macskull

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  1. Depends what you're fighting, for the /Energy at least. If you're Mind/Energy I'd skip Power Push (even after the PvE damage buff it still does no damage in PvP) because Levitate is all the KB you'll need. Both Energy and Elec have very hard-hitting melee attacks, which isn't really the style of a PvP Dominator, but if you can get used to being in melee often, it's worth the tradeoff.
  2. macskull

    Soul Drain

    Hm, strange they'd update that bonus but not take a look at the rest of the stats.
  3. Not for PvP. You'll still get bounced around some even with 3 KB IOs and Acro.
  4. [ QUOTE ]
    [ QUOTE ]
    TK Blast also does less damage then Blaze or Bitter Ice Blast, if I remember correctly.

    [/ QUOTE ]

    But Psi blast has fast attack chain. 80ft ranged attacks. with range boost, it boosts 80 to 130ft.
    Heavy Ranged attacks at 130 ft long. Hmm.. It's non-cast sniping isin't it?

    And can you explain why psi blaster are common in RV?

    [/ QUOTE ]
    Any Blaster that goes with the Energy secondary has access to Boost Range. Psi is popular for reasons mentioned earlier in the thread, though in terms of zone performance Sonic and Archery give it a run for its money.
  5. [ QUOTE ]
    Crazy fast activation time. (especially tk blast)

    [/ QUOTE ]
    Psi Blast's activation times are standardized with other sets. Nothing overpowered there.

    [ QUOTE ]
    Long Range (Most of Psi powers have 80 feet range.)

    [/ QUOTE ]
    Every blast set has 80 foot range on most of its attacks.

    [ QUOTE ]
    Psi Damage.

    [/ QUOTE ]
    Squishies get free Psi resistance (resistance to everything in fact) just for going into a PvP zone and APP/PPP shields get Psi protection as well. Melee sets that don't have Psi protection get that added to one of their toggles.

    [ QUOTE ]
    It's no doubt psi blast is overpowered in pvp zones.


    [/ QUOTE ]
    Yeah, except it's not.
  6. [ QUOTE ]
    [ QUOTE ]
    10 feet.

    EDIT: Odd. Corruptor Soul Drain is also 10 feet, but all other versions are 15 feet. Bugging that now.

    [/ QUOTE ]

    You're not the first to bug it.

    I've been using powersink for a long time on my fire/elec and ice/elec blasters so DP is ok for me. I agree though that mixed ranges for cones/pbaoes in the same set can be annoying (hence why so many put a range or two in teny tenticles for dark).

    I'm also feeling a lot of pressure to pick Mu patron for my doms now to handle the burn.

    [/ QUOTE ]
    Problem with bugging things like that is they might take it the wrong way. I kinda feel bad for all the people that bugged Soul Drain's 240-second recharge when only Corruptors had that version, and then Defenders and Dominators had theirs increased as well. Apparently the radius on the Dark Melee version of Soul Drain is also 10 feet - I'd like to see all versions at 15 feet but I know more than likely they'll bump all of them down to 10 feet. Corruptor version also has a lower target cap (7 vs 10).
  7. Ice/TA would be OK, Earth/TA would be better.
  8. Throw something together quick, see what you want to do, and let people pick it apart. Generally easier than trying to tool around with our builds.
  9. [ QUOTE ]
    [ QUOTE ]

    Any WP dos and don'ts? Do take this, don't take that. Do slot this, don't slot that. That sort of thing?

    [/ QUOTE ]

    I'd like to know this too. There is a distinct lack of Willpower info for Stalkers, for some reason.

    [/ QUOTE ]
    The reason there's a lack of WP info for Stalkers is due to a few factors:

    1. Prior to I13, Regen (and to an extent Ninjitsu) was the best PvP secondary, bar none. Willpower was the a relatively new set and didn't really do anything Regen couldn't already do so people generally ignored it.

    2. Thanks to many of the changes in I13, Regen and Ninjitsu aren't as good as they once were. People started to turn to Willpower but no one bothered to write a guide on it for PvP likely because the changes in I13 drove away a large portion of the most skilled and knowledgeable PvPers in the game.

