macskull

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  1. People will claim the set was gutted because of PvP, so I'll set that straight rightaway here.

    * Will Domination was modified (damage scale reduced, I believe) because it hits pretty hard for Defenders. Actually, it's still quite good on Blasters... it's a slightly weaker tier 3 that just happens to have the same range as a tier 1 and 2 attack.

    * Range reduced for balance concerns... Blasters are supposed to stay at range, but they're not supposed to be able to outrange mobs so much that survivability is trivial. If left unmodified a Psi/EM would be able to attack targets from 160 feet away just on SOs, which is longer than the range of most NPC ranged attacks.

    * Psychic Scream moved to the secondary set. This change shoots the "ZOMG PVP NERFED THIS SET" argument in the foot, because it's a relatively long-animating AoE and AoEs weren't (and still aren't) useful in PvP.

    Generally the range was reduced because Psi damage at that range with the Blaster damage modifier would be too good for the majority of the game where mobs don't resist Psi damage.


  2. Completely irrelevant, just like this thread.
  3. macskull

    PvP sets

    Good to see that I13 eliminated the need for expensive builds and made more things viable, eh?
  4. itt Fire_Minded makes a fool of himself
  5. Quote:
    Originally Posted by je_saist View Post
    This game needs Real ID
    I'm not so sure I agree with that.
  6. Quote:
    Originally Posted by Neeto View Post
    OPness in the Dom AT
    Break Free, Emerge, Escape, Iron Will, Strength of Will, Clear Mind, Dispersion Bubble, Sonic Dispersion, Clarity, Thaw, Forcefield Generator, Increase Density, Antidote, Obsidian Shield, Static Shield, Power Surge, Plasma Shield, Unyielding, Unstoppable, Integration, Moment of Glory, Practiced Brawler, Indomitable Will, Strength of Will, Wet Ice, Rooted, Granite Armor, White Dwarf, Black Dwarf, Entropy Shield, Domination, Kuji-in Rin, Wolf Spider Armor, Crab Spider Armor Upgrade, Fortification, Bane Spider Armor Upgrade.

    These are all powers that when used intelligently negated the "OPness of the Dom AT." If you didn't bring Break Frees against a mezzing AT, you were screwed, and that's your own fault for not preparing. If you ran out of Break Frees in a match, you weren't putting enough pressure on the Dom.

    That bit about "not relying on one type of inspiration" was gold, makes me feel glad I don't have to bring a tray of greens to matches. Oh wait, I do.
  7. macskull

    Earth/Ice

    Earthquake + Chilling Embrace should just about shut down mobs before you even begin to actually apply hard control.
  8. I was replying more for the thread topic, which was asking generally (also while I was writing up my response I forgot that the end drain amount doesn't change across ATs and then had to remove that bit).
  9. Quote:
    Originally Posted by Kossimer View Post
    I noticed that electrical blast can be either a primary or secondary power set, depending on what class you are. This is probably true for other power sets as well, so I'm curious, is electrical blast less powerful as a secondary set rather than a primary? Is there a difference at all?
    The short answer is... well, there's really no short answer. If Arcana were here she'd say "whether a powerset is primary or secondary is irrelevant," because that's true. Elec Blast does more damage on Blasters than Defenders because Blasters have a higher ranged damage modifier than Defenders. There are powersets like Sonic Attacks that do more damage on Blasters than Defenders, but the -res secondary effect is more powerful on Defenders because of their AT buff/debuff modifiers.
  10. Freedom's the only server with reliable PvP and sometimes not even then.
  11. Quote:
    Originally Posted by Teh_Siph View Post
    So...you'll never stop complaining then?
    Well, I'd complain less if things were more balanced. I'm not deluded enough to think that I12 PvP was perfect, but it was a lot more balanced, diverse, and fun than what we've got now.
  12. macskull

    Blaster PvP

    Quote:
    Originally Posted by PC_guy View Post
    i've actually been wondering about this. is psi/em *that* much better than sonic? rather, is it that much better to make me reroll my sonic/em to psi/em
    Placate proc's busted and will probably never be fixed, all your attacks are 80+ feet (125+ if you are running Boost Range and that's before any set bonuses), and delayed damage means most of your attack chain will arrive at about the same time. Fire/EM is probably better than Psi/EM in 2v2s (or 3v3s maybe) because Flares is retarded (slot a hold proc, put it on auto, win) but in duels or large team stuff Psi/EM's just that much better.

