Helluva_Goon

Apprentice
  • Posts

    173
  • Joined

  1. Quote:
    Originally Posted by Neeto View Post
    well goon stay in SC cuz RV was epic fail effort 4 u.
    Dude, c'mon now, I cannot remeber the last time I was in SC. I think I was looking for a Base TP Portal badge there back in my nubish days (05/2006) for my old SG.

    I think you the guy I sniped in the midle of your villian camp with half of HP when you bounced back form chancing to kill a Hero. yeahh thats right, I sniped you further back beyond your villian camp. The Villian Hosp, lol.

    Goon Keeping it Gank-u-ster.
  2. Quote:
    Originally Posted by WhyNerfPFF View Post
    Another Psy Em Blaster for PvP... hmmm, how sad. I guess if you can't beat them, join them.
    Okay let me repeat this: Okay another Psy/EM thread but an Xpensive Build!!!

    So why even comment what you have mentioned? Why even bother to peep into this post if its another Psy EM Blaster post? Maybe, this is the winning build yeah? That is whyyyyy you had to click on the post. Maybe you said maybe there is great advice on this post or maybe, just maybe, there will be a GAWDLY Build posted. HMmmmmmmmmm, LOL I know I would peep.

    How's your Blaster doing btw?

    Goon keeping it Gank-u-ster!!!
  3. Wait, I think the "chances to ..." go off may hit once when the power is once toggled (speaking of toggled powers slotted with "Chance to ..." IO's). That being said, I don't think it will go off every such so seconds slotted into Snowstorm. See? A PBAoE Toggle has a chance every such or so seconds to go off because it is within that toggled power to do harm unlike Snowstorm which is a toggle power but not a toggled power like Hotfeet, Flaming Aura and etc. I think it only affects the caster's ability to do "Chance to ..." if it is slotted on Self effecting toggles vs toggles like Rad/-Defenders and /Rad-trollers may have.

    Another point of view: You can slot a "Performance Shifter-Chance For +Endu" into Stamina which an auto-power that triggers the "Chances to ..." every such and so seconds vs slotting it into Speed Boost which will NOT affect the boosted ally at all at any given chance (although it is not a toggled power).

    Goon keeping it gank-u-ster
  4. Quote:
    Originally Posted by ConFlict View Post
    When I see goon in zone I just log, he is that good.
    That is not true at all. This guy "Conflict" does not LOG off when he sees me in the zone. He is not telling the truth about this here. But I am that good but wait .... hmmmmm. I am setting myself up for a big vill mob GANK!!!

    I am deleting this post.

    I must keep it Gank-ster.
  5. Helluva_Goon

    New to PvP!

    Well do not get DP for PVP. Also /EM, /Device or /MMis probably the not-so-regretable way to go. But it is entirely up to you because for some very odd reason, some people can really make some uncommon AT's actually work but then againI haven't seen manyin my experience.
  6. I must be a very good PVP'er and effective in the zone whenever I leave the zone to craft a Temp Phase and return, our Heroes are base camping. That is when I come back from crafting and have the vills scattered back into the zone. Or we "Heroes" has force them back into their base grounds but as soon as I leave zone to craft another Temp Phase and return, here we go again with Heroes back to our base and repeat. I am currently on a Psi/EM Blaster.

    If the Villains are to much for me thats when I rethink my other option to scatter them. And thats another FUN part. That is when I creep out the backdoor and catch'em on a solo returning from their Hosp and they get SMACKDOWNZZZZ. LOL

    Goon keeping it Gank-ster
  7. Also, I forgot to mention of WHY your build isn't as much affective Donna.

    #1) You have NO global damage. It is pretty much a MUST HAVE to be a good blaster, (specially in RV on Freedom).

    #2) Although, I am not entirely sure just how much ACC one must or should have but I do feel that the +toohit on the build is way to low to be affective. To get some xtra global recharge it won't hurt to at least 5 slot BU & AIM with Adjusted Targetting IO's. Even with my present build, it tends to miss target.

