MrLiberty

Bad at 3 v 3's
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    1213
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  1. @MrLiberty (Captain) @shard of knight @WELLDONE @Arctic Shu @ice assailant @Psoma
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    @S I R
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    @prophet8 @prophstoons @firi @firi2 @firi3
  2. Quote:
    Originally Posted by lll Phoenix lll View Post
    I thought that you guys didnt want caves too
    Caves is a big enough map to support an 8 v 8 lineup. It is a "smaller map" like Cargo ship and tech lab, but it was voted on and passed as being a playable map for that size of team. Like Cargo and Tech, it provides a slightly different environment that can be used to ones advantage, but really no more so than the other two maps if your team takes the time to learn it.
  3. Quote:
    Originally Posted by Mod_Noc View Post
    I am an occasional zone PvPer and my arena skills kinda suck. I would like to get into it more arena pvp; however IMO I think 7 blasters is a bit to much. I have never used a "Jump Team" before and did not know it was the norm. I wanted to see if it would be worth transfering some characters to freedom.
    It was a joke rule that comes with understanding the way Arena PvP works.

    Most teams will be running 2 support 4-5 blasters with the last spots being filled in by rads, stalkers or dominators. Maybe even a disruption spot.

    7 blasters is not ideal, there will be no heal decay and two emps who are on point can usually handle "damage spam" (which is what happens in the zones) indefinitely. In arena PvP the offense creates a damage spike, where all the damage comes in at once. If the spike target is intelligent, they will evade/pop greens/ get heals from the emps as they are moving away from their attackers. (Evasion routes!) It is usually less about out damaging the emps and more about their timing and positioning.

    If you are losing to a team who runs 7 blasters, its not because they ran 7 that you lost. Its that their players are better practiced than yours and you'd have likely lost just as bad if not worse if their team was running 2 emps and 4 or 5 blasters.
  4. I've given it a try on a tank, scrapper and brute so far. I was sold on KM/Inv or Inv/KM one way or another.

    The tank just felt too slow at bringing things down, even with the early solid ST chain. The light quick attacks just weren't doing it for me.

    The scrapper was my favorite, damage wise. Out of the box the ST chain was very quick (even if the damage comes at the end of the animation, making it seem slightly slower) But the brute was putting up decent numbers and I really wanted that more "tanky" feel, figuring the 90% res cap would get me that when I needed it.

    The brute has some solid damage. (Running beside a KM/Regen friend) with fury built up our numbers are similar at the moment, mine being slightly higher outside of criticals. Power siphon causes the scrapper to pull ahead clearly though. (And when IO's come into play and it is up half the time the scrapper will continue to pull ahead.)

    It's very much an ST set. I heard someone compare Burst to footstomp, its not even in the same league. (8 foot radius vs 15) But it seems fun so far.

    As for secondaries, shield seems awesome if you can get past the animations. SR or Elec would be solid as high recharge means more uptime on power siphon. But really anything can work well.
  5. Why wait longer than you have to, to get what you want. In a video game.
  6. Did we get free transfers yet? Otherwise someone PL me a Rad/Sonic.
  7. Quote:
    Originally Posted by DreadShinobi View Post
    Keep in mind if you post the time you will be in RV you will be hunted by certain people that think killing players that have no intention of pvping will make their e-peen super huge.
    To be fair, you're looking at maybe an inch or two tops from killing PvE'ers. The real secret is farming new kids in KB then calling them bad.
  8. It depends on where you play, if you are on freedom and wander into the zones you are going to find the people who used to play in zones from about every other server when PvP was active. So your PvE build is going to be killed quickly and repeatedly.

    If you go to any other server you can bring whatever and do okay. (If you can find anyone in the zones)
  9. If we can't sucker free transfers out of the devs, any chance we can push for them to raise the player cap on test?
  10. Cool in that case I'll be able to run a Grav/FF with FIXED DIMENSION SHIFT!!!!!! OH YEAH!!!!! and a stalker. Otherwise I'm not paying to chase PvP around this game. :P

    *edit* Again.
  11. HP is on the low side, should be able to hit 1550 if not 1600 with those PvP IO's.

    No Range in heals.

    Light KB protection.

    Travel powers underslotted. (75-85% Speed for SJ, ~66% for SS)

    Unnecessary IO's slotted. (3% Def IO, Perception Proc, Glad Jav in Snap shot, Regen tissue in Health)
  12. Quote:
    Originally Posted by Psoma View Post
    They need to go ahead and make server transfers free all the time.
    Pretty much this, but I'll settle for sometime in the near future so I can move stuff off champion.
  13. First let me say Kudos!!!! Its refreshing to see someone post a build with reasonable HP, Travel Slotting, KB protection and things like that, as its mentioned in just about every "Looking to get into PvP" thread.

    That being said, I'm not sure the results you are going to get using empathy and psy blast together, hoping for an offensive toon.

    The set bonuses you have are put together well, but (and its just my opinion) if you are going to build an emp defender, it should probably be for a support role. Missing out on AP, CM, and RA are sort of cornerstone powers to the build.

