macskull

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  1. 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)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    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




    Code:
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  2. Quote:
    Originally Posted by Not_Epsilon View Post
    Also, people generally were smart enough to turn the emp into sushi then, now, not-so-much.
    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.")

    Quote:
    Originally Posted by Stone Daemon View Post
    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.
    Scissors never beat rock under the old rules unless there was a big skill disparity between the players (i.e. if your rock constantly got wrecked by scissors, you were bad). The same is true today.

    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.
    Bringing Break Frees and learning to manage them properly was hard, amirite? (Actually don't answer that, because the people that said "ZOMG YES" are the ones that got us I13.)

    Quote:
    Originally Posted by Stone Daemon View Post
    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.
    That's funny, it seems as though enough people expected that to change for PvP that Defenders got 40% base resistance just for showing up.
  3. Well, for those of us who are playing this game as a competitive videogame rather than a roleplaying game, honor means nothing.
  4. Isn't it ironic how I13 was supposed to prevent threads like this?
  5. 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!?).
  6. Eternal Pain ran a Mind/Rad in one of their matches...
  7. Quote:
    Originally Posted by The_Coming_Storm View Post
    Tell me, is causing an enemy to retreat not considered a victory in real life?
    Tell me, is real life the same as a videogame?
  8. Them not dying is not a victory for you, jussayin'
  9. Quote:
    Originally Posted by Sharker_Quint View Post
    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.
    That assumes you can mail inf to characters not on your account.

    (Please oh please let this be cross-server)
  10. Quote:
    Originally Posted by DumpleBerry View Post
    C'mon people, double the exploration badges and new neighborhood accolades? Plus, more badges earned badges?
    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.

    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).
  11. Quote:
    Originally Posted by SkeetSkeet View Post
    Well, less button-mashy and more challenging anyway.
    How exactly is being unable to help your teammates when they need it "challenging?"
  12. 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).
  13. Quote:
    Originally Posted by black_barrier View Post
    MORE LEGIT THAN RA FTW RUNNING AN ICE/ICE DOM FOR SURE.


    [keep my caps goddammit]
    We got a kill on you
  14. PB'd Veng (40% on its own in PvE) takes my MM from 15% to 19%.
  15. Quote:
    Originally Posted by SkeetSkeet View Post
    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.
    Right, the guys who rolled RV on an Ice/Fire Blaster and an Emp were abusing broken powersets and game mechanics.

    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.
  16. Quote:
    Originally Posted by Supermax View Post
    You do have a point about dominate being "auto"hit. And yeah, I guess if you spend enough to get to elude levels without taking elude, you might as well be a fort.

    But you gotta be the only fort left in the game that's spent that much on a fort
    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).
  17. You should be able to... I can still edit the OP of one of my threads which I started last May.
  18. Quote:
    Originally Posted by Talionis View Post
    What are the best ways to recover from using your nuke?

    Conserve Energy
    Power Sink
    Drain Pscyhe

    Something I've missed?
    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.
  19. Quote:
    Originally Posted by eryq2 View Post
    Limited Editions don't cost THAT much more, either, Nevergoat. I have a limited edition yamaha r1. It cost me $1500. more than the original. Not 100mil over. Fail.
    lol @ comparing real-world money to in-game currency, let alone not even giving a sense of scale.
  20. Quote:
    Originally Posted by The_Coming_Storm View Post
    It isn't. I got 3 in 44 today.
    Hooray, someone has figured out the "random" in "random number generator."
  21. The useful parts of Veng these days are the +damage, mez resistance, and KB protection.
  22. 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).
  23. Quote:
    Originally Posted by Thunderforce View Post
    It'd be nice if we could just make a big pile of it on top of Posi's pointy little head [2] and take it when we wanted some
    People already do take it when they want some - that's what's behind the seemingly high prices on some pieces of common salvage.