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Posts
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Might not be the best but this is how I'd probably do it.
Bit more ranged defense, less melee and AoE. Hasten/SS instead of Aid self. Barbed swipe instead of lunge More global Damage and HP capped.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Rob N. Plunder: Level 50 Natural Stalker
Primary Power Set: Spines
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Barb Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Dam%(5), GS-%Dam(7), HO:Nucle(34)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Focused Fighting -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(7), GftotA-Def/EndRdx/Rchg(9), GftotA-Run+(9), LkGmblr-Rchg+(19)
Level 4: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(5), GftotA-Def/EndRdx/Rchg(11), GftotA-Run+(11), LkGmblr-Rchg+(23)
Level 6: Assassin's Impaler -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dam%(15), Mako-Dam%(17)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Winter-ResSlow(23), Ksmt-ToHit+(34)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
Level 16: Placate -- RechRdx-I(A), RechRdx-I(19)
Level 18: Practiced Brawler -- RechRdx-I(A)
Level 20: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(21), Clrty-Stlth(33)
Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 24: Invisibility -- LkGmblr-Rchg+(A)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31), Rec'dRet-Pcptn(40)
Level 30: Quickness -- Run-I(A)
Level 32: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(39), GJ-Dam%(39), TotHntr-Dam%(39)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(45), RedFtn-Def(50)
Level 38: Elude -- RedFtn-Def/EndRdx(A), RedFtn-Def(40), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx(50)
Level 41: Spirit Shark -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dam%(43), ExStrk-Dam%(43)
Level 44: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), UbrkCons-Dam%(46), GladNet-Dam%(46)
Level 47: Hibernate -- Mrcl-Heal(A), Mrcl-Heal/Rchg(48), Efficacy-EndMod(48), Efficacy-EndMod/Rchg(48)
Level 49: Phase Shift -- EndRdx-I(A)
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
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I can add my Rad/Psi to the list as well, haven't really PvP'ed on him in what seems like forever so I'll likely be awful. Is it time for us to get free transfer tokens yet so I don't have to blow 50 or 60 bucks extra just to find some PvP?
Edit * Oh yeah, Arena FTW! -
For the ITF I run a handful of support toons, it depends on how "supporting" you want to be though. A Rad built right and with a little tactics (jumping around) can tank pretty much the whole thing using the debuff toggles to bring spawns to the team as well as debuff them.
Fallout and Veng are a great combo for when someone gets in over their head.
Colds, you can't go wrong with. I regularly ran (before buddies left for Aion) 20-30 Minute ITF's and we had usually 3 to 4 support toons. 2 of them being colds, the defense definitely matters if you have players who move around and actually watch their defense numbers. Standing still for a defense cascade failure isn't exactly smart.
For Secondaries, I run a cold/Dark for the heal that also has leadership/pb veng for some extreme defense and the cones are nice for stacking to hit debuffs across the spawn to fill in the defense gap and a Cold/Sonic for the massive debuff potential.
For controllers I'd go Plant/Cold or Plant/Rad.
Kin is also important for reasons stated above. Kin/Sonic Kin/Rad are both solid choices. Plant Kin for controllers I'd say. -
Soooo close to porting a few toons there. But I'm cheap and hate to spend 10 bucks a pop for them. Likely my Psi/Em, Emp/Sonic and Fire/Pain at this point, maybe my Inv/SS for some disruption. Do many other people run support over there?
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Cool! Thanks much for the touch up.
I never really figured where exactly the best range for recharge is for DR. I usually shoot for 50-60, didn't realize it got messed up so low.
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Quote:If you give me a week or so to get my Fiteclub toon in working order, want to meet on test? He has a PvE build right now. Maybe we can put an end to this foolishness. :P
The best zonal players tactics wouldnt work if he was standing still and the best FCers tactics wouldnt work if he had to chase his opponent. That is proof that one is not a step down from the other but simply 2 separate games. -
So I'm looking for a little help with an up and coming build I'm working on. Still only 44 at the moment but getting ready to do an Alt build for PvP. It will be used only for teams, mostly for 2 v 2's or 3 v 3's. This is what I came up with so far. I followed a general template that I used for my Emp/Sonic where I could and went with that.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Flares -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15)
Level 4: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(19), Range-I(33)
Level 6: Share Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Range-I(23)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 10: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(27), Clrty-Stlth(27)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(29), Numna-Heal/EndRdx(31), Mrcl-Rcvry+(31), Mrcl-Heal(31)
Level 16: Enforced Morale -- Range-I(A)
Level 18: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(33), RechRdx-I(34)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Soothing Aura -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(36), RgnTis-Heal/EndRdx(37), RgnTis-Regen+(37), RgnTis-Heal/Rchg(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33), Krma-ResKB(37), Zephyr-ResKB(39)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), SprngFt-EndRdx/Jump(39), Zephyr-ResKB(39)
Level 28: World of Pain -- S'fstPrt-ResKB(A), HO:Membr(40), HO:Membr(40), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam/Rchg(42), TtmC'tng-ResDam(42)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(42), Krma-ResKB(43)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Anguishing Cry -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(43), ShldBrk-Acc/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(45)
Level 38: Painbringer -- Numna-Heal(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(46)
Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(50)
Level 49: Phase Shift -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Not quite as much KB protection or HP as I wanted, was hoping to get closer to mag 35 and 1600 HP with 750 ish Regen, but I don't think I'll hit the HP number without sacrificing a good bit of the global recharge either. I pvp on Infinity for now, and there aren't a whole lot of toons who specialize in KB so that part isn't a huge worry, is there anything else I'm missing or overlooking though?
