macskull

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  1. Quote:
    Originally Posted by all_hell View Post
    ummm

    ta hell?

    Why should I have to be able to do calculus to figure out my build?

    Yet another reason not to pvp
    Eliminating the ability to know how stuff works was only the first step in eliminating skill.
  2. Quote:
    Originally Posted by Diggis View Post
    When was the delete in 60 days taken off?
    I16 I believe, but it only applies to those with active accounts (if your account isn't active your stuff will still be deleted after 60 days).
  3. With that much ranged defense plus elusivity plus def debuff resistance you should be pretty well off.
  4. Quote:
    Originally Posted by TrueDarkLord View Post
    I would honestly only go force mastey wit /em as a secondary and pick up aidself and use the build for purely zones...but a heal/+HP power and hiber as well as a bit elusivity and a place for a cheap purple set is what makes ice rank higher than all other app's
    the chance for heal proc is garbage, but the hold proc is very useful for dueling and soloing...but I would squeeze in as many dmg procs as possible to make up for lack of dmg
    Aid Self in zone on a Blaster is stupid because of 1) the animation time and 2) it's interruptible, which means the Stalkers will be all over you the minute you ground yourself to activate it.

    Quote:
    Originally Posted by ChaosExMachina View Post
    Now this is weird. Why does scare have a longer duration than any other mez?

    Thanks for that build!
    Because despite numerous bug reports the devs have decided to keep adding and deleting the code that controls whether or not you get a prompt for the Mystic Fortune power. Snerk.
  5. Another thing to remember is that RoA's damage doesn't actually hit until a few seconds after you target the power, so unless you're using it on a mob that's standing still (i.e mezzed or not aggroed yet) you may well hit nothing at all.
  6. macskull

    YouTube

    Haunt, Vinnie, and Silit have a few, and I've got some matches from the FPvPL. Most of the videos out there are just fiteklubbing Tankers or Stalkers though.
  7. Quote:
    Originally Posted by black_barrier View Post
    more so, it allows for opaque as **** rebalancing so that all the downies don't feel so obviously bent by the players that can do third grade math.
    So basically they changed it from "people of even questionable intelligence can do the math" to "no one can do the math unless they happen to know some arbitrary numbers and have their graphing calculator with them." Considering the goal of I13 PvP was to make it so even a monkey mashing a keyboard could play the game that seems pretty counterproductive to me.
  8. Quote:
    Originally Posted by ChaosExMachina View Post
    Is Cold Mastery the main option or the only option? What about Force Mastery or Fire Mastery to add to the base resistance?

    As for procs, the chance to hold is interesting because it's longer than a normal hold and is part of a good PVP set. Worth it? What about that chance to heal proc in the most spammed attack?
    Cold Mastery is the only real viable option for zone simply because you'd have to give up perception via Tactics if you went with a different epic (since you'd have to drop a pool for phase). If you always have a pocket Emp/Sonic/whatever, you can get by without Tactics, but having perception is vital and that buffer isn't always going to be there. Force/phase is popular as well but that's more for arena builds. The other epics (Munitions, Fire, Elec) don't offer anything worthwhile when compared to PFF (which, again, is unreliable but it makes a decent "oh ****" button).

    You could always slot the hold proc in an attack or two but it's unreliable and messes with the mez timer for Scare, which is a stupid good power given the I13 mez rules. Regarding the heal proc, that's a complete waste of a slot thanks to heal decay (nevermind that its heal value is about half a small green and it isn't reliable).
  9. You don't take Flurry because 1) it only embraces the stupidity that is I13 PvP, and 2) rooting yourself for that long on a Blaster (or anything really) is stupid. Basically your build will probably have Ice Bolt, Ice Blast, Aim, and Bitter Ice Blast (all of them with at least one and preferably two or three damage procs to make up for Ice's crappy damage) from the primary and Subdual, TK Thrust, Concentration, Drain Psyche, and Scare from the secondary, maybe World of Confusion if you want cheap purple set bonuses. Accolade up, hit the HP cap, build for around 41 points of KB protection, and squeeze in some damage and recharge.

    EDIT: Just threw this together really quick, probably fits your budget.