    #3) Way wasted slots on the Health bar too.

    #4) You will need the greater endurance you've build around getting to retreat from failing to kill a well enhanced target who's attention is now turned on to you because of reason #1 above.

    Although it has great KB proc peaking almost 47% proc, that will at least allow you to get away from someone you have tried to GET that may have a boosted KB power that can keep you grounded.
  8. I must agree with Mortliance. Your build Donna may be cheaper but it is waayyyyy less effective. Your perception (idea) on the build you've posted is to stay alive much longer to at least repeat these spike attacks to get the villian down to a low HP whereas, my present build recently posted (and respecced) can kill much much faster with less having to follow and repeat the attacks to facematt'em down. I do appreciate your idea and effort but this post is "Okay another Psy/EM thread but an Xpensive Build!!!" LOL. With that being said, cost is (unfortunately way too expensive) everything to become the better Killer, Aider, Supporter, Taunter and etc.

    Goon keeping it Gankster
  9. Okay this is it!!! This is the build I went with after all the good advice.Thanks everyone.

    It has a lot more KB protection, more damage and most important (after learning the good ole fashion 'hard-way', got the Cold Mastery back. Force Mastery isn't where it is if you play on Freedom. Most builds are decked out there =D. Anyhow, I am much pleased with it, I was abled to scoop up Psy Dart for dropping TF (sucks for a blaster) becuase its just a pretty animation that invite all AS'ers to a wonderful blaster buffet.

    Check it out and critique please.

    I am much pleased with it for the faster kills.

    [*]23% DamageBuff(Lethal)
    [*]23% DamageBuff(Fire)
    [*]23% DamageBuff(Cold)
    [*]23% DamageBuff(Energy)
    [*]23% DamageBuff(Negative)
    [*]23% DamageBuff(Toxic)
    [*]23% DamageBuff(Psionic)
    [*]10.3% Defense(Energy) (in PvP)
    [*]10.3% Defense(Negative) (in PvP)
    [*]6.56% Defense(Ranged) (in PvP)
    [*]30% Enhancement(Range) (in PvP)
    [*]92.5% Enhancement(RechargeTime) (in PvP)
    [*]57% Enhancement(Accuracy)
    [*]5% FlySpeed
    [*]158.1 HP (13.1%) HitPoints
    [*]5% JumpHeight
    [*]5% JumpSpeed
    [*]Knockback (Mag -36)
    [*]Knockup (Mag -36)
    [*]MezResist(Confused) 20% (in PvP)
    [*]MezResist(Held) 20% (in PvP)
    [*]MezResist(Immobilize) 20% (in PvP)
    [*]MezResist(Repel) 1000% (10% chance, in PvP)
    [*]MezResist(Sleep) 20% (in PvP)
    [*]MezResist(Stun) 20% (in PvP)
    [*]MezResist(Terrorized) 20% (in PvP)
    [*]12.5% (0.21 End/sec) Recovery
    [*]54% (2.72 HP/sec) Regeneration
    [*]4.08% Resistance(Smashing)
    [*]1.58% Resistance(Lethal) (in PvP)
    [*]9.45% Resistance(Energy) (in PvP)
    [*]9.45% Resistance(Negative) (in PvP)
    [*]8% RunSpeed[/list]


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  10. Quote:
    Originally Posted by Krytical View Post
    That build is unnecessarily expensive. I would never recommend slotting three full sets of javs, and the only time I'd slot 5 is if I was pushing really hard for extra KB protection. Which reminds me: why spend billions in a build if anyone with slotted knockback is gonna throw you around like a rag doll? If you want to spend $$$ on a build then you first priority should be to get 45 KB protection. Blasters are not hard to build or play, so that's about the only thing that's gonna set your build apart from an el cheapo blaster.

    Also, you proc'ed all of your attacks, which is a good thing, but you're not maximizing your damage potential (all of your attacks are at 89% dmg). Normally I wouldn't worry about it, but blasters have one of the highest damage modifiers, so you definitely want to push for that extra 10% damage on each attack. I'm a big fan of slotting 4 devs (for %dmg) and 2 javs (extra range), with emphasis on damage and accuracy.

