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Posts
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Jesus H ******* Christ sentry, you're a ******* moron. I honestly can't stand to listen to any more of your OHMIGOSH I'M RIGHT AND YOU'RE ALL USING POISON GAS AND BEATING ME AS I WALK OUT OF MY HOUSE. You are sad, pathetic, insecure, have a severe lack of logical thinking capability, and are a disgrace to PvPers in general as well as the Justice server. I'm getting dumber just reading your posts.
Congratulations, you're the first person I've ignored on the new forums. See you in RV - get wrecked. -
Quote:People that expect their Defenders/Corruptors/Controllers to be buffers are the kind that are constantly hunting Emps and Rads while overlooking Stormies, Darks, and TAs. Essentially those are the people that think you're not contributing unless they see something in their buff bar that you produced (AM, Cold shields, Fort, etc).So a discussion in another thread was ensuing comparing Pain Domination to sets.
Apparently someone thinks that Dark Miasma and Storm Summoning don't bring anything of value to a team.
I tend to think otherwise, I would like to know what you, Defenders, Controllers, and Corruptor players think of this statement.
Stormies have somewhat of a bad rap because you're either good at playing the set, or you're not - there's very little middle ground. Storm's a flashy set, which makes it that much more important that you know what you're doing, because people can see when things go to hell and they'll know you're the one that caused it. However, a capable Stormie is a huge asset to any team because they bring hard and soft control, spot heals if they choose, can floor a spawn's tohit, force everything into a corner, or slow an entire spawn to a crawl, all while using Freezing Rain to effectively add another teammate (the -res really adds up).
Dark doesn't have much in the way of buffs, but like Storm a good Dark will be a large asset to a team. It too can floor a spawn's tohit, but doesn't really have the positioning tools of Storm. Instead, it's got a bit of hard control (fear, hold, stun), one of the best rezzes in the game, and a pet that essentially makes you a 2-for-1 deal.
In short, if someone hates on a Dark or Storm that's doing their job (people who hate on the Stormies that scatter everything all over the map have every right to do so), they're probably not the kind of person you want to be teaming with. -
Human form powers seem to lack slotting but overall the build looks good. Looks as though it'd be quite a bit cheaper than my permahasten build but I was trying to maintain usability across all three forms with that one. Given the budget it seems you had, that's a solid setup.
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Son/Pain's actually not bad. You've got good damage, good resists, and very high regen. It's not as offensive-minded as a Rad or Cold but it's still a solid build.
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Quote:Or, more accurately:The original rules WERE NOT FUN, so we placed our own. I understand not everybody likes them
Quote:The original rules were designed to give everybody an equal footing as long as they built well and played smart, but we didn't like getting our ***** handed to us by people better than us so instead of trying to get better we imposed rules upon ourselves to make us look good. This is exactly why we get butthurt when people who can actually PvP keep killing us over and over.
Lucky for you guys, the /arenalist command coming in I16 means you don't even have to load into Pocket D - you can bring up the arena interface, select your options, invite the other person, teleport right into a match, and when you're done you'll come out right where you were before. Amusingly I don't even see your kind using that option, so you'll still continue to come to the boards and whine about how life is so unfair even though you refuse to use the tools available to you. -
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The last few pages of this thread have made me WTF.
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Are people still laboring under the delusion that I16 is going to kill MA farming? Seriously, people, look at the changes - only things they're doing is killing boss farms and pissing off a lot of story-oriented authors who use custom critters.
If you're having issues finding teams, it's you, not the game. Make some friends who do the same stuff you do - works for the rest of us. -
Okay, so I'm trying to get a softcapped SS/Shield/Mu (going Mu for the two TAoE ranged attacks). Problem is, most of the builds I've found don't have what I'm looking for in terms of power picks, and the builds I've tried to come up with keep falling short - I just can't get the slotting right and can't quite hit the softcap satisfactorily. For this exercise let's pretend inf is not unlimited but I probably have a working budget of 500-700 million. Here's what I've got so far - can anyone take a look at this, pick it apart, re-arrange power picks and slotting, and get a decent softcapped build while still maintaining most of what I've got? If Hasten or something like that needs to be dropped, so be it.
Villain Plan by Mids' Villain Designer 1.4012
http://www.cohplanner.com/
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
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Level 1: Punch Empty(A), Empty(3), Empty(3), Empty(5), Empty(5)
Level 1: Deflection RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13)
Level 2: Haymaker Empty(A), Empty(15), Empty(15), Empty(17), Empty(17)
Level 4: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29)
Level 6: True Grit Empty(A), Empty(7), Empty(31), Empty(34), Empty(37)
Level 8: Knockout Blow Empty(A), Empty(9), Empty(9), Empty(11), Empty(46), Empty(46)
Level 10: Active Defense RechRdx-I(A), Empty(39)
Level 12: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(40)
Level 16: Against All Odds EndRdx-I(A)
Level 18: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
Level 20: Hurdle Jump-I(A)
Level 22: Health Numna-Regen/Rcvry+(A)
Level 24: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 26: Phalanx Fighting LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 28: Grant Cover LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-EndRdx/Rchg(40), LkGmblr-Def/EndRdx/Rchg(43)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Boxing Empty(A)
Level 41: Electrifying Fences Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
Level 44: Ball Lightning Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
Level 47: Tough TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(48)
Level 49: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Think about what? You haven't contributed anything except trying to justify why you're bad.
