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Posts
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Joined
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Quote:I sell about 3/4ths of it in recipe form as it usually moves stupidly fast. Its not uncommon to see something like 200-400 bids with 1-10 for sale in recipe form vs. 200-300 bids with 100 for sale in crafted form.And how long is it going to take you to craft all that, and how much in startup inf for salvage?
Examples taken from today's sales.
LoTG Defense recipe - Sold for 40 Million.
Sale price of the last 5 crafted - 50 million.
Reactive Armor End/Res - Sold for 25 million.
Sale price of the last 5 crafted - 40 million.
Sometimes I will take the time to invent when the drop, like say Kinetic combat dmg/end selling for 40-50 million recipe 80 million crafted. But in the end, mostly I just list recipes up and let someone else make the last 5-20 million off of inventing/reselling.
So no start up is required to hit those numbers and if you want to do it quickly you can just list them in recipe form. The OP already mentioned having farming toons ready, so I'd say he or she is good to go.
*edit*
Personally, this is the first time in about 2 years I've tried to make any money. As I've coasted through on what I had built up for a while now. I was more than a little surprised how quick you can hit 2 billion on one character just running some AE farms. I started out at 700 million 4 days ago and I'm sitting on 1.6 billion liquid with another 300 million waiting to sell and 2 or 3 hundred million waiting for market spots to open up. I *could* email them to other toons and start listing, but I'm going about this the lazy/casual way. -
AE Farms are much much faster with the SS/Fire vs purple farming. 20 minutes a day nets you 10k tickets. Rolling bronze you can easily average 100-250 million from the drops, sometimes as high as 300-400 million depending on your luck. There is no way you'll ever see those kind of returns trying to go after purples.
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As pointed out, its a complaint with an easy solution. Turn on the TP prompt.
The power however is extremely useful if used at the right time, not just for moving teams / leagues around. Any "speed" TF or Trial can benefit from it if one of the faster / safter stealthing characters take it. Add to that for any rough encounter the negative healing resistance is always helpful.
Sure it can be misused (Prisoner escape phase on the baf anyone?) but its nothing new. Team teleport, group fly, stormies tossing tornadoes and hurricane around with no real regard have been around for a long long time.
As as annecdote to the OP. I've been on some virtue trials and had people complain about incan users in the TPN, despite the users quickly teleporting the entire league to the inside the right building to speed things up. There were shouts that "This will cause the league to fail" and generally an angry tone behind getting TP'ed around, yet the complainers always seem too obstinant to turn on the TP prompt. -
Adding March to our roster.
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Quote:Don't get me wrong. I'm not saying tanks > brutes. Brutes have much higher "potential" when it comes to what they can do because when buffs come into play they mostly have all the strenghts of tanks (90% Res cap, 3200 max HP vs. tanks only capping out at 300 more, aggro management) in addition to that sizable gap when it comes to damage caps.I don't believe anyone disputes that unbuffed there is a reasonable balance between Brutes and Tanks; the issues arise when buffs come into play.
On a team the Brute can hit the same resistance cap as the Tank while dealing considerably more damage, leaving only the HP difference.
The Tank with the same buffs would deal far less damage due to the lower damage cap.
Even solo the Brute will outperform the Tank simply by using inspirations.
Using the Brute ATO proc it's possible to achieve between 80% - 100% fury, easily out damaging the Tank.
The shortfall in survivability can be made up using inspiration, allowing the Brute to again cap resistance/defence.
Due to the higher rate of defeating mobs, the Brute will have greater access to inspirations and thus survivability based around these.
The Tank will also haver access to inspiarations but wil find his damage restricted by the low damage cap.
IMO there needs to be an adjustment in the damage and resistance caps to prevent this from happening.
If I'm teamed on my tank or brute? With buffs, debuffs, etc, both melt things fast. The same can be said for damage capped scrappers, corrupters, etc etc. Are brutes faster? Sure, but that doesn't make me enjoy my tank any less though as I've played a few MMO's over the past few years and nothing tanks like a CoH tank, its just massively satisfying to sit at the aggro cap and be essentially immortal.
