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Posts
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Joined
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I imagine at this point of Kin's got rid of TS you still wouldn't more than 1 or 2 people playing them. Which is just a shame.
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The burst damage isn't going to be as good as sharks, but I figured if you want to run around and tag people from range its not that bad.
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Code:
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;692;1384;HEX;| |78DA6594DB4E13511486F7D0A9D0A1B587A11CDB525AA0A52D431BB9D3C4442106A| |109C85162D28CB08589CD94741A23DEF90A5EE885F10489971A0F0F628C3E868717| |30C362D65F6CD24926DF9E7FD6DAB3D6BFDA5D7DBC10FC70EBE975A1846ED64DC7A| |9ADB7CCFA43D9F457CD036BCF27E8EAA57B0072AD2AEB521AEB47962D9D445B5C90| |0FA4ED48E38E3C90B66C9A2DAB614797EC43D99476CB682FB4D546A34EA952EE47B| |DE592FDC872ACFB56DD6A1D073D65459AB4F341B8FDB02F9BCEA175145B3CB2F68C| |1B75F389AC554DA7259BC7C3545481EE8F0181CB5545AE47888A2A4A79E6EC34380| |316981BE7398A97A3887F8424E52CFBBC779BF44EE1773DCA96E2693D6BE026738B| |627CF8A62FC1796A124C312F8D8369E627CAF1F3BE7EFF4FD6FABE8145AE4BCBF3B| |3966306AF51B8EA139F033C84F3EFF5BEE6D8D81BF02D73E01D78CACC50025BE32A| |81A2F0B40898A577FD5C8BDADFCBF1C13EE6E5007895BF1D01B769B3106A08A1E74| |1F43C889E87D1F3307ADEA19C30BC0CC3C3517838BAC1FC4A3151DED71FFDCE7989| |1FE04B8E49BD57BC19A54AACA7E04B88FAD0797F9F1EE7D86C8439A98331E610C5C| |6514B1C3D4D8239F02ED532C43162A8C45EC5286F84EB132313ACED52DC18BC1883| |1713F0220B2FB2F0A2042F74DA2789F92731C3346698C60CD398E1C409F88AA8D3E| |F6E508871D4308E197EA11A32D032D0EE9136052FA7E0C77414840FD3F02557E6BA| |72F3CC131A6E1EB979F83BD3E622C7CC2C715D05CCA150649E526E11B9C5598E993| |3C039B0CCAC5440EC11265F0CF461A0E60869656865F436A65EFCCFDDC4FFF5F9A3| |EB8A429752EE522A5DCA952E65BE4B59E95256551C1EA4289E12885C9C07EE2FEDE| |2FC10CA2CD7FEA753BB4D8B9C2A7E776A798EFBAB759C3DCFE0F50BF8F59CB9AC13| |38C65DD3BC13CC5BEF76ACB73BD63B1DEB33EA69DF62| |-------------------------------------------------------------------|
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You are trying to build for PvE in PvP, things don't work the same.
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Guide : How to be a good zone MM.
Step one get 1-2 other MM's take incandescence incarnate and TP foe. Preferably have a self heal + debuff patch.
Be a mobile base for ranged heroes doing most of the work and TP foe anyone who gets near enough into the MM patch.
Eventually camp the base and TP foe anyone who wanders out far enough.
That is pretty much all there is too it. Most can't target through the pets and thanks to TS and heal decay TP'ing someone out into superior numbers is pretty much a death sentence in the current zone enviroment. -
Here is an updated build using the blaster ATO set allowing you to double proc Willdom/TK/Psi Dart with a little more KB protection in case anyone ever runs a bubbler, which they don't.