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Quote:lol, ok baddo. GUYS THIS IS SO SERIOUS PVP IN A VIDEOGAME IS LIKE FIGHTING SOMEONE IN REAL LIFENo we could easily whip out shivans and some warburg nukes, alone with tons of inspirations, but that's like pulling out tomy guns when u are 3 feet away from eachother. You don't see who's stronger, you simply see who can pull the trigger faster. "Wow look at all that skill, he pulled his finger faster then the other guy!"
Yes, i'm too lazy to kill someone when they are weakned, because that takes a lot more time and work then killing someone at full health. Sarcasm...
No, kicking someone while they are restained is what you do. You like an unfair match with the odds in your favour. You don't like a challenge, you like winning under any circumstance and think your better.
and no, you can't with my posts. -
Right, and "stand there and beat on each other while following some arbitrary set of rules and then whining when someone comes and kills us" is neither tactical nor strategic.
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Quote:Right - more people play Defenders than Corruptors simply because they prefer blueside content or population. Open that amount of content and population to the redside ATs and I don't see Defenders coming out well unless they're dead-set on a Psi Blast or Empathy character (and once Corruptors get Psi Blast it's another nail in the coffin).Corruptors and MMs *already* compete with defenders on two major Taskforces (ITF, LGTF). And yet there hasn't been a wholesale movement to exclude defenders from these.
Yes, Defenders are a good AT when you compare them to what the other hero ATs have to offer, but when you bring Corruptors and to an extent Masterminds into direct competition, their weaknesses start to show - and no, two TFs and a handful of co-op arcs aren't "direct competition." When compared to Corruptors, Defenders have a lower damage mod, lower HP, lower damage cap, don't have Scourge, and lack access to two of the best sets in the game, Fire Blast and Thermal Radiation, all in the name of stronger buffs/debuffs and having access to those powers before Corruptors/Controllers/MMs. The better buff/debuff numbers just aren't worth it, IMO. -
1. You need a dead teammate to cast it on.
2. There's a very tiny window during which it can stack - it's not supposed to, but it can. -
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Happened to my Storm/Sonic as I zoned into Ouro, haven't seen it since.
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Hm, mag of Seismic Smash got dropped from 4 to 3 (Dom version only) on test with today's patch, wonder if Domination's working properly on it now.
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Here we go.
Hero Plan by Mids' Hero Designer 1.4012
http://www.cohplanner.com/
Bane of Daybreak: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
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Level 1: Healing Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(5)
Level 1: Dark Blast Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(9), Dev'n-Hold%(11)
Level 2: Heal Other Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 4: Gloom Decim-Acc/Dmg(A), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19), Dev'n-Hold%(43)
Level 6: Hurdle Jump-I(A)
Level 8: Absorb Pain Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(46)
Level 10: Clear Mind RechRdx-I(A)
Level 12: Fortitude RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), AdjTgt-ToHit/Rchg(40)
Level 14: Hasten RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 16: Tenebrous Tentacles Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), TotHntr-Dam%(29)
Level 18: Recovery Aura RechRdx-I(A), RechRdx-I(29), RechRdx-I(31), EndMod-I(37)
Level 20: Super Speed EndRdx-I(A), Run-I(31)
Level 22: Health Heal-I(A)
Level 24: Stamina EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 26: Regeneration Aura RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Heal-I(37)
Level 28: Night Fall Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), RechRdx-I(36)
Level 30: Combat Jumping Krma-ResKB(A)
Level 32: Adrenalin Boost Efficacy-EndMod/Rchg(A), Efficacy-EndMod(37), Efficacy-EndMod/Acc/Rchg(39), RechRdx-I(39)
Level 35: Assault EndRdx-I(A), EndRdx-I(46)
Level 38: Moonbeam Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Acc/ActRdx/Rng(42), Mantic-Dam%(42), Mantic-Dmg/EndRdx/Rchg(42)
Level 41: Power Build Up RechRdx-I(A), RechRdx-I(43)
Level 44: Tactics AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
Level 47: Vengeance LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), AdjTgt-Rchg(50)
Level 49: Temp Invulnerability TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Vigilance
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Not nearly as good as it was before the I13 changes (it went from being "ZOMG" to "meh").
In regards to PvE, the combination would work very well. The -res and +dmg from Rad would help to somewhat counteract the high psi resistance you can sometimes find in the upper levels (Carnies, some Council/5th, some Praetorian mobs). Defender Psi Blast blows away its Blaster counterpart mostly because of its solid AoE and longer-range attacks (the Blaster version got its AoE mostly gutted, the numbers for specific powers were tweaked a bit, and the range of the single-target blasts was dropped from 100 feet to 80 feet). -
Farmers will go back to farming the missions they were before I14, for the most part. If people are only interested in the XP, they'll probably stay in the MA. Given that tickets are still likely a better reward per time than standard drops (unless you're hunting purples) and you'll still be able to hit the 1500-ticket cap easily on a good farming arc, people won't be leaving the MA in droves unless they're disgruntled authors upset with the way custom NPC XP is being handled. As I've said before, the only thing this change is accomplishing is bringing MA rewards more in line with standard content.
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Hm, I've got an Emp/Dark/Power build lying around at home and can post it once I get access to that machine. It doesn't have the rez but you could easily swap out Absorb Pain for that.