    Don't worry so much about recharge, your current recharge of 102% will get hammered by DR, so just get it to about 60% and focus on KB protection, damage and HP (which should be easy to cap on a blaster).
    Thanks Krytical, I must ask you how did you figure the 89% damage per attack. Maybe something I am not seeing nor looking at to learn this percentage yet. Also, you absolutely correct. Why have an expensive build but not the necessity KB Proc that should be determined with it? So far though, I have been KU by some gravity attack a few times in mid-air but haven't been KB but one time. The blaster may be the easiest of builds to make but to get that right, perfect build seems a bit difficult but I'ma get it.
  11. OH! I forgot to mention that the reason I am considering the Force Mastery because it seems I can cap out the resistance in Temp Invun to 75% which is maxed on Mids but anything over like up to 130% resistance seems to look like [drooool] great numbers so, I am considering. But I will hate to respec into that and its most def a LOLOLOLOL choice.

    So the question is, just how viable is Force Mastery can be in the lvl 50 pvp zone? o.0
  12. Okay, I did some switcing around, dropped Assault for Acro, and dropped TF for Psi-dart. BUT! I did drop the Cold Mastery for Force Mastery (not gaurantee to be in the next respec) but I was wondering about how affective will the Force Mastery will do in RV lvl 50 pvp zone compared with Hibernate. I can always depending on "temp phase" maybe.

    [*]20.5% DamageBuff(Lethal)
    [*]20.5% DamageBuff(Fire)
    [*]20.5% DamageBuff(Cold)
    [*]20.5% DamageBuff(Energy)
    [*]20.5% DamageBuff(Negative)
    [*]20.5% DamageBuff(Toxic)
    [*]20.5% DamageBuff(Psionic)
    [*]3% Defense(Smashing)
    [*]3% Defense(Lethal)
    [*]3% Defense(Fire)
    [*]3% Defense(Cold)
    [*]13.6% Defense(Energy) (in PvP)
    [*]13.6% Defense(Negative) (in PvP)
    [*]3% Defense(Psionic)
    [*]3% Defense(Melee)
    [*]10.2% Defense(Ranged) (in PvP)
    [*]3% Defense(AoE)
    [*]2.25% Max End (in PvP)
    [*]22.5% Enhancement(Range) (in PvP)
    [*]92.5% Enhancement(RechargeTime) (in PvP)
    [*]57% Enhancement(Accuracy)
    [*]5% FlySpeed
    [*]194.3 HP (16.1%) HitPoints
    [*]5% JumpHeight
    [*]5% JumpSpeed
    [*]Knockback (Mag -31)
    [*]Knockup (Mag -31)
    [*]MezResist(Confused) 20% (in PvP)
    [*]MezResist(Held) 20% (in PvP)
    [*]MezResist(Immobilize) 20% (in PvP)
    [*]MezResist(Repel) 1000% (10% chance, in PvP)
    [*]MezResist(Sleep) 20% (in PvP)
    [*]MezResist(Stun) 20% (in PvP)
    [*]MezResist(Terrorized) 20% (in PvP)
    [*]20% Perception
    [*]12.5% (0.21 End/sec) Recovery
    [*]44% (2.21 HP/sec) Regeneration
    [*]10% ResEffect(FlySpeed) (in PvP)
    [*]10% ResEffect(RechargeTime) (in PvP)
    [*]10% ResEffect(RunSpeed) (in PvP)
    [*]2.5% Resistance(Smashing)
    [*]9.45% Resistance(Energy) (in PvP)
    [*]9.45% Resistance(Negative) (in PvP)
    [*]1.58% Resistance(Toxic)
    [*]1.58% Resistance(Psionic)
    [*]8% RunSpeed
    [/list]


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  13. Quote:
    Originally Posted by ConFlict View Post
    Glad jav proc and 89% damage enhancement is better than ed capped damage enhancement. Between aim and bu with defiance figured in you will be riding on the dr damage cap most the time any ways. About the only thing you got right was the kb protection, you really do want at least 41 with acro on.


