PvP Psi/EM Build Critique


IcyKiri

 

Posted

Please critique this psi/em build I have made mostly for zone and some arena pvp.

Thanks for your help.

-Dok


Hero Plan by Mids' Hero Designer 1.621
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: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Mental Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Dmg/Rchg:50(3), Dev'n-Acc/Dmg/Rchg:50(5), HO:Nucle(5), Apoc-Dam%:50(7)
Level 1: Power Thrust -- KinCrsh-Acc/KB:50(A), KinCrsh-Rchg/KB:50(17), KinCrsh-Acc/Dmg/KB:50(19), KinCrsh-Dmg/KB:50(19), ExStrk-Acc/KB:20(21), ExStrk-Dmg/KB:20(21)
Level 2: Telekinetic Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(7), Apoc-Acc/Dmg/Rchg:50(13), Apoc-Acc/Rchg:50(15), Apoc-Dmg/EndRdx:50(15), ExStrk-Dam%:20(17)
Level 4: Build Up -- EncAcc-ToHit:20(A), EncAcc-ToHit/Rchg:20(36), EncAcc-ToHit/Rchg/EndRdx:20(36), AdjTgt-Rchg:50(37), AdjTgt-ToHit/Rchg:50(37)
Level 6: Psychic Focus -- EncAcc-ToHit:20(A), EncAcc-ToHit/Rchg:20(37), EncAcc-ToHit/Rchg/EndRdx:20(40), AdjTgt-Rchg:50(43), AdjTgt-ToHit/EndRdx/Rchg:50(43)
Level 8: Will Domination -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(9), Dev'n-Dmg/Rchg:50(9), Dev'n-Acc/Dmg/Rchg:50(11), FtnHyp-Acc/Rchg:50(11), FtnHyp-Plct%:50(13)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(23)
Level 12: Super Jump -- Zephyr-ResKB:50(A), HO:Micro(25)
Level 14: Psionic Lance -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx/Rchg:50(33), Mantic-Acc/ActRdx/Rng:50(34), Mantic-Dmg/ActRdx/Rchg:50(34), Mantic-Dmg/EndRdx:50(34), HO:Nucle(36)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(31)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc/Rchg:50(33)
Level 22: Acrobatics -- KBDist-I:50(A), KBDist-I:50(23)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(29)
Level 26: Psionic Dart -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(27), Dev'n-Acc/Dmg/Rchg:50(27), Dev'n-Dmg/EndRdx:50(29)
Level 28: Assault -- EndRdx-I:50(A)
Level 30: Super Speed -- Zephyr-ResKB:50(A), HO:Micro(42)
Level 32: Tactics -- Rec'dRet-Pcptn:20(A), EncAcc-ToHit:20(43), EncAcc-ToHit/Rchg:20(45), EncAcc-ToHit/Rchg/EndRdx:20(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-ToHit/EndRdx:50(46)
Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 38: Total Focus -- Amaze-Acc/Stun/Rchg:50(A), Amaze-Acc/Rchg:50(39), Amaze-Stun/Rchg:50(39), Amaze-EndRdx/Stun:50(39), Amaze-Stun:50(40), Dmg-I:50(40)
Level 41: Flash Freeze -- FtnHyp-Sleep/EndRdx:50(A), FtnHyp-Sleep:50(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(45), S'fstPrt-ResKB:30(45)
Level 47: Hoarfrost -- S'fstPrt-ResKB:30(A), Mrcl-Heal:40(48), Mrcl-Heal/Rchg:40(48), Mrcl-Heal/EndRdx/Rchg:40(48), Dct'dW-Heal/Rchg:50(50), RechRdx-I:50(50)
Level 49: Hibernate -- H'zdH-Heal/Rchg:40(A), H'zdH-EndRdx/Rchg:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 30.5% DamageBuff(Smashing)
  • 30.5% DamageBuff(Lethal)
  • 30.5% DamageBuff(Fire)
  • 30.5% DamageBuff(Cold)
  • 30.5% DamageBuff(Energy)
  • 30.5% DamageBuff(Negative)
  • 30.5% DamageBuff(Toxic)
  • 30.5% DamageBuff(Psionic)
  • 0.94% Defense(Energy)
  • 0.94% Defense(Negative)
  • 1.88% Defense(Ranged)
  • 15% Enhancement(Accuracy)
  • 42.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 162.6 HP (13.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -27)
  • Knockup (Mag -27)
  • 20% Perception
  • 18.5% (0.31 End/sec) Recovery
  • 64% (3.22 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 8% RunSpeed
  • 4.5% XPDebtProtection
------------
Set Bonuses:
Devastation
(Mental Blast)
  • 12% (0.6 HP/sec) Regeneration
  • 27.1 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Kinetic Crash
(Power Thrust)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
Explosive Strike
(Power Thrust)
  • 1.5% DamageBuff(All)
Apocalypse
(Telekinetic Blast)
  • 16% (0.8 HP/sec) Regeneration
  • 36.1 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Encouraged Accuracy
(Build Up)
  • 1.5% XPDebtProtection
  • 1.5% DamageBuff(All)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
Encouraged Accuracy
(Psychic Focus)
  • 1.5% XPDebtProtection
  • 1.5% DamageBuff(All)
Adjusted Targeting
(Psychic Focus)
  • 2% DamageBuff(All)
Devastation
(Will Domination)
  • 12% (0.6 HP/sec) Regeneration
  • 27.1 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Fortunata Hypnosis
(Will Domination)
  • 4% (0.07 End/sec) Recovery
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Karma
(Combat Jumping)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
  • Knockback Protection (Mag -4)
Sting of the Manticore
(Psionic Lance)
  • 12% (0.6 HP/sec) Regeneration
  • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
  • 3% DamageBuff(All)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.6 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Devastation
(Psionic Dart)
  • 12% (0.6 HP/sec) Regeneration
  • 27.1 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Blessing of the Zephyr
(Super Speed)
  • Knockback Protection (Mag -4)
Rectified Reticle
(Tactics)
  • 20% Perception
Encouraged Accuracy
(Tactics)
  • 1.5% XPDebtProtection
  • 1.5% DamageBuff(All)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
Absolute Amazement
(Total Focus)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Fortunata Hypnosis
(Flash Freeze)
  • 4% (0.07 End/sec) Recovery
Luck of the Gambler
(Frozen Armor)
  • 7.5% Enhancement(RechargeTime)
Karma
(Frozen Armor)
  • Knockback Protection (Mag -4)
Steadfast Protection
(Frozen Armor)
  • Knockback Protection (Mag -4)
Steadfast Protection
(Hoarfrost)
  • Knockback Protection (Mag -4)
Miracle
(Hoarfrost)
  • 2.5% (0.04 End/sec) Recovery
  • 22.6 HP (1.87%) HitPoints
Harmonized Healing
(Hibernate)
  • 1.5% (0.03 End/sec) Recovery