A little anecdote that makes me chuckle when I see posts like "Nothing else matters unless you are a fire/rad or fire/kin". A year or so ago when alpha slot was the only incarnate we had, there was a 3 man ITF race held on Infinity where the fastest time with the least deaths took home a 3 billion influence prize. There were a dozen or so teams that entered and one of them being a group of IO'ed +1 Fire/Rad or Fire/Dark corrs. I forget which it was. Surprise, they won the race with a time something like 29 minutes 38 seconds with zero deaths. In second place a whopping nine seconds behind them also with zero deaths, a Elec Blast/Cold corr not level shifted, an Elec/SD brute alpha slotted but not shifted, and a +1 Plant/storm controller. -
Quote:If you can't understand how sitting at or near the 90% hardcap for res for a majority of damage types in the game backed with some layered defense and a near 1000 point heal every 12 seconds... well then, I question your defintion of the phrase? Put simply, I can't remember the last time my Fire Tank died where as my brute can still run into trouble on a regular basis.How do you figure that's "god-like" survivability?
Again, I make the point: It doesn't matter how survivable you are if the things attacking you *aren't* attacking you. It's the same argument I make for Controllers not necessarily "needing" to softcap anything. If they're mezzed (or in the Brute's case, defeated), they aren't attacking and your resistance/defense/regen/healing doesn't matter.
The faster and more efficiently you defeat your enemies, the less survivability you need.
And sorry to say, your point is moot because unless you are a permadom locking down the spawn pre alpha? Things are going to attack you. Making things dead faster is better.... buuuuut say it takes my brute 30 seconds to kill a full spawn that puts out 10,000 points of S/L damage over that time and a tank kills the same spawn in 60 seconds.
My brute at 69% res to S/L takes 3,100 points of damage, my Fire tank takes 2,000 points of damage (90% res - 1000 pts x 2 30 sec intervals). Higher damage is a form of mitigation, but even assuming the brute puts out twice as much damage the tank comes out ahead from a survivability standpoint while doing less damage. -
Here is my personal favorite Tanker vs. Brute comparrison :
Fire/SS/Pyre tank - 90% S/L Res 65 - 79% Energy/Neg (depending on Tanker ATO Proc) 90% Fire / 56-70% cold res. Toxic 75%+ depending on how much I want/need to stack healing flames.
50% Heal every 12.5 seconds 35% S/L/Melee defense, 2450 HP.
Double rage + Firey embrace KoB - 947 damage. With brusing 1136 damage.
Footstomp (Same effects) - 343
SS/Fire/Soul brute
69% S/L Res 46.5% Energy/Neg 90% Fire 44% Cold 57 ish% Toxic.
50% heal every 12.0 Seconds. 40% S/L 30% Melee defense. 2050 HP.
Double rage + 70 Fury + Fiery embrace KoB 1185 damage.
Footstomp (Same effects) - 440
Personally, while more damage is all well and good, I'll take the god like survivability along with respectable damage. -
I'd say the real winner is a Fire/Fire/Fire blaster, probably rocking clarion so you don't get confused.
You should be able to keep Rain of Fire/ Bonfire/ Burn patches near perma. Add in hot feet + blazing aura hitting things before they spawn and pretty much cycle Fireball / Fire Sword Circle with Blaze as needed to deal with LT's that get away.
The biggest thing to make sure none escape is getting your cast times down in between door spawns for your patch powers. -
Earth/Fire Blaze -> Fossilize was...
261 + 26.5 X 5 DoT Fire damage from blaze
351 Smashing from fossilize
Standard procs were :
Apoc - 107
Unbreakable -107
Glad Net - 72
Glad Jav x2 -72
Personally my range on blaze was 65 and 128 on Fossilize.
Embrace of Fire up every 60ish seconds.
With changes coming up.
Fire/EM with Blaze -> Blazing Bolt
280 + 33.4 x5 Fire damage from blaze
731 + 33 x 4 fire damage from blazing bolt
Procs -
Apoc/Glad Jav for blaze 107 + 72
Glad Jav/Blasters Wrath/Sting of Manticore for snipe 107 +72 + 72
Blaster range with boost range + blaze changes 167 for blaze, 314 for snipe.
Aim/Bu up much more often + emps who can keep fort up ensure perma instant snipe.
Can we run Fire/EM's again now? -
After you build for Acc/Recharge/Damage/HP/KB protection I'm still waiting to see where you come up with 80% Ranged defense on a build outside of tier 9's and shadowmeld.
