MrLiberty

Bad at 3 v 3's
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  1. 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)
    ------------
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Assassination



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  2. MrLiberty

    Read this thread

    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!
  3. 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.
  4. MrLiberty

    Read this thread

    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?
  5. MrLiberty

    Fire/Pain Advice

    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.
  6. Quote:
    The best zonal player’s tactics wouldn’t work if he was standing still and the best FCers tactics wouldn’t 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.
    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
  7. MrLiberty

    Fire/Pain Advice

    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)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    I know with Sonic blast you really only need tier 1 and 2 attacks. With fire will you really be hurting on a support toon if you skip blaze? I've heard most Fire/Em's can get away with pretty much just flares/blast.

    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!
  8. Quote:
    FC is predictable if you’re against predictable enemies. But a good and skilled player isn’t, and makes sure he isn’t. So you shouldn’t base your experience on that, as you just didn’t 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.
    *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.

    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.
    Seriously... examples here. What is there to adapt too? You are spamming damage powers without moving and using your mitigation set accordingly. What IS there to counter? Your opponent suddenly starts to Spam DA/Parry and you don't have enough to hit already? Use build up. Am I a pr0 yet? Like I said before, timing things when standing still is incredibly basic. Its something you need to do through all levels of PvP. Considering you are saying that is the MOST complex thing about Fiteclub I pretty much stand by my last post. Its the training wheels or as Mac put it the kiddie pool of PvP.

    Quote:
    Basically soloing an AV is easy because you can predict exactly what powers he’s going to use and even when. He’s 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.
    See here you have another problem. There are already established *Best* chains for Damage and the *best* way to mitigate damage. If I'm dueling someone and I see they are say, Katana Regen... guess what? I know what powers they have, I know what they do, and I know how to use them and how they can be used against me. That makes them predictable. If someone gets low on health with no click Regen powers up? Guess what, they are going to try to take a defensive stance. If their HP is higher and they have emergency powers up, they are going to be more offensive. I know that most Regen builds have Recon up every 16-23 seconds. I know the recharge times on DP and IH for high end builds, I always would assume I'm fighting the best build even if they don't have the IO's to back it. I know that stacking 3 Parry's can get you as high as 70% defense to melee, I know that also is likely to get DR'ed. There are to hit formulas out there if you cared to look that will tell you what % to hit you would have in that situation with tactics, Focused Acc, Build up, global ACC bonuses, slotting on powers, etc etc... so again where is this unpredictable behavior?

    Quote:
    This next part is simple and I’ll try to not over complicate it.
    FC obviously takes skill because there are good and bad players. There isn’t 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.
    There are good and bad players when it comes to everything. Yes it does take a basic understand of your build and your opponents. But in such a limited situation you end up tossing aside so many other possible factors (Movement, evasion, phasing, inspiration use, etc etc) it DOES look really simple as far as skill goes. Its like basic addition does take skill and an understanding of numbers and how they work, so does calculus.

    Quote:
    You could say FC is somewhat of a baby step, but warzone is a baby step if you don’t 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.
    This just makes you bad. I'm sorry but it does. You can still win out against numbers, just no where near the margin you used to be able too. Give me 2 other good players who aren't all on melee toons and I can likely wreck 5 average players who don't coordinate all that well. Numbers matter, but they are far from the only thing that matters. I've had superior numbers and lost. I've had odds against me an won, so that argument doesn't exactly hold water.

    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.
    Please, pretty please just share one of these genius tactics that have been crafted by fiteclubbers? I'm willing to keep an open mind on this if I think it will make me a better PvP'er, that if some how I missed something an opponent can do while standing there toe to toe with me. Just one. I'm not asking you to spill your entire bag of secrets. Just one example of a "Genius tactic" No need to reply to the rest of my post, its all pretty irrelevant next to the promise of learning something new that I overlooked before.
  9. Quote:
    You obviously don't know how complex a melee duel can be.
    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?


    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.

  10. Quote:
    Originally Posted by Sentry4 View Post
    I 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.
    Where in his post did he every say he was interested in Melee duels? MA>>>>>Katana

    Monkeys with a learning disorder could probably get a draw in most "melee" matches simply by randomly mashing keys and moving around.
  11. 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.
  12. Was a lot of fun, looking forward to more! Thanks for hosting you two.
  13. Clawlz/Elec would be awful horrible and miserable for PvP.
  14. 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.
  15. MrLiberty

    Tweaks and fixes

    Quote:
    Originally Posted by macskull View Post
    Adding the bit about Fire Blast's animation as well as AoE self-heals (Warmth, Heal Aura, etc) occasionally rooting the caster. Seems like that only happens on a PvP map, as I couldn't replicate it while standing around in Pocket D waiting for my matches.
    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.
  16. 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.
  17. Take it easy out there Slax, if I ever give Aion a shot I'll swing by.
  18. 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!)
  19. MrLiberty

    Uber veterans

    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.
  20. 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.
  21. MrLiberty

    Halloween Fun!

    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/
  22. 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.
  23. 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.