About Psy/* for PvP...
Not an expert but my stab at it.
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: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42), HO:Nucle(42)
Level 1: Subdual -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 2: Mental Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(37), Apoc-Dam%(39), HO:Nucle(39)
Level 4: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(23), ExStrk-Acc/KB(25), ExStrk-Dam%(34)
Level 6: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-EndRdx/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-Rchg(43)
Level 8: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Plct%(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(15)
Level 16: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(48)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), RgnTis-Regen+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Drain Psyche -- Theft-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/Heal(42), Nictus-Acc/EndRdx/Rchg(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(25), Zephyr-ResKB(48), Ksmt-ToHit+(48)
Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), SprngFt-EndRdx/Jump(27)
Level 28: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31), HO:Nucle(43)
Level 30: Assault -- EndRdx-I(A)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34), Rec'dRet-Pcptn(34)
Level 35: Telekinetic Thrust -- KinCrsh-Acc/KB(A), KinCrsh-Dmg/KB(36), KinCrsh-Acc/Dmg/KB(36), KinCrsh-Dmg/EndRdx/KB(36), ExStrk-Acc/KB(37), ExStrk-Dmg/KB(37)
Level 38: Acrobatics -- EndRdx-I(A)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Hoarfrost -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(45), Numna-Heal/Rchg(45), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal/Rchg(46)
Level 47: Hibernate -- Dct'dW-Heal/Rchg(A)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), Krma-ResKB(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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The dev's nerfed PSI now.. so good luck in pvp with that.
THANK YOU DEV'S!
SOON WE WILL ALL USING BRAWL ON EACH OTHER!
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"A coward dies many times before their death, the valiant taste death but once." - William Shakespeare
Learn it... OWN IT!
[ QUOTE ]
I have a Psi/Mental and I like to dabble in pvp with him (my main pvp is my ol fashioned fire/em). However, I hear/see folks doing really well with Psi/ and I was wondering a typical pvp build may look like? I'm thinking along the lines of what powers work best in pvp and why and perhaps slotting.
Thanks for the help in advance
[/ QUOTE ]
Dont waste your time. I have a Psi/Mental Blaster with 5 purple sets and that character sucks in PvP. It's not worth the time or the money.
Feel free to do it anyway I just wanted to let you know that my impression of it was less than happy.
5 purple set doesn't always mean it should be great in PvP, anyway. =/ b/c of its set bonuses =x (it used to be good but with DR... =/ i don't think that much of +recharge is worth anything =/ I'd rather go a bit of +damage =/ little bit of something else would get you less DR'ed on each bonuses =x)
Ok, the sentiment of Psy/ doing lackluster damage seems to be the theme here.
However, how come everyone is saying Psy is best for damage in the other thread?
It seems a bit inconsistent. So what's the verdict? If Psy/ is so bad then why? If it really does pump the damage then what would a decent attack chain be?
Ok, as far as damage analysis goes on the set itself, I've been perusing this thread on DPS.
So my final request remains, what would a mostly decent pvp look like? I'm asking in the sense of what attacks are decent throughout a Psy/MM build and which are toss-out garbage in terms of PvP. The DPS thread has given me insight to a decent attack-chain as per the primary but more first hand experience would be great
Psi is the top tier pvp set now. The only set people can even put up there against it seriously is sonic, and in the end will dom + placate proc removes all doubts who the true winner is. While it would be better paired with /em for pvp and with /mm getting dp 'adjusted' in pvp it is still a workable combo. I adapted the build up thread some for more kb protection and more +dam. The blank spots in hoarfrost and ic armor are for 3 slotting the pvpo res in each. This will throw another 6 points of kb protection on while in pvp and some more +end buffs. It could still use some more tweaking but definitely a step in the right direction.