Code:The psi res procs aren't all that important in 2 v 2's - 4 v 4's as it isn't like the 8 v 8 psi jump teams.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1529;696;1392;HEX;| |78DA65945D6F12511086CF6197D6529052DA42E5A350E80750B610F54A13136B356| |A9B90B6D62B431036B0067757A0895CFA1734D1C4D8566D8C77FE222FFC037E5C7A| |6370D879B7256113FA9C9D7967DEB3B367BBFBF28EFFDBBD57B7840C6CB56BDD6EF| |536FDEDE91DDF815E6F9956DB6AF6C5F09AA45F1CB9EA5ECD6CEA0DADD2EDD75B46| |9D4B326E72FFC8B6AD4E4FDB36F54EB35FDDAD99867DD4AEF50CCB0CDD375B7A473| |77B9ABBF0552CABADEDDBBADEF03BCB1DBD661B6633E8DE34F44EB765D801E7FEAE| |D16CF5281BDAB68DBAB665B51BD47E68DA8FD2F6F2F4DB13EE35F08AA24788B22A3| |C1AB8C9544B609939B1A1387C7E512BC44D822AC43E41A29FCCB16E22CFBC540051| |EF2B821AD3A22A856B55E584BDFCA7E047E6E54FE019F380D45EF879CF84139BF90| |A7E61CEF6491B260EFD8973F07F84D734F49B84DF1CFC16E0B700BF28FC0E493D05| |BFA9F7DC277ACABCF2013C66C64F40F82D93D9B4339C819C2EF0DE9260867201CE7| |902DFD92B7963385345A4C005D204D9DB139C978E26F5976E1344D4444813E23E4A| |08756E9FB44B68A3A40DB35684D3BC8F10C5E6D943CEC3230D8F30E522ACF7463E7| |38F0CE695C5FCB298DB1AE6963FE6D9CF51ED22FA2EA26F067D25E5623847B1015D| |42A148829DD4C475A8A3D251E74B3CCD629959DE643E26F512DECC124E5E16272F8| |79397C349CBE18DE463FCD43DC23226B18C37F282B0825DAD20D6A4B275C4D631B1| |1F7E210AF02DC4B9EF46024C824BD8730AC4B31874AB61A21AA6B23903CE8261D69| |61F2ACC7F3CB567745BC25E4ABBAC8DAB235FA433C9B4EA7E9083417E2C5B1A8B94| |C72257C722D7C6223B63918A7AFE7F404827323573FE750F7EFA288B79CB22CFF1F| |7454CCA07B45853C5EA213FD7AFD1DC3AEB57C13F173945BEE653B7FA06A7F02DF8| |8E59F10D3BF01E9E8EAC6B23EB27236B35426558FF078577EE45| |-------------------------------------------------------------------|
Acc is on the low side at only 58% but for arena everyone pretty much ignores high defense melee toons if anyone brings one. Should still be capping out your 95% to hits against stuff that matters. -
That approach is almost... almost... almost smart, until you realize that whoops. Most teams are running at least incan and random AS'es to targets do nothing as 1-2 greens with no HD heals them.
Lock on targets and get in on damage spikes, Random AS'es while teaming is bad. -
I was thinking that myself, but I thought I also read about adding possibly mez supression in PvE (similar to the way it works in PvP I'd guess, basically you are held, and after that point you can't be held again for another 10 seconds, though confuse and fear are on different mez timers). That might not have been a dev post though an only a suggestion.
Additionally, something worth addressing should probably be Build Up/Aim Strength.
As it stands for build up its: Peacebringers at 72%
Brutes, Tanks, Stalks, Spiders at 80%
Scrappers and Blaster at 100
When could be Brutes/Tanks 80% Stalkers/Spiders 90-100% Scrappers 100% and Blasters 112.5% or something like that.
(Dom's only get one build up power, not counting dark assault because rather than to hit it provides +special, but I seem to recall Elec Assault only buffing like 65% damage.)
With Aim, blasters at least have the highest dmg mod. It is something like 42% for corrs, 50% for defenders and VEAT's and 62.5% for blasters, so maybe 62.5 buffed to 75%
(Dominator's Aim from Thory Assault is 42% ) -
Going in line with the blasters changes we see coming (finally caught up!) with the survival mechanics and new snipes, something that would be really easy to implement (I think) would be slight changes to aim/bu (rather than the initial complicated ones)
First, for blasters only. Aim/BU moved to a 72 second base recharge (Like Claws stalkers).