    Beyond that, you are going to be facing off against (in zones, as you said standing under Atlas) Scrappers, Stalkers, Dominators and blasters, all of which greatly out damage you. Going after them is going to leave you with a pretty sad KDR. However, building more for support with a few attacks thrown in and finding a buddy or a team would go a long ways to making you more effective as well as those around you.
  14. MrLiberty

    How sad is it

    Everyone knows zones is where real pvp happens. Stop pretending like its not.
  15. This this one uses mostly what you already had, only puts it together for better bonuses/travel speeds/kb etc.

    1600 HP 45 KB 60% Rech etc etc.

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    For Rad/Son definitely went Soul Mastery, for times when the Powerboosted Stun isn't up you can try to wait for people to ground then flip them with soul storm. (Replacing TK from Psi mastery in a way)
  16. Put me down as a maybe. Will probably see if there is an interest in a dUmb 2.0 team, and then it'll likely depend on whether or not free transfers go up any time soon.
  17. MrLiberty

    Earth/fire Dom??

    Build I had laying around for mine. Think its for test though but I saw you were running all sorts of PvP Io's.

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  18. MrLiberty

    Budget Rad/Psi

    I don't think a Rad/Psi is that good of a dueling build anymore TBH. And one without damage procs is going to be miles behind other builds. What a Rad/Psi can be Viable doing is leading targets with EF and TK and tossing out a little damage in the meantime, but you'll definitely want a team to go with it. Like I said, the build I suggested is for 8 v 8's that you can hop into and not be a huge farm target. I.E. >1550 HP, Well Slotted Travel Power, 41+ KB protection, etc. Its far from the best Rad/Psi build but it *IS* dirt cheap.

    In an 8 v 8 setting I just don't use lingering rad. Your goal is to be on target fast, call out TK's and have EF up just before any damage comes in.

    I don't think I could really give you a viable, cheap no purples no PvP Io's Rad/Psi build that I'd use for *both* dueling and team arena settings. For now I'd pick which you enjoy more (setting wise) and go for that.

    Keeping in mind that I'm awful at 1 v 1's here is a more dueling oriented build with 1520 HP, 41 KB and only 42.5% Rech.

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  19. MrLiberty

    Budget Rad/Psi

    Again I'm not sure if you are trying to use it for duels or team arena setting, the one I suggested was more for teams where your largest contribution will be EF to back up 3-5 Blasters or maybe a Dom or stalker tossed in.

    TK blast does indeed do less damage but it also roots much less. 1 Second animation powers are much more friendly to jump time vs 1.67 ones. You can also create a mini spike similar to psi blasters with Will Dom, TK, Dominate making it more difficult for emps to heal through.
  20. MrLiberty

    Budget Rad/Psi

    For whatever reason I'm assuming this is going to be for a team arena deal and from there you pretty much want EF on the target and either Snipe or fire off a few attacks (that wont' be doing much damage anyway w/o any procs) I usually go for Will Dom, TK, Dominate.

    No purples or PvP Io's, but mag 41 KB, 50% Recharge, 1571 HP

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  21. I think they are numerically similar in damage value, however. Shield charge has the benefit of having a substantial damage buff attached to it in the form of Saturated AAO. (Which will hit around 70% I think)

    So while lightning rod can get the 100% dmg buff from build up, SC can and will benefit from both AAO and whatever "Build up" type power the primary of the set has, whether it be Soul Drain, Build up or Siphon Power.

    Of course Lightning Rod will get the same benefit if you went Elec/SD.
  22. MrLiberty

    Blaze Mastery

    The reason to go blaze mastery is fireball.

    Melt armor is only half decent against really hard targets. AV's Pylons, etc.
  23. I have both MA/Fire and MA/Shield being leveled off and on atm.

    The MA/Fire (Pre patch haven't played him since) had two annoying bugs. Burn does self damage (Doesn't on Tanks) and Eagles Claw under the effects of Fiery Embrace doesn't do the damage it should. (Much Less)


    Ma/Shield is much more Sturdy, MA/Fire pumps out more damage but is very squishy. Where shield pretty much requires 1 or 2 purples to be in that "Look at all this defense) range early on, /Fire takes a bit more effort to solo the larger mobs, but does go through them faster thanks to burn (even with the self damage bug).

    In the end the one will be a MA/Shield/Fire and should have a Decent mix of survivability, AoE and ST damage. The other will be a MA/Fire/Soul, between shadowmeld and 35% S/L defense 32% Melee it should be survivable and have some decent AoE, Solid ST, and survivablity.
  24. lol you are on thin ice with those toons Fiery. I suggest you roll up an AR/Ice blaster, Energy/Sonic corrupter, and a Dual Blades/Dark/Soul stalker to show us you have some real skills. Instead of you know... common sense.
  25. Awww I got added to the list too because I don't understand the basics of PvP.

    Maybe if the great and wise SBane12 can educate us newer PvP'ers instead of just claiming everything is wrong and made up and stupid, we could begin to learn the errors of our ways.