Unless like I said, you gimp everything else for that 80% ranged defense, which hardly seems worth it. -
How about giving the dom version of sleet (You know, double recharge FULL DEBUFF) in ice mastery since they get to keep their Fiery Embraces / Aims / Build ups then we'll talk.
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I feel like since you skipped all the melee attacks from EM and water is completely ranged, just forget about S/L defense and focus on range. Especially considering you went fly/hover.
This is the build I'm working on ATM, you might be able to fit it better to the pools/APP's that you wanted.
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Extreme burst AOE damage no longer hindering what is supposed to be the king/queen of damage sounds like a solid upgrade to me.
Sets like Shield, Elec Melee, Achery, Dual Pistols, etc have pretty much been chuckling in the face of crashing nukes for a while, and finally whenever everyone got access to judgement it just got silly.
Anyone who wants the old nukes back should swap out those blues they've been carrying and pop a few reds before nuking now. -
Quote:I always see people saying "Build Nin for 60-80% defense w/o tier 9" and which just seems like majorly gimping ones build to get that much defense outside of shadowmeld, especially when you consider you lose half your stealth bonuses out of hide which really is the only time you have to worry about defense.I am not trying to be mean, but the build is TERRIBLE. For a /Nin get 41 points of KB protection. Speed,Jumping,Phase,Leadership. The main thing to build for is ranged def, aim for around 70-80 in mids w/o t9. As slotting, 3 acc/dmg hamis, ato proc, heca proc, glad strike proc. thunderstrike slottong, 5 armageddons and fury of the gladiator proc. and 3 end mod IOs in stamnia.
GL, -Sidereal.
you can messgae me online as @Sidereal- and id be happy to awenser Q's you might have. -
You're sort of missing the point. If you build your Melee right, you will never lose. Its only when you start to confine yourself to imaginary rules that players put into place that there is a chance of someone actually dying.
2 well built well played melee toons will outsurvive the others damage and end in a draw. This is just as true for regen as it is dark armor, SR, or any other secondary out there.
Its sort of like trying to fight club a mastermind while they sit there in BG mode. You don't see people in an uproar that MM's are unkillable if you stand still and try to face tank them because most realize its a pretty dumb idea. Much in the same way standing still and letting a regen beat on you is, they will have higher and longer sustainable survivability. But much lower survivability from spike/burst damage. PvP is and has always been a team sport, no matter how much people want to balance things around 1 v 1's. -
You've got things backwards on how matches play out Alex. Squishes with 75% DR don't die to the low streaky damage of melee attacks. There are a few videos out there of Mez on a Fire/Elec dom fighting some super strength brutes with no DR on and his HP never goes below 80%.
Squishies gave up unresisted debuff and massive ranged damage for those resists. Melee didn't give up anything (In a lot of cases they gained more damage to their attacks as well as getting HD and TS to give them a fighting chance)
Check out 1:45 in the vid to see an SS brute trying to damage a dom with no DR.
http://www.youtube.com/watch?v=SpH_OUK7uMc -
It was run for a while at a 6 v 6 level thinking (I believe) that it would be like teams being double sonic'ed or double therm'ed as far as res buffs go. However with the lack of unresisted debuffs (Where the -res buffs are being resisted by 75% under the current system with no DR on) and the lack of unresisted damage outside of stalker AS it pretty much boiled down to getting a double AS that was clean so emps couldn't heal through it.
That has been years though and took place shortly after i13 launched. I don't know that its really been tried on a team level since then. -
It wouldn't let me post that in the PM, sorry. I'm not 100% sure on the slotting of mesmerize and how much it would get used, but I think the placate proc still fires 100% of the time and you could tag someone with it to give yourself some breathing room.