    As for the actual build the panc proc is a huge waste of money. I would get psi dart over total focus. If you are going to do a monster recharge build I would dump the placate proc unless you are going to be dueling. Assault and no acro is pretty much the worst idea ever. I like having conserve for zones to deal with heat exhaustion.



    I have seen you pvp some, most of your problem is kb protection and your insistence on standing still. Your movement skills need a lot of work.
    Thanks Conflict and you are absolutely right. I will work on more KB proc and drop assault. But drop TF? I don't know because I was thinking on swapping the cold mastery pool for the Force Mastery. I was thinking that maybe FoN will help out here in close quarters. True I do sometimes tend to stand still alot however, I also move around alot too but I will work on that.

    I am curious though, I've had PFF pre I-13 and it worked great along with FoN. This is why I may keep TF but I too can see now how Psi-Dartmay be more affective in defeating a few during those 8% HP remaining vills right before they Hibernate. Psi-Dart may prevent or help prevent that "Lucky Hibernate Moment" for those barely-made-it vills. LOL I will rework both builds for each Cold mastery and Force Mastery.
  14. Okay, I know there are plenty of psy/em blaster build threads. However, I am posting my present build for pvp zones (mainly RV) and it is rather very expensive. I've pvp'ed alot with this toon and has achived great rep in a short period of time on Freedom's RV Zone, (on a good 'Hero' day) with it. I am much pleased with it compared to my sonic/device blaster because of the extra range alone with psi-blast > sonic, not alone even more range from the Gladiator's sets and the awesome Boost Range of EM. But the problem is, I feel something is missing where it can be even more deadlier. I don't team much with it but 75% of the time I'm rolling solo and planting faces.

    I tried many times to tweak thisbuild and still dotil this day. I do know that Accro is a must have and that is included into the next respec. Please critique the build to your best of your skill.

    [*]17.5% DamageBuff(Lethal)[*]17.5% DamageBuff(Fire)[*]17.5% DamageBuff(Cold)[*]17.5% DamageBuff(Energy)[*]17.5% DamageBuff(Negative)[*]17.5% DamageBuff(Toxic)[*]17.5% DamageBuff(Psionic)[*]1.88% Defense(Fire)[*]1.88% Defense(Cold)[*]10.6% Defense(Energy) (in PvP)[*]10.6% Defense(Negative) (in PvP)[*]7.19% Defense(Ranged) (in PvP)[*]3.75% Defense(AoE)[*]30% Enhancement(Range) (in PvP)[*]102.5% Enhancement(RechargeTime) (in PvP)[*]81% Enhancement(Accuracy)[*]5% FlySpeed[*]171.7 HP (14.2%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -24)[*]Knockup (Mag -24)[*]MezResist(Confused) 20% (in PvP)[*]MezResist(Held) 20% (in PvP)[*]MezResist(Immobilize) 20% (in PvP)[*]MezResist(Repel) 1000% (10% chance, in PvP)[*]MezResist(Sleep) 20% (in PvP)[*]MezResist(Stun) 20% (in PvP)[*]MezResist(Terrorized) 20% (in PvP)[*]20% Perception[*]16.5% (0.28 End/sec) Recovery[*]52% (2.62 HP/sec) Regeneration[*]4.08% Resistance(Smashing)[*]1.58% Resistance(Lethal) (in PvP)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]9.45% Resistance(Energy) (in PvP)[*]9.45% Resistance(Negative) (in PvP)[*]8% RunSpeed[/list]