Thanks in advance! -
I'll be around even if it is only for KB
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I should be able to make it for this, sounds fun!
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Quote:*sigh* Seriously? I mean seriously? WHAT can you do that isn't predictable when you are standing completely still not using any inspirations against a Melee Class??? I'm seriously at a loss here. Everyone who has been around for even a little while knows what the powers do from just about every set out there. There is no "Big Surprise" That suddenly when fighting a DM user you get feared occasionally. Or you are fighting a Katana user who suddenly gets more difficult to hit, but isn't putting out quite as much damage. *gasp!* How are they doing this? My guess it'd be Parry Spam. You think you have someone dead, but oh wait! They just fired off a heal that restored most if not all of their hit points!!!! Some sort of trick!? Nah its likely dull pain.
FC is predictable if youre against predictable enemies. But a good and skilled player isnt, and makes sure he isnt. So you shouldnt base your experience on that, as you just didnt have anybody around you that made it fun. I would hate this game if everyone was predictable, then the main point of PvP would be gone. Computers are predictable, skilled players never are.
Quote:The most complex thing about melee duels is the ability to adapt quickly in situations. This is one of the things I could not teach as it comes with experience, knowledge and time. When your opponent does one thing, you need to counter. You have different ways and different times to do different things.
Quote:Basically soloing an AV is easy because you can predict exactly what powers hes going to use and even when. Hes a computer, he cannot think, he was programmed to use certain powers at certain times. A human is always unpredictable. You never know what they might do next. I have seen fights completely change because one skilled player decided to play a little differently.
Quote:This next part is simple and Ill try to not over complicate it.
FC obviously takes skill because there are good and bad players. There isnt the best Tic tac toe player or the best rock/paper/scissors player. This is because those games do not require much skill, and depend a lot on luck. But in an FC match, a good player will always beat a bad one.
Quote:You could say FC is somewhat of a baby step, but warzone is a baby step if you dont really get into it as well.
To me, Warzone is very simple, the biggest factor is numbers. In a duel, numbers are not a factor; rather skill is the biggest factor.
With the new pvp system 2 skilled players cannot take 5 regular players.
Quote:The reason you all think FC is simple is because you never went against some of the best players at it. Once you see them you may see some of the genius tactics they have created and used to counter their enemies. I used to think FC was simple too, the regen always wins, but only once I saw a skilled player with a bad build win a FC match did I re-evaluate my opinion. -
Quote:Considering that is how I first got introduced to PvP on my DM/Regen and got horribly bored by how predictable it could be, I know a lil about it. Its all about beating a survivability curve in a very static environment. Like AV solo'ing. There are max DPS chains that every set can put out. These have all been documented, its not a mystery or skill or anything like that. There are also survivability charts for defense sets (read, def/res/regen etc) so you know how much damage you can sustain over periods of like 30 seconds, 1 min, 3 min, 5 min etc etc. Its really just a numbers game, can player A out damage player B before his or her mitigation is overcome. There is no "Skill" involved beyond your build both in IO's and Power sets, and the assumption you have at best average reflexes to maintain your DPS chain when your attacks recharge as well as fire off mitigation powers when appropriate. Or did I miss something to the complexity of it all?
You obviously don't know how complex a melee duel can be.
I'll even go so far as to say Fiteclub could be the first baby step in actually learning to PvP. You learn which attacks do the most damage and some sense of timing as to when to use your mitigation powers. But then? Its time to move on. Time to figure out how to deal with more than one person, how to deal with movement in a 3 D environment. Anticipating Damage spikes as they come in and how much mitigation you need to get out alive, when to Phase, when to Run, how to survive, how to coordinate a damage spike yourself etc etc. And that is just playing a damage class. Then you have disruption and support to figure out as well.
Since the world series is going on, we'll go with that (And try not to rip off Supermax again) With Fiteclub, its like explaining how awesome you are in T-Ball to a major league player. Its great that you can hit the ball when it is just sitting there, but everyone else eventually grows a little and starts facing off against a pitcher.
Because I'm bored, and for the more Visual Learners what I'm trying to say is pretty much this.
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Quote:Where in his post did he every say he was interested in Melee duels? MA>>>>>KatanaI had an MA for melee dueling and i put everything i had into him. If i had done the same to a katana/broad sword/claws/dark he'd dominate in every melee fight. But MA has nothing going for it. The stun isn't good enough even with megalomaniac. I'll admit that he had an advantage in melee vs ranged, with EC's burst/stun and cranes KB (enhanced it got a few now and then) but in a melee, others are superior. The only reason he was any good at all was because he was a regen and i knew how to use and slot it for dueling. I still laugh when someone starts with IH.