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Villain Plan by Mids' Villain Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Mesmerize- (A) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (3) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (3) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (37) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (37) Fortunata Hypnosis - Chance for Placate: Level 50
- (43) HamiO:Nucleolus Exposure
- (A) Gladiator's Javelin - Accuracy/Damage: Level 50
- (31) Gladiator's Javelin - Damage/Recharge: Level 50
- (33) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
- (33) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (33) Gladiator's Javelin - Accuracy/Endurance/Recharge: Level 50
- (34) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
- (A) HamiO:Nucleolus Exposure
- (19) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
- (23) Gladiator's Javelin - Accuracy/Damage: Level 50
- (29) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (31) Unbreakable Constraint - Chance for Smashing Damage: Level 50
- (31) Gladiator's Net - Chance of Damage(Lethal): Level 50
- (A) Devastation - Accuracy/Damage: Level 50
- (5) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (5) Devastation - Accuracy/Damage/Recharge: Level 50
- (7) Explosive Strike - Chance for Smashing Damage: Level 20
- (9) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
- (11) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized: Level 50
- (7) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge: Level 50
- (34) Superior Ascendency of the Dominator - Recharge/Chance for +Damage: Level 50
- (36) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance: Level 50
- (50) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (A) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (11) Apocalypse - Damage/Endurance: Level 50
- (13) Apocalypse - Damage/Recharge: Level 50
- (13) Gladiator's Javelin - Accuracy/Damage: Level 50
- (15) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (36) Gladiator's Javelin - Accuracy/Endurance/Recharge: Level 50
- (A) Quickfoot - RunSpeed: Level 50
- (15) Quickfoot - Endurance: Level 50
- (17) Quickfoot - Endurance/RunSpeed: Level 50
- (42) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (17) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (19) Karma - Knockback Protection: Level 30
- (A) Unbounded Leap - Endurance: Level 50
- (21) Unbounded Leap - Jumping: Level 50
- (21) Unbounded Leap - +Stealth: Level 50
- (23) HamiO:Microfilament Exposure
- (42) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Kismet - Accuracy +6%: Level 30
- (25) Karma - Knockback Protection: Level 30
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (29) Rectified Reticle - Increased Perception: Level 20
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (36) Karma - Knockback Protection: Level 30
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Devastation - Accuracy/Damage: Level 50
- (37) Devastation - Damage/Endurance: Level 50
- (40) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Extreme Measures - Damage/Interrupt/Recharge: Level 50
- (43) Extreme Measures - Accuracy/Interrupt/Range: Level 50
- (46) Extreme Measures - Accuracy/Range/Recharge: Level 50
- (A) Apocalypse - Chance of Damage(Negative): Level 50
- (39) Apocalypse - Damage: Level 50
- (39) Apocalypse - Accuracy/Recharge: Level 50
- (39) Gladiator's Javelin - Accuracy/Damage: Level 50
- (40) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (40) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
- (A) Touch of Lady Grey - Recharge/Endurance: Level 50
- (42) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
- (A) Gladiator's Armor - Resistance: Level 50
- (45) Gladiator's Armor - Resistance/Rech/End: Level 50
- (45) Gladiator's Armor - End/Resist: Level 50
- (45) Gladiator's Armor - Recharge/Endurance: Level 50
- (46) Gladiator's Armor - Recharge/Resist: Level 50
- (46) Steadfast Protection - Knockback Protection: Level 30
- (A) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
- (48) Soulbound Allegiance - Accuracy/Recharge: Level 50
- (48) Soulbound Allegiance - Damage/Recharge: Level 50
- (A) Efficacy Adaptor - EndMod/Recharge: Level 50
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Miracle - +Recovery: Level 40
- (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Jumping IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (34) Efficacy Adaptor - EndMod/Recharge: Level 50
- (48) Efficacy Adaptor - EndMod: Level 50
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Intuition Radial Paragon
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Its mostly a set mule but can double as an extra escape power from time to time if you evade early.
I just went with hiber because most of my builds are made with arena pvp in mind and not worrying as much about zones. You could easily go phase over hiber and drop a few powers. (Carrion creepers being one, as I just put it there to mess with MM's) -
Code:
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Quote:Emberrissing, for sure. There is no reason for a melee toon to ever die to another melee toon at the moment, unless the losing person is just bad.your talking about a ranged toon though, its the melee vs. melee factor thats unbalanced, a regen with the right pvp build formula can NEVER be defeated 1v1, and a brute or tank jumping all over the place like a blaster is just emberrissing.
Here is the super secret formula you need to not die :
Take any secondary there is. Any secondary.
Take tough / Aid Self / Phase shift / Incandesence. When you get into trouble, run around and heal. You won't kill a regen but you won't die to one. You get bonus points for not even fighting back.
Tada! Everyone realizes that melee vs. melee is bad. -