    That being said, you'll probably want to take everything from Willpower except the self-rez and maybe Strength of Will. Like Rei said, one of the nice things about Willpower is High Pain Tolerance, an always-on +HP power. Thanks to that, you don't have to focus too much on +HP set bonuses or even +HP accolades (which can be a pain in the [censored] to get villainside). I use Strength of Will on my EM/WP mostly as an endurance recovery tool (it's slotted for endmod, not resistance) because I don't have Stamina, and I skipped it on my Elec/WP.
  10. Here's a rather expensive Elec/WP/Soul build that I lifted off a friend of mine (and modified slightly). This is just to give a general idea of what powers to take and how to slot them, but note that this build does not have Stamina and instead relies on expensive IO set bonuses to somewhat compensate for that.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Emcee Bad Beat live: Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7)
    Level 1: Hide -- Ksmt-ToHit+(A), Ksmt-Def/Rchg(3)
    Level 2: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(9)
    Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 8: Assassin's Shock -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Dmg/Rchg(17), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg(19)
    Level 10: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-ToHit/Rchg(23)
    Level 12: Mind Over Body -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/Rchg(25)
    Level 14: Super Speed -- HO:Micro(A), Clrty-Stlth(27)
    Level 16: Indomitable Will -- RedFtn-Def(A), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(31)
    Level 18: Placate -- RechRdx-I(A), RechRdx-I(31)
    Level 20: Heightened Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33)
    Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-EndRdx/Rchg(34)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Acc/Rchg(36), Erad-Dmg(37), Erad-%Dam(37)
    Level 28: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit(39), Rec'dRet-Pcptn(39)
    Level 30: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(40)
    Level 32: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(42), C'ngBlow-Acc/Rchg(42), C'ngBlow-Acc/Dmg(42)
    Level 35: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def/Rchg(43)
    Level 38: Phase Shift -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Dark Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg(45), Dev'n-Acc/Dmg/Rchg(46), HO:Centri(46), Cloud-%Dam(50)
    Level 44: Shadow Meld -- RedFtn-Def(A), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def/EndRdx(48)
    Level 47: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(50), Zephyr-ResKB(50)
    Level 49: Super Jump -- HO:Micro(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]1.88% Defense(Energy)[*]1.88% Defense(Negative)[*]1.88% Defense(Psionic)[*]3.75% Defense(Ranged)[*]4.05% Max End[*]43% Enhancement(Accuracy)[*]47.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]10% FlySpeed[*]153.6 HP (12.8%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 12.1%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]20% Perception[*]12.5% (0.21 End/sec) Recovery[*]54% (2.71 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]3.13% Resistance(Negative)[*]10% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  11. Rad's a beastly set when your target is low on HP, because your tier 1 and 2 blasts recharge and activate very quickly so you can leverage Scourge much more easily than slower sets.
  12. macskull

    Soul Drain

    Additionally, the Dominator version got the "Rise to the Challenge treatment" the the Dark Melee version got in I13 - that is, the first enemy grants a sizeable tohit and damage bonus, and the rest of the enemies grant a smaller bonus. I don't believe the Defender or Corruptor version have this.
  13. macskull

    widow pvp?

    Nope, as long as they don't mez you, they'll have to hit you through your debuffs, while it's easier for you to land attacks and deal more damage to them. Just keep moving and try to stay out of melee range, and don't be afraid to use inspirations as needed.
  14. 10 feet.

    EDIT: Odd. Corruptor Soul Drain is also 10 feet, but all other versions are 15 feet. Bugging that now.
  15. Really? That I didn't know. Still, PB'd Tactics lacks a damage buff, which is one of the main draws of Build Up.
  16. macskull

    I wanted to cry

    I've PL'd my last 5 or so (I think, I lost track) 50's almost all the way up, and enhanced them once they hit 50. I never played any of them until they were 50, and yet my teammates are asking for me to bring those characters, and are more than happy to team with me.