    Sonic is nice for setting up spikes with Screech but that's usually the job of the Rad/Sonic. If you're not going to be doing lots of arena, sure, Son/EM is fine.
  13. Quote:
    Originally Posted by SPiNE View Post
    Are there going to be Free For All PvP servers? I know a lot of MMoRPGs in the past have attempted this and it's either a hit or miss for the players.

    With the addition of Villains being able to enter Paragon City and Heroes able to enter the Rogue Isles, it would make sense to actually have FFA PvP servers and possibly safe zones or safe areas.

    I'm not asking for opinions on whether or not this is a good idea, although I don't mind discussions about it either. I just want to know if whether or not the Devs have mentioned FFA PvP servers.

    Thanks!
    Let's just work on consolidating the remaining PvP population instead of spreading them out even more.

    Quote:
    Originally Posted by je_saist View Post
    Planetside also did... but that was skill based, not tab-target / animation / gear based.
    I'm guessing you never PvP'd before I13.
  14. macskull

    Blaster PvP

    I'd give the nod to Son/EM over Rad/EM (Rad would've been nice but they standardized the t1 and t2 recharge times, meaning you can't use N-Bolt as a proc bomb, so it doesn't have much going for it anymore), but Psi/EM is still waaaaaaaay better than the other options.
  15. macskull

    Dark Sux

    Quote:
    Originally Posted by Goshnova View Post
    Which issue are you playing?

    I'm not saying that Fiery Aura is totally unable to tank, far from it, but there is no way that FA is the best tanking primary. It hands down as the lowest survivability of any of the tanking sets.

    It does its job yes. It is not the pile of poop that some people make it out to be. But it is NOT the best armor set available to any of the ATs that get it.
    Played intelligently and built well, you can do some interesting things with Fire. Spines/Fire supplanted Spines/Dark as the farming combination of choice (on Scrappers) when Scrappers got Fire in I12, mostly because it's both lighter on endurance and has in-set endurance recovery, and also because it trivialized the demon farm (Spines/Dark was nice on that Crazed farm but that had a timer added to it in I13 and the only person I ever saw run that regularly doesn't play anymore).

    I've used my Fire/SS to tank Recluse on the STF more or less without support, so it's not like it's impossible, but it's not as simple as "stand there and throw attacks" like some other secondaries can make it. While I realize that won't always be the case (my Tanker's built for +HP and +rech so I could just keep healing through LR's damage with the help of a few inspirations), Fire's a good secondary for those situations where you need to be survivable enough (read: don't need to go overkill on survivability, just need to live long enough to kill things before they kill you) and need to be able to constantly be attacking (Healing Flames is the second-best armor set heal behind Dark Regen, and Fire also has Consume) in order to keep up your kill speed and earnings.

    Nevertheless I'll agree that throwing IOs at Dark Armor can let you do some pretty silly stuff.
  16. Fire/Psi's still a faster farmer than other Dom combos but you'd be silly to use a Dom as a farmer post-I15 unless you already have one. Brutes are just that much better.
  17. Quote:
    Originally Posted by Neeto View Post
    stop whining about i13. yeah we lost a lot of pros but look at us now with fight clubbing in sirens lol. CoP is back this will make me stronger for a few days in zones yay w/e. Honestly if you can't hack how crappy you think pvp is now or before, leave the game; if you like killing noobs like i do play some more. The day i can't kill in pvp anymore is the day ill be leaving and killing is all i care about or seeing things get killed before i get killed is ALL i care about. end of story close this thread before we have to read more effin' lame whining.