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: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Psionic Dart
- [*] (A) Devastation - Accuracy/Damage[*] (37) Devastation - Accuracy/Damage/Recharge[*] (39) Devastation - Accuracy/Damage/Endurance/Recharge[*] (39) Devastation - Damage/Endurance[*] (39) HamiO:Centriole Exposure[/list]Level 1: Subdual
- [*] (A) Devastation - Accuracy/Damage[*] (3) Devastation - Damage/Endurance[*] (3) Devastation - Accuracy/Damage/Recharge[*] (5) Devastation - Accuracy/Damage/Endurance/Recharge[*] (5) Trap of the Hunter - Chance of Damage(Lethal)[/list]Level 2: Mental Blast
- [*] (A) Apocalypse - Chance of Damage(Negative)[*] (21) Apocalypse - Damage/Endurance[*] (34) Apocalypse - Accuracy/Recharge[*] (34) Apocalypse - Accuracy/Damage/Recharge[*] (34) Apocalypse - Damage/Recharge[*] (50) HamiO:Nucleolus Exposure[/list]Level 4: Telekinetic Blast
- [*] (A) Devastation - Accuracy/Damage[*] (17) Devastation - Damage/Endurance[*] (17) Devastation - Accuracy/Damage/Recharge[*] (19) Devastation - Accuracy/Damage/Endurance/Recharge[*] (19) HamiO:Centriole Exposure[*] (21) Explosive Strike - Chance for Smashing Damage[/list]Level 6: Psychic Focus
- [*] (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (9) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 8: Will Domination
- [*] (A) Devastation - Accuracy/Damage[*] (9) Devastation - Accuracy/Damage/Recharge[*] (13) Devastation - Accuracy/Damage/Endurance/Recharge[*] (13) Devastation - Damage/Endurance[*] (15) HamiO:Centriole Exposure[*] (15) Fortunata Hypnosis - Chance for Placate[/list]Level 10: Hasten
- [*] (A) Recharge Reduction IO[*] (11) Recharge Reduction IO[*] (11) Recharge Reduction IO[/list]Level 12: Hurdle
- [*] (A) Jumping IO[/list]Level 14: Super Speed
- [*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 16: Concentration
- [*] (A) Adjusted Targeting - Recharge[*] (40) Adjusted Targeting - Endurance/Recharge[*] (40) Adjusted Targeting - To Hit Buff/Recharge[/list]Level 18: Health
- [*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina
- [*] (A) Performance Shifter - Chance for +End[*] (43) Performance Shifter - EndMod[*] (43) Performance Shifter - EndMod/Recharge[*] (46) Performance Shifter - EndMod/Accuracy[/list]Level 22: Drain Psyche
- [*] (A) Theft of Essence - Accuracy/Endurance/Recharge[*] (23) Theft of Essence - Accuracy/Endurance/Healing[*] (23) Theft of Essence - Accuracy/Healing[*] (25) Theft of Essence - Healing/Recharge[*] (25) Theft of Essence - Healing[/list]Level 24: Combat Jumping
- [*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (27) Karma - Knockback Protection[*] (27) Kismet - Accuracy +6%[/list]Level 26: Super Jump
- [*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 28: World of Confusion
- [*] (A) Coercive Persuasion - Confused/Endurance[*] (29) Coercive Persuasion - Confused[*] (29) Coercive Persuasion - Confused/Recharge[*] (31) Coercive Persuasion - Accuracy/Confused/Recharge[*] (31) Coercive Persuasion - Accuracy/Recharge[/list]Level 30: Assault
- [*] (A) Endurance Reduction IO[/list]Level 32: Tactics
- [*] (A) Adjusted Targeting - To Hit Buff/Endurance[*] (33) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (33) Rectified Reticle - Increased Perception[*] (33) HamiO:Cytoskeleton Exposure[/list]Level 35: Telekinetic Thrust
- [*] (A) Kinetic Crash - Damage/Knockback[*] (36) Kinetic Crash - Accuracy/Knockback[*] (36) Kinetic Crash - Recharge/Knockback[*] (36) Kinetic Crash - Recharge/Endurance[*] (37) HamiO:Nucleolus Exposure[*] (37) HamiO:Nucleolus Exposure[/list]Level 38: Acrobatics
- [*] (A) Knockback Distance IO[/list]Level 41: Flash Freeze
- [*] (A) Fortunata Hypnosis - Sleep/Endurance[*] (42) Fortunata Hypnosis - Sleep[*] (42) Fortunata Hypnosis - Accuracy/Recharge[*] (42) Fortunata Hypnosis - Accuracy/Sleep/Recharge[*] (43) Fortunata Hypnosis - Sleep/Recharge[/list]Level 44: Hoarfrost
