted Essense can be buffed? It's targettable, isn't it? So it would be interesting to see if it inherits the defense buffs. (They wouldn't last long, though, the WS shields tick every 0.75 seconds. Do an Eclipse, though, and then Extract... )


    [/ QUOTE ]
    EE's are odd little things, and inherit some but not all buffs from the caster. They will inherit things like Hasten, SB, and the Mires, but not Eclipse or other +def/+res shields.
  19. As its own set it's mediocre to somewhat good (for PvE, anyways, as far as PvP goes it's one of the top sets). As compared to the Defender version, it's downright terrible.