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

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dam%(5), ImpSwft-Dam%(7)
    Level 1: Subdual -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/Rchg(50)
    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), Decim-Acc/EndRdx/Rchg(11), ImpSwft-Dam%(11)
    Level 4: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Rchg/KB(19), KinCrsh-Acc/Dmg/KB(19), HO:Nucle(21), HO:Nucle(21)
    Level 6: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(15), AdjTgt-ToHit/EndRdx(15), Rec'dRet-Pcptn(17)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(37), Zephyr-ResKB(37)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39), QckFt-EndRdx/RunSpd(39)
    Level 16: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-Rchg(40), AdjTgt-ToHit/EndRdx(42)
    Level 18: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), ImpSwft-Dam%(43), Cloud-%Dam(43)
    Level 20: Health -- Numna-Regen/Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(31)
    Level 24: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/Heal(25), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Acc/EndRdx/Rchg(29), RechRdx-I(31)
    Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), SprngFt-EndRdx/Jump(27)
    Level 28: Acrobatics -- EndRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34)
    Level 35: Scare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(37)
    Level 38: Vengeance -- Krma-ResKB(A), LkGmblr-Rchg+(39)
    Level 41: Snow Storm -- EndRdx-I(A)
    Level 44: Frozen Armor -- Krma-ResKB(A), Krma-Def/EndRdx(45), Krma-Def/Rchg(45), GftotA-Def/EndRdx(45), GftotA-Def(46)
    Level 47: Hoarfrost -- Numna-Heal(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), S'fstPrt-ResKB(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 1.25% Defense(Energy)
    • 1.25% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 2.25% Max End
    • 2.75% Enhancement(Terrorized)
    • 11% Enhancement(Heal)
    • 53.8% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 5% FlySpeed
    • 225.9 HP (18.7%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -35)
    • Knockup (Mag -35)
    • 20% Perception
    • 4.5% (0.08 End/sec) Recovery
    • 64% (3.22 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 3.78% Resistance(Energy)
    • 3.78% Resistance(Negative)
    • 8% RunSpeed
    • 1.5% XPDebtProtection




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |077|
    |-------------------------------------------------------------------|
  10. macskull

    Noobish Noob

    Quote:
    Originally Posted by Blpup View Post
    Ez mode pvp builds are

    Scrapper: DM/Regen
    Corr or Fender:Elec/Therm
    Blaster:Psi/Nrgy
    MasterMind:Thugs or DS/pain
    Fenders get Therm? Cool.
  11. macskull

    PVP Caging

    Dom version works fine.
  12. macskull

    PVP Caging

    Maybe it's just the version you have >.>
  13. I think those restrictions just apply to items that aren't normally able to be sent by email (merits, tickets, and the like).
  14. Quote:
    Originally Posted by The_Alt_oholic View Post
    I could only hope that other players would be taken-aback at the "2 character tokens" is "additional character slots" controversy.
    Considering you're the only one that seems to think there's any controversy here, I somehow doubt that...
  15. Quote:
    Originally Posted by Diggis View Post
    Hmm, so you're advocating giving the marketeers MORE information to manipulate the market with and think this will make things better? The causal shopper will still pay NAO prices and not care about waiting.
    The reason people are able to manipulate the market so easily is because of the lack of price data - all we see is the last 5 sales, regardless of whether those sales happened in the last two minutes or the last two months. If more information regarding pricing were available people could say "oh, this piece of salvage sells for 10k during the week and goes up to 50k during the weekend" and place their bid for 10k, instead of saying "looks like 50k is the going rate since that's what's in the last 5," and then complaining about having to pay 50k for common salvage.

    I never claimed that such a system would benefit the "casual shopper," but rather those who care enough to educate themselves.
  16. *shrug* I'm just loading up on PvP IOs to leak onto the market once the merger happens. The only real buying I've been doing is getting salvage to craft recipes I've got sitting around, because I want my recipes to be in enhancement form.
  17. macskull

    PVP Caging

    Cages aren't entirely ****** if you use a Troller, but 8 seconds is still pretty bad. Then again, I'd rather they fix the system but apparently it's working as intended so...
  18. macskull

    Knockout Blow

    Same chance of damage, but 107 vs 71 (neither is resisted).
  19. Quote:
    Originally Posted by ConFlict View Post
    Wait for gr til you decide.
    This
  20. Quote:
    Originally Posted by PeerlessGirl View Post
    knowing our devs as you do, do you think they'll add a detailed numbers system and spreadsheet tracking to the market because maybe 5-10% (being strongly optimistic I think) of the players want it
    Real numbers system? Check. Option to disable screen shake? Check. Option to disable sending buff numbers for dialup users? Check. Purples? Check. PvP IOs? Check. Seeing a pattern here...?

    (No, I don't think they'll add such a system, but using the "only a small amount of people would ever use it" as the reasoning for why it won't be added isn't terribly sound logic considering the sorts of things that have happened in this game's six years.)