- [*] (A) Numina's Convalescence - Heal[*] (45) Numina's Convalescence - Heal/Endurance/Recharge[*] (45) Numina's Convalescence - Heal/Recharge[*] (45) Empty[*] (46) Empty[*] (46) Empty[/list]Level 47: Frozen Armor
- [*] (A) Karma - Knockback Protection[*] (48) Steadfast Protection - Knockback Protection[*] (48) Empty[*] (48) Empty[*] (50) Empty[/list]Level 49: Hibernate
- [*] (A) Efficacy Adaptor - EndMod[*] (50) Efficacy Adaptor - EndMod/Recharge[/list]------------
Level 1: Brawl
- [*] (A) Empty[/list]Level 1: Sprint
- [*] (A) Empty[/list]Level 2: Rest
- [*] (A) Empty[/list]Level 1: Defiance
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[u]Set Bonus Totals:[u]
- [*]27% DamageBuff(Smashing)[*]27% DamageBuff(Lethal)[*]27% DamageBuff(Fire)[*]27% DamageBuff(Cold)[*]27% DamageBuff(Energy)[*]27% DamageBuff(Negative)[*]27% DamageBuff(Toxic)[*]27% DamageBuff(Psionic)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]6.25% Defense(Ranged)[*]1.8% Max End[*]5% Enhancement(Heal)[*]4% Enhancement(Confused)[*]30% Enhancement(RechargeTime)[*]15% Enhancement(Accuracy)[*]10% FlySpeed[*]225.9 HP (18.7%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -27)[*]Knockup (Mag -27)[*]20% Perception[*]13% (0.22 End/sec) Recovery[*]86% (4.33 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]13% RunSpeed[/list]
Duel me.
I will work on my sig pic more when I have time.
Wasnt going to comment on this thread as its a little close to home and that build is strange.
1. Tk Thrust if its going to be six slotted slot the full kin crash set. This gives you 45 points of kb in that power and it will knock people
2. Pop a decimation in psi dart you have enough recharge to handle will dom, tk thrust , mental blast while at range.
3. The gaussians chance is wasted psy focus pop it in tactics
4. Hoarfrost unless you are going to three slot miracle use the slots elsewhere. As it is if you are going to three slot miracle might as well do it in health.
[ QUOTE ]
Wasnt going to comment on this thread as its a little close to home and that build is strange.
1. Tk Thrust if its going to be six slotted slot the full kin crash set. This gives you 45 points of kb in that power and it will knock people
2. Pop a decimation in psi dart you have enough recharge to handle will dom, tk thrust , mental blast while at range.
3. The gaussians chance is wasted psy focus pop it in tactics
4. Hoarfrost unless you are going to three slot miracle use the slots elsewhere. As it is if you are going to three slot miracle might as well do it in health.
[/ QUOTE ]
1. TK thrust is a HIGH DAMAGE melee attack in pvp. It should be slotted for damage.
3. Buildup (or aim, but buildup is better) is the ONLY place you should put Gaussians: Chance for BU. In tactics it will go off randomly when you dont need it, in buildup it will go off when you NEED spike damage, which is why you activated buildup.
Oh and to the OP, apparently some of these people don't quite have pvp down...psi blasts' damage is indeed subpar in pve, I would even consider it the worst blast set. However, in pvp, its in the top 3. Will dom is your hardest hitting attack, followed by mental blast, followed by TK blast, and last, Psionic dart.
In psi blast, all of the powers have different SPEEDS at which they travel to and inflict damage to your enemy, which can be used heavily to your advantage, using SPIKE DAMAGE.
At about 70 feet or more, this chain will hit you're oppenent at the same time. Will Domination + Mental Blast + TK Blast. This combo will hit a squishie for over 1/2 of his hp bar, ESPECIALLY after hitting aim/BU. Keep in mind that this is very useful on team pvp when there is calling targets, as you can spike them before they can phase/hibernate/heal.
GL with Psy blast, I like it over my sonic blaster...and thats saying something.
[ QUOTE ]
1. Tk Thrust if its going to be six slotted slot the full kin crash set. This gives you 45 points of kb in that power and it will knock people
[/ QUOTE ]
It deserves more damage and acc than you are giving it credit for. This power is a damage power that kbs not a kb power.