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  15. Quote:
    Originally Posted by Kibowi View Post
    So is there actually a PvP build for a Fire / Kin? Just curious. I've always wanted to get into PvP but have never seen a build for one. Hell, i've never seen the IO's for one.
    Well that is a good question because you don't see many (well i do not for that matter see that many if any) fire/kins doing arena and/or zone pvp. BUT! I do arena with mine and its just a farming build. When it comes to Tankers, they ALL FALL DOWN to me. Just saying that the fire/kin if built right can be a deadly AT. However though, just like rock > scissors > Paper, a scrapper will eat it up BADLY. Some blaster if they are greatfully skilled will easily whoop it too but then again mine haven't built for PVP though. I will make a possible good PVP build and post it here although again, we are here being amused by this wonderful thread that really, really grabs attention here. LOL
  16. Quote:
    Originally Posted by AWishForWings View Post
    He's probably trying to figure out a way to cut all the dying in his video. Shouldn't expect him to post his own video...

    Oh and beside, I found out the older thread where you we're asking how to build your Fire/Kinetic...I found it pretty amusing how you were saying you farm BM in this thread but yet argue here that you do not.

    You are failing in every possible way.
    !!!!!! =D LMFAO.

    I was reading the messages and this from out of nowhere had me crying laughing. I had the honor to farm with, Fire Kin Master X. i was doing my own thing by PL'en me another Helluva Goon. A Fire/Sonic Troller and I met up with him at the AE. He invited me onto his team after we shared a gew words that I have posted a build, a fire-epic fire/kin build. To get to the point, I wasn't impress. My opinion of the purpose to farm is quite simple; enter, kill fast, exit and repeat. Now as I was on team with Fire/kin Master X, yes you buddy, you had a full team of 8 although, I was invited to experience ur tough build. You did survive the mob fest of vills, however, you did too have a Tanker. Also the AE Mish SUCKS for a farm. It was entirely tooo slow to consider farming. The same vills were there quite a long while although my fire/kin was face matted while I observed the rest.

    Like I said, it was too slow, I do not understand how one would make villains have the upper hand with range attacks on a controller's farm. Brutes with Ninja stars or something like that it semed.

    I farm fast, my team is at a minimum, (my 3 alts on follow and auto atttack) meaning i get the full benefit of the rewards regardless. And most important, I am out of my AE mish resetting before you finish off that first mob that the ***COUGH***Tanker is taunting. But you did not die though, you were standing there doing your thing.
  17. Well, firts I want to thank you for your efforts to share something that most may not do. Secondly, after viewing your build here, Fire Kin Master, you have good ideas but poor math in putting your powers into sequence on how they will benefit one and other in cooperation of attacks and mob approaches. I am impress with the added Defense, however like others have mentioned, you can buff that in other areas.

    I farm Demons periodically and thats just for Purple drops. So my my build here is made specially for that. I will look into a new respec for it though because I am curious of just how survivable your build is and two, my build is as old as hell like when Purple IO's recipes avaraged 25 - 40 million, LOL.

    [*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]91.3% Enhancement(RechargeTime)[*]78% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]5% FlySpeed[*]91.6 HP (9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 2.2%[*]MezResist(Sleep) 4.4%[*]MezResist(Terrorized) 2.2%[*]25% (0.42 End/sec) Recovery[*]42% (1.78 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]24.2% Resistance(Fire)[*]24.2% Resistance(Cold)[*]11.3% Resistance(Energy)[*]11.3% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[*]15% RunSpeed[/list]


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    It kills just nicely.
  18. An AT that summons a military of some sort or, police officers???
  19. Quote:
    Originally Posted by Captain_Photon View Post
    There already are giant monsters in many zones. They even added a notification channel so that people wouldn't keep missing them when they appear. As for more "normal business will now be disrupted while we have another stupid invasion - sorry if you've got a street hunt to conduct" events (which appears to be what you're getting at with the "buffed to God-Like Endurance" part), /jranger.