 

Posted

Fix the tags so it doesnt look so attrocious and ill post some comments...

-Kiri


 

Posted

Sorry about that. It's been quite some time since I have had to export from Mid's. I think that is a little easier to read now. I always find it more convenient to use the link anyway.


 

Posted

Hey Dok, few things I'd do different.

Probably just slot Aim/BU for 5 Adjusted targeting.
6 Slot Power thrust for the other two Kin Crashes.

Drop Total Focus all together, swap it for Veng - 2 slots KB IO + LoTG

Not sure what Chain everyone else uses, I hear some are Will Dom, TK, Mental. But I prefer Will Dom Psi Dart TK Bast Psi dart - Finish with Mental if you need to. With that in mind, Slot Psi Dart with the purple proc (and a Glad Jav when you an afford it)

TK blast you can go 4 Deva's, Chance for Smashing Proc, Glad Jav Proc

Will Dom - 4 Deva's, Placate Proc, Glad Jav Proc.

Hoarfrost probably doesn't need quite that many slots. Its an occasional heal that will at best save you a few greens every few minutes. I just go with 3 miracle 1 KB IO.

The difference between 1 Micro and 2 in Travel powers is a pretty big difference in evasion speed as well as how well you can close on a target, especially since there aren't many kins around.

Make sure to slot the proc in Psi lance over one of the other pieces. Procs are king now they (for the most part) do unresisted damage.

Tactics, I like to save 2 slots with just 2 adjusted targeting, 1 perception IO, 1 cyto.

With those changes and about 60% global recharge you can drop the extra slots from both boost range and hiber (no phase period means you can't use it more than every 120 seconds anyway) Boost Range doesn't stack so as long as you are recharging in under 30 seconds w/o hasten you are good.

Acro you are better off moving that extra slot to CJ for a BoTZ KB IO

Hurdle > Swift

Think that is all I saw for now.


 

Posted

Thanks for the advice Mr. Liberty. I'll strongly consider everything you suggested.

By the way, you wouldn't happen to know the recharge cap for i13 pvp would you? I can't find a definite answer anywhere.


 

Posted

Psi is really end heavy, make sure you slot for adequate end recov.

I agree with Lib, except with TK blast I would go 5 apoc's (including proc) and explosive proc. It saves you from having to get a glad jav in there.

4 deva and a proc is standard "cheap" build, i reccomend at least going 4 deva and 2 pieces from the glad jav set for the extra range set bonus

Make sure you dont pick up any EM melee attacks, psi is so good at range with fast animations that the animations from melee actually hurt your DPS.

I use the attack chain Will Dom, Psi Dart, TK Blast, Mental Blast. You can reliably get the entire chain off on an opponent with a bit of practice.

Don't underestimate the power of the Psi Snipe, it does a lot of damage and is delayed so you can include it at the beginning of a spike. I prefer 5 manticores (no proc) and the Extreme Measures (Dam/Int/Range).

Like Lib said, I reccomend slotting 1 micro and 2 botz (1 kb, 1 travel/end).

As far as epic's there are two options first is the pff/temp invul route which is good for survival but you become more reliant on emps for CM as you will have no perception (sacrifice tactics for phase). Or you can go Ice with Hoarfrost/Hibernate, the ice shield is really good also because it allows for both defense and resistance slotting so you can slot both the kb io's. I personally prefer the Ice Mastery Epic, however there are valid arguements for Force (for instance Temp Invul pretty much caps your psi resistance in PvP and makes you much much more survivable).


 

Posted

The recharge cap is still the same, 300% I think? Maybe 400% Anyway, that doesn't matter as much anymore. What really comes into play is how much stuff gets DR'ed. There is a curve where the more recharge you have, the more you lose.... (Someone made a chart at some point, but no clue where it is) Its like at 35% recharge you might only lose 2 or 3 % but at 80% Recharge you might lose 7 or 8% or something like that. The higher you go the more you lose, but more is still better for the most part.

If you shoot for 60-80% + Hasten you'll be set.


 

Posted

Great feedback guys.

I had several reasons for wanting to include TF: 1) It's a good place to put a cheap purple set, 2) I like having a stun for special situations, 3) it would be good to have another dmg type other than psi in case I came across WP brutes or scrappers and finally, with BU and Aim, it does over 700 dmg. I thought I might could do a TF drive-by, stun someone with it and go right into the snipe for a 1700+ dmg combo. But with DR and movement suppression, that might be a pipe dream.

Thanks again for the insight; I mull things over before respecing my blaster.