Your main isn't MA and you don't do melee duels, i know what i'm talking about.
Monkeys with a learning disorder could probably get a draw in most "melee" matches simply by randomly mashing keys and moving around. -
So far my Fire/Rad Emp/Sonic Fire/Pain Rad/Psi have all been rooting me on the AoE heal in PvE. Seems completely random when it happens some of them have custom colors, others haven't been touched for i16.
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Was a lot of fun, looking forward to more! Thanks for hosting you two.
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Clawlz/Elec would be awful horrible and miserable for PvP.
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I'll try to make it by 3 PM here.
Also, lets run some teams afterward like Trance said, I gots to try out my second build on my Psi/EM now with hibern00b. -
This is happening in PvE too randomly. It happened yesterday on and off on an ITF for my Rad/Psi. Also was rooting on my Fire/Pain on some AE missions. Really annoying.
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Two days ago I started to farm redside on my Bots/Traps (That uses 25-35 Common IO's) and two days later from the AE I'm sitting on 350 Million with another 100 million in items waiting to sell. (All in the 5+ million range)
Crushing impacts, Doc Wounds, Reactive Armors, Red Fortunes, etc etc... they all get put up for 1 influence. There are plenty of bids out there and I usually get at least 1 to 4 million out of them. (Some pieces I'll actually list if they are worth 5+ ) But at the rate they come in, if they sit for more than say... 12 hours, they get listed for 1 influence. For a few reasons, first it gives the flippers something to do. Second ticket and recipe generation is still really really easy. Save your slots for the stuff that is worth 5 - 10 Mil +. Finally, would you rather have that slot waiting on a 3 million influence Crushing Impact Acc/Dmg or a 50 Million Kinetic Combat Dmg/End? Get rid of the little stuff so you can keep listing the big stuff. -
Take it easy out there Slax, if I ever give Aion a shot I'll swing by.
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I'm pretty sure at least half the people on the board by now know how to get to level 52. 54 is kinda a toughie though.
(I thought it was pretty weird the way the numbers change in appearance after level 50 too!) -
50 Some month Vet here, if I would have known about vet badges I'd have probably never canceled my account for a few summers.
What is my longest standing active build? Probably my Kin/Rad defender, Kid Kinetics. All 5 anniversary badges and all that, its hard to beat a well played Kin on a team. I wanted to re-roll him as Kin/Sonic more than a few times but never had the heart too.
What am I playing now? For Teams/TF's I'll usually run support. My Cold/Son with near Perma Heatloss is a real monster. I do a lot of solo farming/mass killing because its fun to me to see just how fast I can do it. Builds for that are Fire/Kin Plant/Storm Elec/SD and possibly my Spines/SR if I get him back up and running again. Psi/Em, Fire/Regen and Ill/Emp for PvP at the moment, but I might spec my Emp/Sonic for that here shortly. Currently leveling up a Fire/SS tank who is a lot of fun.
Favorite build(s)? Tough call. If I have a team its either the one with the most AoE or the one that can cause stuff to melt faster than anyone else. When not playing support its a toss up between my Elec/SD and my Plant/Storm. Both are serious engines of destruction. -
Character : Kataclysmos (Plant/Storm/Stone)
Settings : +2/x8/No Bosses/No AV's
Mission : AE Map with CoT Minions/Council LT's/Council Bosses
Starting amount : 175,692,016
Influence from Kills : 26,287,641
Influence from drops : 4,179,600
Total Influence gained : 30,467,241 (Woooo!)
Ending amount : 206,159,257
Final time was 1:00:21
Total Tickets earned 8,987.
Bought 36 level 50 Damage IO's selling them for 116,100 a piece. (Of course if we were allowed to use the market and roll up 9K tickets of bronze rolls the number would be a lot higher)
Time to complete the first run 10:55
Villains defeated : 1,991 (32.99 per minute)
0 Bosses
684 LT's
1200 Minions
Inspirations used : 636
Had to go back and RE IO this guy a bit, more recovery/regen, near soft capped to S/L and a bit more recharge with some extra purple sets. Definitely paid off. -
If this isn't proof we need to either up or get rid of the aggro cap, I don't know what is.
http://www.wegame.com/watch/Elec_SD_Claws_SR/
http://www.wegame.com/watch/DM_SD_Claws_SR_Halloween/ -
Unless I missed something it seems really... really.. really really underpowered.
Its mitigation is scaling resists passive and... a toggle - to hit - damage aura?
Granted some interesting mechanics, but I think dying every spawn would get old really quick, when every other scrapper around you keeps right on going. I'd rather stick with shields, make everything dead and stand over the bodies rather than getting cut down every spawn and maybe taking some of them out with me. -
I'd say my personal favorite is being outnumbered, having to run and phase on my Fire/Regen only to have someone phase with me to try and get the kill. Suddenly the 3 v 1 turns into a 1 v 1. I do tend to phase early in some situations like that, hoping to lure someone over though, rather than being on my last leg.
Of course the worst was... phasing against a EM/Regen Sonic/Pain and something else the one time, only to have all three of them phase with me. Was not pretty.