    Just because someone PL'd their character doesn't mean they don't know how to play it, and the kind that are incredibly stupid about that (or refuse assistance when offered) are the ones who will probably quit the game in frustration for a different reason at some point. I'm not saying it's not something to get frustrated over, but there's this rather idiotic misconception going around that everyone who PL's a character is incapable of playing that character. It takes only a little basic intelligence and understanding of game mechanics to know "use this power when you want to do this, but don't use it for that."
  17. The tiny radius on Drain Psyche becomes very apparent when you pair it with PSW (even the new version) and Soul Drain. It's nice to hit like 8 targets with Soul Drain but not so nice to only hit 3 or 4 with DP when you're standing in the same spot.
  18. Not anymore, every melee AT that doesn't have Psi resists or defense gets it for free in PvP, plus if you take Tough on a Tanker you get another 20% res to all free. DR off, an Invuln build I was looking at was packing like 60% Psi resistance without any of the Psi resist IOs.

    WP can do decently with a bit of support (I think Archilles uses his WP/SS Tanker in matches, though it might be Inv/SS) but the biggest hit it takes is RttC detoggling when mezzed.
  19. Here's a really quick Ice/Ice/Cold build I tossed together - just power picks, no slotting. Like others have said it's nowhere near an optimal PvP combination but if you know what you're doing you will at least have some degree of success.

    EDIT: lol I just noticed that Ice Blast does more damage than BiB in PvP. Wow that's stupid.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 48 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Empty(A)
    Level 1: Chilblain -- Empty(A)
    Level 2: Ice Blast -- Empty(A)
    Level 4: Ice Sword -- Empty(A)
    Level 6: Aim -- Empty(A)
    Level 8: Hasten -- Empty(A)
    Level 10: Hurdle -- Empty(A)
    Level 12: Freeze Ray -- Empty(A)
    Level 14: Super Speed -- Empty(A)
    Level 16: Build Up -- Empty(A)
    Level 18: Bitter Ice Blast -- Empty(A)
    Level 20: Health -- Empty(A)
    Level 22: Stamina -- Empty(A)
    Level 24: Combat Jumping -- Empty(A)
    Level 26: Super Jump -- Empty(A)
    Level 28: Shiver -- Empty(A)
    Level 30: Acrobatics -- Empty(A)
    Level 32: Assault -- Empty(A)
    Level 35: Tactics -- Empty(A)
    Level 38: Vengeance -- Empty(A)
    Level 41: Snow Storm -- Empty(A)
    Level 44: Frozen Armor -- Empty(A)
    Level 47: Hoarfrost -- Empty(A)
    Level 49: Hibernate -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]


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  20. Buildup also has a sizeable damage buff and is available as soon as you click the power, whereas wiith PB'd Tactics you'll have to turn off Tactics, wait for it to recharge, then hit PB, and then toggle on Tactics (and wait for an eternity while it activates). By that time your opportunity's probably gone by, and you didn't even get a damage bonus out of it.
  21. DR also wrecks KB slotting in KB powers (DR applies even to slotted enhancements - yes, even SOs - it's like ED 2.0). Only way to really not have to worry about DR at all is to go into a zone on a completely un-accoladed and unenhanced character.
  22. Do what the rest of us have been doing and move to Freedom.
  23. Yeah. I wouldn't waste time though, he'll just fly up to zone cap or run back to base.
  24. [ QUOTE ]
    [ QUOTE ]
    When my Thugs/Dark MM (hardly a top PvP combination) is able to take on a full (albeit mostly uncoordinated) hero team and win while never being in serious danger of dying, I don't think bodyguard mode needs a buff.

    [/ QUOTE ]


    So you can take on 8 random heroes who are greatly disorganized?

    [/ QUOTE ]
    Yes, that's my point. Try doing that with any other squishy AT (even if those heroes are unorganized, you're still outnumbered 8 to 1) and you'll probably die.

    Masterminds don't need a buff in PvP. The AoE pet upgrades from I13 was huge since the long upgrade time was just about the only complaint MMs had.
  25. Ah yeah, forgot it can be detoggled.