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Posts
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Joined
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This is what I'm using on mine... capped HP without Task Force Commander (yay for not having to waste hours slogging through boring content), requisite KB protection (45.5), and a decent amount of damage and recharge. A bit light on the accuracy bonuses but with Fort and Tactics hitting reliably isn't too much an issue. Cost me about a billion inf, could be less if you're patient.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
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-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Apoc-Dam%(40)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(37)
Level 2: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42)
Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(5), GSFC-ToHit/Rchg/EndRdx(5), GSFC-Rchg/EndRdx(7), AdjTgt-ToHit/Rchg(7)
Level 6: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), ExStrk-Dam%(46)
Level 8: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-Rchg(19), AdjTgt-ToHit/EndRdx(21), Rec'dRet-Pcptn(21)
Level 10: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Plct%(19)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), QckFt-EndRdx/RunSpd(15)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(25)
Level 22: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(27), LkGmblr-Rchg+(27)
Level 24: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34), SprngFt-EndRdx/Jump(34)
Level 26: Acrobatics -- EndRdx-I(A), KBDist-I(50)
Level 28: Psionic Lance -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), CalAcc-Acc/ActRdx(31)
Level 30: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(31)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36), EndRdx-I(36)
Level 38: Vengeance -- Krma-ResKB(A)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- Krma-ResKB(A), S'fstPrt-ResKB(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 2.25% Max End
- 41.3% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 15% FlySpeed
- 239.4 HP (19.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Immobilize) 2.75%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 9% (0.15 End/sec) Recovery
- 76% (3.82 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 18% RunSpeed
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Quote:Why bother targeting the Emp now when you can just hurf-a-durf damage spam on the Blaster until the Emp can't actually heal him? (This is under zone rules of course, but even under arena rules it still almost makes more sense to target the offense instead of the buffs/disruption these days because of the focus on "damage damage damage.")Also, people generally were smart enough to turn the emp into sushi then, now, not-so-much.
Quote:So you're saying a defender (a person that plays the support role), should be able to knock out a tank (AKA meatshield)? Yeah, cause that makes sense. Sounds like a very balanced game you have going on in your head. I'm all for a bit of balancing, and if the defender in question has a better build and player than the tank, the fender should be able to win--but not to the point where it doesn't matter which AT you're playing. Rock getting the #$#@ kicked out of it by scissors is dumb.
Quote:That said, having certain builds that can own everything in sight *cough*perma dom*cough* is ridiculous. To continue on with my rock-paper-scissors analogy, bringing lava to the table in a roshambo game ruins the fun.
Quote:I've never seen a 400 pt fossilize myself (even slotted for damage, I don't see it being more than 200-300), but again, there is a reason defenders are called squishies. You know going into the build that damage/resistance is minimal. I don't see why you expect that to change JUST for pvp. -
Well, for those of us who are playing this game as a competitive videogame rather than a roleplaying game, honor means nothing.
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Isn't it ironic how I13 was supposed to prevent threads like this?
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No, the bad players can't keep the not-bad players from getting out of a situation. MMs are probably the most survivable PvP AT right now outside of a Scrapper or Tank. Being incredibly survivable is a decent trade-off for difficult solo kills - if you really have that much of an issue, get a damn team. It's people that whined about things like this that gave us I13 (OH GOD WHERE IS THE INVITE TO TEAM BUTTON!?).
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Eternal Pain ran a Mind/Rad in one of their matches...
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Them not dying is not a victory for you, jussayin'
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Quote:That assumes you can mail inf to characters not on your account.well, i hate to bring up the negative here, but this just makes it a lot easier for RMT to get the new peeps. all they have to do is email a trivial amount of infl/inf(prob 10,000-50,000) to a player and tell them that if they would like more to contact them. and we all know new players emails come turned on for everyone and unless they know that they can turn it off we're going to have a problem.
like i said, i hate to bring this part of it up, but someone had to do it.
(Please oh please let this be cross-server) -
Quote:Glad I got the SG beacons I wanted now, anyways. Market interface changes seem nice at first glance, email changes nice as well, as it means I won't have to lose 10% to market fees when transferring inf anymore.C'mon people, double the exploration badges and new neighborhood accolades? Plus, more badges earned badges?
I am going to guess the "revamped" Posi will be the current TF, split in half, done twice, with hopefully a lot less defeat-alls and no more Rollister mission. I assume there'll be an AV in it now, but with powers up to 20 it won't be much of an issue (especially if it takes after the other upper teen/low 20's Faultline AVs). -
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EM is better than MM simply because of Boost Range (oh, and because EM's melee attacks help AR's lack of single-target damage).
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PB'd Veng (40% on its own in PvE) takes my MM from 15% to 19%.
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Quote:Right, the guys who rolled RV on an Ice/Fire Blaster and an Emp were abusing broken powersets and game mechanics.Pre-i13 when 2 people could roll the zone it was more because certain power sets and game mechanics were so broken that a skilled player could use them to become almost unkillable. A mediocre player could also use them to be almost unkillable.
Give me a break.
When two people could roll the zone it was either because everyone on the other side was bad (this is a possibility but there are a lot more bad players now than there were then, yet it's easier to not be bad now, wtf is up with that), or because those two were just that good. Inspiration management, evasion, and team/player synergy are all but forgotten this day in age, yet those were the tools which allowed two good players to come out on top even when badly outnumbered.
Before I13, a good player using a "bad" build could roll mediocre players using good builds (anyone remember when Silent Method brought an AR/Fire to kickballs and got kills on it, or when Ajax won a dueling tourney on an Ice/Sonic Corruptor?), because skill actually meant something. These days PvP comes down to who has more numbers and who has what character, because the skill gap is so much reduced. Oddball lineups don't really work anymore, because skill doesn't make a big enough difference to account for the discrepancies in build. -
I was working on a Fort just before I13 hit. At that point I just respec'd it into a Night Widow build, though one day I may try a Fort build. I think the one real advantage a Night Widow has is that the NW version of Mind Link has a faster recharge, which means you can still perma it in PvP (I don't think you can perma the Fort version unless you've got insane recharge, when you factor in DR). The good thing is that a post-I13 Fort build is fairly close to a pre-I13 build (except if you had a dueling/small team build you'd drop Gloom to pick up Shatter Armor/Webnades).
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You should be able to... I can still edit the OP of one of my threads which I started last May.
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Team with an Emp and have them cast AB on you before you nuke. When slotted up, AB is more than enough to overcome the -recovery from the crash.
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The useful parts of Veng these days are the +damage, mez resistance, and KB protection.
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The only decent AT for Shields will be a Tanker, simply because of the higher HP and defense modifiers. Invuln and Fire are still probably a better choice, but Shields can be workable if built right (i.e. lots of +HP and ranged defense).
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