    Edit: i break up fight clubs every chance i get especially when they are low HP thats since FCers dont have phase lol. (so figure it out dipzits i was being sarcastic above)
    I'll stop complaining when things are balanced again.
  18. Try this, if it's in your budget:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(46)
    Level 1: Ice Bolt -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7)
    Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), ImpSwft-Dam%(11), Decim-Acc/EndRdx/Rchg(11)
    Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(37), RechRdx-I(37)
    Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Rchg(40), Zephyr-ResKB(40)
    Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(36), RechRdx-I(37)
    Level 10: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(34), Rec'dRet-Pcptn(36)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(46)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), QckFt-EndRdx/RunSpd(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(19), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(21)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(23), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(25)
    Level 22: Lingering Radiation -- Acc-I(A), Acc-I(27), RechRdx-I(29), RechRdx-I(29)
    Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(25), Zephyr-ResKB(27)
    Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), SprngFt-EndRdx/Jump(31)
    Level 28: Bitter Ice Blast -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(31), Apoc-Dmg/EndRdx(33), HO:Nucle(33), ImpSwft-Dam%(34), Cloud-%Dam(34)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(33)
    Level 35: Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(36)
    Level 38: Phase Shift -- RechRdx-I(A)
    Level 41: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), UbrkCons-Dam%(43), G'Wdw-Dam%(50)
    Level 44: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46)
    Level 47: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
    Level 49: Telekinesis -- RechRdx-I(A), RechRdx-I(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 1.25% Defense(Energy)
    • 1.25% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 32.5% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 6% Enhancement(Heal)
    • 15% FlySpeed
    • 263.2 HP (25.9%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -32)
    • Knockup (Mag -32)
    • MezResist(Held) 3.3%
    • MezResist(Sleep) 2.2%
    • 20% Perception
    • 9% (0.15 End/sec) Recovery
    • 80% (3.4 HP/sec) Regeneration
    • 15% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  19. Here's something I threw together quick. The procs/LotGs/Miracle/Numina may be expensive but it's got almost everything you'd need. Bit light on recharge and damage but it's on the cheap side so can't really complain there.

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Barrage -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(25)
    Level 1: Hide -- Ksmt-ToHit+(A), Krma-ResKB(23)
    Level 2: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
    Level 4: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(17), RedFtn-EndRdx(17)
    Level 6: Assassin's Strike -- HO:Nucle(A), HO:Nucle(7), Mako-Dmg/EndRdx(7), Mako-Dam%(9), Hectmb-Dam%(9), T'Death-Dam%(11)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), Rec'dRet-Pcptn(33)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 12: Placate -- RechRdx-I(A)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(15), Clrty-Stlth(15), Zephyr-ResKB(33)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(34), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37), S'fstPrt-ResKB(50)
    Level 22: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(39), Mrcl-Rcvry+(39), Numna-Regen/Rcvry+(39)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-End%(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc(42)
    Level 26: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(29), Zephyr-ResKB(29)
    Level 30: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(31), SprngFt-EndRdx/Jump(31)
    Level 32: Acrobatics -- EndRdx-I(A)
    Level 35: Blinding Powder -- 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: Kuji-In Retsu -- Krma-ResKB(A), GftotA-Def/Rchg(46), GftotA-Def/EndRdx/Rchg(46), RechRdx-I(46)
    Level 41: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx/Rchg(50)
    Level 44: Invisibility -- Krma-ResKB(A), LkGmblr-Rchg+(45)
    Level 47: Spirit Shark -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Apoc-Dam%(50)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 21.5% DamageBuff(Smashing)
    • 21.5% DamageBuff(Lethal)
    • 21.5% DamageBuff(Fire)
    • 21.5% DamageBuff(Cold)
    • 21.5% DamageBuff(Energy)
    • 21.5% DamageBuff(Negative)
    • 21.5% DamageBuff(Toxic)
    • 21.5% DamageBuff(Psionic)
    • 9.38% Defense(Energy)
    • 9.38% Defense(Negative)
    • 18.8% Defense(Ranged)
    • 4% Enhancement(Heal)
    • 40% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 10% FlySpeed
    • 162.6 HP (13.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -32)
    • Knockup (Mag -32)
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 18.7%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 11% (0.18 End/sec) Recovery
    • 12% (0.6 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 10% RunSpeed




    Code:
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    |D|
    |-------------------------------------------------------------------|
  20. macskull

    PVP Caging

    If you're going to win anyways, why even bother with that? lol. If you can't kill him between Hibernate cycles you're probably doing it wrong (or he's good at evasion or brought a tray of greens, and none of those three requires a change to cages).
  21. You won't find many Ice Blast builds because Ice Blast got gutted pretty bad by the I13 changes (probably the second-or-third-worst blast set in the game at this point, in terms of PvP). Basically you're going to want to build for HP, recharge, and possibly damage, while trying to squeeze in lots of KB protection. Post what you've got for a build so far and people can help tweak it.
  22. That's probably what I'll end up doing, if this still has enough interest by that point.