    I do rather like the "SG monitor room" thing, but it perhaps ought to be connected to something that's already happening, rather than making up more annoying arbitrary raid content.
    Thanks for the response, Captain_Photon! I do agree with you, however, the typical raids that I am thinking of generally are not complete zone raids. Though you did mention we have GM's already but, I was thinking maybe a group of villains with a suped-up arch-villain giving off commands and/or attacking as well. BUT! Here is the point I will address, they will not be complete zone raiding, ... just a particular part of a zone like Palladins are in a specific area. This menace will spawn here and there everynow and so forth. Yeah?
  20. Perhaps new in-game features like a SG-Base monitor that works!!! Well, after that is said let's say that there are new City/Zone Raids. Perhaps other than the Rikti Raid and the Zombie raids, perhaps there were huge GM like Villains or Villain invading a zone. Maybe not GM size but extremely powerful villains or the already known villains buffed to God-Like Endurance from technical devices, science modification, a magical source or even from a hidden unknown mutant gene that peaks certain times of the year due to eclpises or what ever the case may be. However, these villains or villain raids the zones here and there. Monitors? Well the monitors would be crafted items ranging from different sizes depending the size of the SG base but all works the same to display these raids. This will increase more interest to chill in the SG Base a bit after some grinding or, TF/SF events or just hanging out in that wonderful designes SG base. These "special" monitors will display these "raid alerts in progress" just like it does on our chat-box in red but with a visual perhaps?

    I do NOT expect that heroes and/or villains of a SG/VG shaould expect anything extra as a reward rather than that reputation of them being there to participate to bringing down this menace. And for the VG side of the CoX Universe, these menaces would be in their favor to destroy as quickly as can be only for the purpose that they want to keep their reputation as the most evil-doing peaked and that no other vill shall come into their territory and rule it other than themselves sort of speak, yes? But the reward remain the same or a bit higher if need be.
  21. Well Fire melee lacks range vs. claws because with claws you can spam a quick recharging range attack that it has, "Focus". But Fire melee is a hard hitting primary set for Scrappers, it can also be resisted. Dark Melee set does not have a range attack power and to add to it, a few of the hard hitting attacks are time consuming with the animation lasting up to 3.07 seconds. Claws may not hit as hard but the recharge is quick and you can spam he range attack and slot it with a KB enhancers (although it may not be enough magnitude to see effective KB in PVP).

    I do not want to discourage you from the chosen three you selected but I would suggest looking into them and plus a few other primaries that you may want to use according to your play-style or how you plan to battle in PVP matches.
  22. Helluva_Goon

    Rad/EM Blaster

    Quote:
    Originally Posted by PowerFlame View Post
    hey mac on your set up for rad/em i was curious to why you needed the reticle IO for perception? is tac not enough? we already know that a stalk with correct stealth slotting cannot be seen out of hide. jsut tac was working fine for me today for stealthy corrs.
    I will answer this for you Mac if you don't mind. Well tactics does give off an exta percentage to perception. However, with the Rectified Recticle, it will combine that extra 20% bonus with tactics. Also I do not because it is better slotted on a toggle because it says on the Mids program, "20% enhance perception" versus a 20% chance of 20% perception bonus. but I am sure that with tactics is tacful to picking up stealthier foes.
  23. Issue-12 PVP Environment: It was well balanced because there were many ways that an AT can prove worthy besides killing. There were actually Emps boasting on their Emping skills such as buffing, debuffing and not alone, healing. Majority of players that were teamed requested Emp Defendenders, some even Tankers to hold or manage aggro, Scrappers coming to one rescue for his/her nature to best 1-on-1, or even Controller to hold off a villain team just in enough time while the defender gets off his/her team buffs.

    Some PVPers or those who was inspired by PVP even went to extreme measures to get enhancements to better their abilities for PVP by hard-grinding PVE if neccessary.

    Some players solo'd, some players teamed in the PVP environment, either way, the freedom to build the type of toon to do what ever he/she seen it fit was once there and these were the Key Elements that made it FUN and DESIRABLE.

    The PVP environment in I-12 was a to-survive-and-win world, a world that offered many key-elements for success and satisfactory. A world that showed a blind-aura that "skill is needed here". It was a world that made champions out of noobs and winners out of beginners.