[ QUOTE ]
2. Pop a decimation in psi dart you have enough recharge to handle will dom, tk thrust , mental blast while at range.
[/ QUOTE ]
That kinda recharge does not exist in dr world of pvp, you will want all 4 st blast to be viable.
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3. The gaussians chance is wasted psy focus pop it in tactics
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So horribly wrong for pvp burst thinking. Should I have it in a toggle that could proc whenever or in a power that when it actually does fire off I am going to be attacking. One of those is an easy choice, the other was the way you picked.
[ QUOTE ]
4. Hoarfrost unless you are going to three slot miracle use the slots elsewhere. As it is if you are going to three slot miracle might as well do it in health.
[/ QUOTE ]
The enhancement values for what I am suggesting in hoarfrost gives 90+ to everything it can. Plus a 2 tasty end bonuses and more kb protection.
[ QUOTE ]
Wasnt going to comment on this thread as its a little close to home and that build is strange.
[/ QUOTE ]
Strange, but effective and good.
Duel me.
I will work on my sig pic more when I have time.
Reply to both above
1. Tk thrust, with the kin crash set has 175% accuracy, if that isnt going to hit the extra won't help much either. If a melee character is in melee range with you, your first priority has to be getting him out of his range otherwise he will be doing more damage to you than you can absorb.
2. Psi darts. Unless you are going to open with it doesnt matter. The target will be closing with you. So shooting Mental blast, tk blast, will dom to open, follow up to mental, tk again, if they are properly built tk had no knockback at all and by that time they are in psi dart range.
Once again decimation in psi. The slot is better used elsewhere.
3. To the gaussians chance of in buildup that is insane. IIRC on your build aim had a 30 sec rech ? which corresponds to an expected value of once every 10 minutes vs once every 2 mintues in tactics. If you are in an arena fight you will be spending better than 50% of your time engaged one way or another edge tactics.
[ QUOTE ]
The enhancement values for what I am suggesting in hoarfrost gives 90+ to everything it can. Plus a 2 tasty end bonuses and more kb protection.
[/ QUOTE ]
Uhmm you have three blank slots in hoarfrost. SO I have no idea what your proposal is. As it is those blank slots are needed elsewhere. As it is by just moving one of them to stamina you get a very 2.5% end bonus. As to KB protection Kin Crash in tk thrust gives you 4 points and 7.5% recharge. Between that and the decimation you get an addition 13.75% recharge.
I haven't played a Mental Manip very high, so its hard for me to make a decision on a few powers (like Drain Psyche), but I would prolly do something like this.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
perma jump is ---> /up 1
[ QUOTE ]
Reply to both above
1. Tk thrust, with the kin crash set has 175% accuracy, if that isnt going to hit the extra won't help much either. If a melee character is in melee range with you, your first priority has to be getting him out of his range otherwise he will be doing more damage to you than you can absorb.
2. Psi darts. Unless you are going to open with it doesnt matter. The target will be closing with you. So shooting Mental blast, tk blast, will dom to open, follow up to mental, tk again, if they are properly built tk had no knockback at all and by that time they are in psi dart range.
Once again decimation in psi. The slot is better used elsewhere.
3. To the gaussians chance of in buildup that is insane. IIRC on your build aim had a 30 sec rech ? which corresponds to an expected value of once every 10 minutes vs once every 2 mintues in tactics. If you are in an arena fight you will be spending better than 50% of your time engaged one way or another edge tactics.
[ QUOTE ]
The enhancement values for what I am suggesting in hoarfrost gives 90+ to everything it can. Plus a 2 tasty end bonuses and more kb protection.
[/ QUOTE ]
Uhmm you have three blank slots in hoarfrost. SO I have no idea what your proposal is. As it is those blank slots are needed elsewhere. As it is by just moving one of them to stamina you get a very 2.5% end bonus. As to KB protection Kin Crash in tk thrust gives you 4 points and 7.5% recharge. Between that and the decimation you get an addition 13.75% recharge.
