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Posts
2017 -
Joined
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I've never played either set before so need some feedback. I wanted the build mainly to dick around in zones & for the occasional arena match.
I went Leadership/Hibernate. I'm thinking Concealement/Powerboost might have been a better option. My logic was that while phase & the rest of the concealment pool is better for evasion in zone PVP, perception is very important to a disruption toon.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
beard: Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Crush -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(3), Dev'n-Acc/Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Acc/Dmg(21), Decim-Dmg/Rchg(23)
Level 1: Entangling Arrow -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Acc/Rchg(11), TotHntr-Immob/Acc(11), TotHntr-Acc/EndRdx(13)
Level 2: Gravity Distortion -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/Rchg(7), Decim-Acc/Dmg(7), Decim-Acc/Dmg/Rchg(23), Decim-Dmg/Rchg(25)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(39)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Super Speed -- Zephyr-ResKB(A), Clrty-RunSpd(13), Clrty-Stlth(15), Clrty-EndRdx(19), EndRdx-I(27), Run-I(33)
Level 12: Lift -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Acc/Dmg/Rchg(17)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 16: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(17), LkGmblr-Rchg+(25)
Level 18: Super Jump -- Zephyr-ResKB(A), SprngFt-Jump(48), SprngFt-EndRdx(50), SprngFt-EndRdx/Jump(50)
Level 20: Acid Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), Achilles-ResDeb%(37)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(37)
Level 26: Tactics -- Rec'dRet-Pcptn(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(46)
Level 28: Wormhole -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(31)
Level 30: Disruption Arrow -- RechRdx-I(A), RechRdx-I(42)
Level 32: Singularity -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/Rchg(39), EdctM'r-Acc/Dmg/EndRdx(39), EdctM'r-Acc/EndRdx(43), EdctM'r-Dmg/EndRdx(43)
Level 35: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-End%(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod(37)
Level 38: EMP Arrow -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc/Rchg(40), G'Wdw-Acc/Hold/Rchg(40), G'Wdw-Acc/Rchg(43), G'Wdw-Acc/EndRdx(46)
Level 41: Propel -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42)
Level 44: Hibernate -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/EndRdx(46)
Level 47: Frozen Armor -- S'fstPrt-ResKB(A), Krma-ResKB(48), LkGmblr-Rchg+(48)
Level 49: Vengeance -- Krma-ResKB(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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I don't think so Steam. It took them 24 hours to send me a "your ticket has been escalated" token response.
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Post up the datachunk so people can actually see your build.
Looks good though. I'd switch out fitness for Leadership. -
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There are six teams. Not twelve. Add the D8 & D6 scores together.
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There's no 2XP in AE so why would any PVP people not want to PVP?
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Standard Disclaimer: Don't make your first PVP character a melee character or you will develope bad habits.
Of the ones you listed:
Blasters
Psi/Dev
Fire/Em
Controllers:
Ill/Emp
Earth/TA
Defenders:
Empathy/x (pick secondary based on what sets you can slot)
Rad/Rad
Scrappers:
Fire/Regen
Spines/Regen
Tanks:
Inv/SS
SD/SS
Quote:Set bonuses to build for depends on what you are playing. A general rule of thumbs is aim for +HP & 41KB Prot on any character without innate KB resistance. (E.g. Characters such as Regen or Invauln don't need to slot for KB Prot.) Different archetypes will require aiming for different set bonuses.Also, what's the most focused points when building a PvP toon (+dmg, +acc., +regen, +HP, +recovery, Def., Resis)? Can one build be good in SC and RV both? I would prefer one that can withstand punishment, but if there's one that's better to start off with that can't I'm all up for trying it. Been reading some about taunt in PvP, having taunt a + even if you do solo PvP? And what epic sets are good for PvP for different AT's? What's some must have powers aswell hold, stuns, immo.?
If you want to fight in SC then play the Psy/Dev.
Tanker taunt is required in solo PVP as it has a -range component of 75%.
The best epic sets for the characters you listed are as follows:
Blasters: Ice Mastery
Defenders: Power Mastery
Controllers: Primal Forces
Scrapper: Weapon's Mastery
Tankers: Earth Mastery -
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SS/Fire/Mace or SS/Inv/Mace.
Best fiteklubbing brute = DM/EA/Soul -
Nice counterargument Dahjee.
You used reductio ad absurdem when relaying my points, then responded to them with the word "wut" twice. That's basically akin to repeating what I said in a silly voice to make me look silly.
Wake me up when you feel like being an adult & actually disprove anything I wrote.
GGx2 -
Oh this thread just got even better.
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OMFG WE ARE GETTING SOMEWHERE!
So we now both agree that it takes less skill to kill someone in PVP 2.0.
Good.
Now let's consider your next claim:
Quote:...However, it also means that it equally requires more skill to keep others alive in a zone. Isn't it easier to keep others alive in the Arena X without HD and TS?
1. Travel Suppression means that when a team-mate is attacked, it is easier for him to be immediately attacked again (as his means of escape are suppressed.) This means that any team-mate under TS will receive more damage than he would have in I12. This means he will need to be healed more frequently. This leads to the next problem...
2. Heal Decay means that if you heal someone too frequently then your heals decrease in power until they ultimately stop working. This means that no matter how skilled you are at healing a team-mate, eventually there will come a point where the game stops letting you heal them.
All of this means that surviving in zones is a binary thing. You need phase/hibernate to survive. Otherwise all a healer does is delay the inevitable.
It does take skill to keep your team-mates alive when playing in Arena with no TS & HD. It is the job of you the healer versus the incoming damage of the enemies. No Travel Suppression means that team-mates are able to evade & move around even when taking damage. This makes it harder to heal them because they are able to be further away from you / around corners / etc. Basically; It is harder to land a RANGED heal, when your teammate is trying to avoid RANGED attacks.
In zones, players aren't able to avoid ranged attacks. So it naturally follows that they're not able to dodge ranged heals. Therefore it takes less skill to land a heal in zones.
Let's recap:- TS makes it easier to land heals.
- TS means that team-mates take so much damage that spamming heals is unavoidable / delaying heals is impossible.
- HD removes skill completely by stopping your powers from working.
All three of these facts combine to prove systematically that there is less skill in keeping team-mates alive in I13 Zone PVP as compared to I12 zone PVP/
If it takes less skill to keep people alive & it takes less skill to kill people (the latter of which you admitted to be true) then it naturally follows that I13 PVP takes less skill than I12 PVP.
As an addendum, I would appreciate it if you responded to this post as a whole. Cutting it up and quoting it line by line takes comments out of context & shows that you are not good at debating.