[/ QUOTE ]
3. Slotting that proc in tactics is the worst place to put it...seriously. it goes off like once every 2 minutes for 7 seconds....1/100 times it will go off when you actually NEED the damage boost. if you put it in buildup the 1/20 chance it activates...it will actually be USEFUL. You can ask anyone and everyone and they will tell you the same, I am telling you from personal experience with it in tactics and BU...BU is WAY better.
[ QUOTE ]
2. Psi darts. Unless you are going to open with it doesnt matter. The target will be closing with you. So shooting Mental blast, tk blast, will dom to open, follow up to mental, tk again, if they are properly built tk had no knockback at all and by that time they are in psi dart range.
[/ QUOTE ]
the real reason to take psi dart and mental blast is to be able to have constant attacking even while held/stunned by using defiance.
you would be suprised at what it does psychologically when a dom holds you and you never stop hitting them, they usually lose their nerve and back down.
[ QUOTE ]
3. Slotting that proc in tactics is the worst place to put it...seriously. it goes off like once every 2 minutes for 7 seconds....1/100 times it will go off when you actually NEED the damage boost. if you put it in buildup the 1/20 chance it activates...it will actually be USEFUL. You can ask anyone and everyone and they will tell you the same, I am telling you from personal experience with it in tactics and BU...BU is WAY better.
[/ QUOTE ]
I don't have the dr numbers for it, but if it goes off with buildup you are take a hit when it goes off. Its going off 1 time in 20 which means you can go an entire arena match or zone outing without even seeing it go off. When I have it slotted in tactics or targeting drone I see it go off about one battle in 3 or 4.
For arena matches the numbers have been better than that for me. As to when I need its whenever I am attacking.
I will admit I am personally heavily biased against procs in general. Unless you are going to buzzsaw a power with them so you have a very heavy chance of one or more going off every activation they just seem too random for me. I try to avoid them in general. But thats just my bias.
[ QUOTE ]
Between that and the decimation you get an addition 13.75% recharge.
[/ QUOTE ]
In pve yes, in pvp unless you are in the arena with a dr off not so much. Any recharge on top of hasten is pretty much overkill. The same reason you really want all 4 st attacks. Plus what solo said about having to attacks to use when mezzed.
[ QUOTE ]
Uhmm you have three blank slots in hoarfrost. SO I have no idea what your proposal is.
[/ QUOTE ]
I have 2 post in this thread that says to 3 slot the pvpos in it for double end bonus and more kb protection. This gets you up to around 40 kb protection pre dr, which is what you need if you are fighting a toon with a good kb power.
[ QUOTE ]
Tk thrust, with the kin crash set has 175% accuracy
[/ QUOTE ]
Kin crash as a set has about 50% acc when 6 slotted, not sure where you get 175%.
[ QUOTE ]
To the gaussians chance of in buildup that is insane.
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It goes in aim for this reason. And its still better than having it in a toggle when it can proc uselessly. You have a theory for why you like it and feel free to stick with it. Won't change that for a burst build if you ever want to get max effectiveness that it should be in a click.
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I will admit I am personally heavily biased against procs in general.
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That is a play choice, but you are a really losing out in pvp not having the max number of damge procs that you can squeeze in. Procs aren't dred and still offer up unresistable damage.
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For arena matches the numbers have been better than that for me. As to when I need its whenever I am attacking.
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lol @ personal observations trumping real numbers and math.
Duel me.
I will work on my sig pic more when I have time.
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lol @ personal observations trumping real numbers and math.
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Oh yes indeed.
Which is why putting gausians chance in either aim or build up is wrong headed
You will have it fire on average once every 20 uses of the power. This as opposed to once ever 200 seconds in tactics. If \you are in the arena and spend more than 1/3 of your time actively engaged in combat tactics wins. That is the math the build up will go off more often and contribute more to your damage on the target.
Now while I am not very fond of the proc game if you wanted to play it you aren't doing it well.
Instead of slotting chance of in aim slot decimation chance of in psi darts and or one of the other single target powers.
I don't know what you are using for your attack chain but going off the recharge times for your main powers at range over 11 seconds you can have 2 psi darts, 2 mental blasts, 2 tk blasts, and one will dom. slotting chance of build up gives you 2 chances per 11 seconds to have a build up instead of one per 30.
As to the damage and accuracy on tk thrust. The numbers are calculated with tactics on and the globals, Which gives you +16% to hit (10 from tactics 6 from kismet) 15% from global acc bonuses, and 50% from the enhancements you lose a bit of that from dr.
Damage proc > chance for bu proc in blast. Keep thiking you have the right plan with the gaus proc in a toggle. Just dont' try to pass it off to people as a good plan for pvp. Better burst is better burst, and while it may not activate as often in aim/bu it will at least be a lot less likely to be wasted. And really do some test and tell me you are getting that much use out of it in a10 minute match. You will find your rock solid observations are a bit off.
Duel me.
I will work on my sig pic more when I have time.
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Damage proc > chance for bu proc in blast. Keep thiking you have the right plan with the gaus proc in a toggle. Just dont' try to pass it off to people as a good plan for pvp. Better burst is better burst, and while it may not activate as often in aim/bu it will at least be a lot less likely to be wasted. And really do some test and tell me you are getting that much use out of it in a10 minute match. You will find your rock solid observations are a bit off.
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First you argue math over personal observation. When the math doesn't support your position you are back to personal observation.
I'll stick with the math.
If you want the benefit of a proc you need to give it chances to fire.
# chances in a blast > # chances in build up
Aywhere from 3 to 10 times as much
# chances in in a toggle = 3*(# chances in build up)
And the togle is over the same time period you can activate buildup.
A proc going off when you aren't attacking <<<<<<<<<<< a proc going off when you are attacking. The math will back that up as well as play experience. keep thinking you are right, it won't make it true. Getting more procs going off doesn't really help you if it happens when you aren't attacking, its a pretty simple concept to get. Not sure why you are having problems understanding it.
I can't even begin to figure out how to explain to you that a damage proc is better than that deci proc. Good luck getting it to proc 10 times in a ten minute match.
Duel me.
I will work on my sig pic more when I have time.
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A proc going off when you aren't attacking <<<<<<<<<<< a proc going off when you are attacking. The math will back that up as well as play experience. keep thinking you are right, it won't make it true. Getting more procs going off doesn't really help you if it happens when you aren't attacking, its a pretty simple concept to get. Not sure why you are having problems understanding it.
I can't even begin to figure out how to explain to you that a damage proc is better than that deci proc. Good luck getting it to proc 10 times in a ten minute match.
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Here is the math for you once again
Recharge of Powers in your buid and chances to fire based on length of engagement
Code:[/color]
Power : Recharge and effective use : # chances to fire :
10s engagement : 20s : 30s : 40s
AIM : 33s : 1 : 1 : 1 : 2
Psi Dart : 1.67s used twice/10s : 2 : 4 : 6 : 8
subdual : 1.67s used once/10s : 1 : 2 : 3 : 4
Tactics : 10s : 1 : 2 : 3 : 4
The numbers speak for themselves. If you are going to use a slot for a buildup proc aim is not the place to put it.
To get the max number of procs I can agree with. The max number of actual usable procs I still disagree with you. And I stand by the deci proc being utter garbage and a complete waste of a slot.
Duel me.
I will work on my sig pic more when I have time.
What does it matter if it procs more on tactics when you can't USE it? And whats all this talk about ARENA matches? Did the OP say ANYTHING about arena? Chances are, this psy blaster will play alot more ZONES than arena anyways, which makes the slot in tactics even LESS useful because of all the travel time you spend in zones not attacking!
I can MAYBE see the deci proc being useful if you have a DEFINITE attack chain maybe? on my old sonic blaster I almost ALWAYS used the attack chain: Shriek, Scream, Shriek, Shout. Perhaps if it was in Shriek it'd be useful? Just depends if you want to spend the cash on a PVP IO proc or a purple proc!
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To get the max number of procs I can agree with. The max number of actual usable procs I still disagree with you. And I stand by the deci proc being utter garbage and a complete waste of a slot.
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It has the exact same specs as the gaussian proc.
I have a Psi/Mental and I like to dabble in pvp with him (my main pvp is my ol fashioned fire/em). However, I hear/see folks doing really well with Psi/ and I was wondering a typical pvp build may look like? I'm thinking along the lines of what powers work best in pvp and why and perhaps slotting.
Thanks for the help in advance