Second, blasters only, since I've been playing a lot of another game with cool downs that provide those short (but key) buff/mitigation bursts. Give Aim/BU a cleanse effect for mez along with maybe 3-5 seconds of weak mez protection. -
Those people were either trolling you or have no idea what they are talking about.
Don't pay any attention to the first part of my post as it was far from serious, but the build is legit. If you search through some build threads for new people you'll usually find the same kind of information : Shoot for 1550-1600 HP, 41 KB protection, damage procs, 50-90% recharge, and 50-90% acc.
Defense on ranged classes is useless in PvP.
The build is about as top of the line as you can get, it doesn't mean you can't make a cheaper build and team with it. You just end up having to sacrifice the above goals in some way or another, usually with the expensive damage procs / purples. If I had to build for cheap I'd go for 1550 HP / 41 KB first, then get as much recharge and acc as you can and team up rather than worrying so much about damage procs. -
You aren't quite softcapped to S/L, should get a few more % with that and maybe look into softcapping energy since every blaster in pvp is /EM
Ice and Glacial shield are underslotted, your teammates will thank you if you slot them up.
Left out chance for KD proc in sleet, it will really help in the long run.
Also, put as many chance for -recharge procs from pacing of the turtle as possible, since you aren't Ice/Cold you'll really need the extra recharge.
Super speed is overslotted, you really only need a KB IO in there.
When all is said and done with the above changes, your build should look more like this :
Code:Though going soul mastery for powerboost might not be a bad idea.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1544;727;1454;HEX;| |78DA65944B4F135114C7EF4CA7144AA1F449A13C0A050B2D9DB6E2C668824289018| |A4131D1B869267480C632D30CC5E8D22FA089CF95CFB5A26E8D89E2CEF815DCB873| |E363E9C6D4E39C7F1F49279DFCEE3DF77FCE3DF7DC335DBF91F71C9EBBB52024EF5| |245DBDF2F2E99967550AD99966B73ABAC1B5BBA43D0E3A237DA5C2A5ED48C1DBDA4| |E635EB5A7191DC6A63ADB5C583ED6D75C9AC948A7973AF6C68B5B269F8568C5DDDD| |28D9ADA18B8374CB3A26E5675BDE4B187055DAB968D1D6F6352D2ADFDDD72D56FCF| |2FE915BD6A5A353B586CB95ADE525B1B16F4EB65ADB6AB19C575CA44B76E4628D92| |4BDBDB2C053778AD304C521E4593A4F4E11F21C534981DF493CAA88AE9C6CCFDF49| |4D5F8738C9BE5D6037183F226D40111E82847DA4B71CAFFB25D3FD06C4BE1EECE7C| |1FEEFC9D1C1BEC231216C5B3FC573B24D71AE723EFD6BCC8102B8CEF49F674ED20D| |B9EC24EA922B8538609CD67A70969E539CBB1F0C7E65FF6494F30993B697B5726F4| |8B26DC13FC2AE4D1CDA41D2F4F15E721FE2C4C1043411D2785923BC38978F6C3E8E| |2DF9107B02B103B41660BD33F084634C3C059F3113CF894145A45FF03CF398EBFF8| |1FC42F00D216ED82FD971C3019E470698B1353E67EC2FEF1BA47D0791D3207C23C8| |C94FE18770AF43AFD86FF8107CCD1C098021E65898F991424551F3E8309F7FAC41D| |C4B0C4C500EA3E88151D44F0E0B318EBCC6A19B028F28F624624F7E61FDD467103D| |99418F7E22EDB4DD9D7565FA016B8EDD07EF81B751DF3BCC0A1D6106F59CC9F2796| |673E071709E99CC8011AEF71E4D53A8594AE578731970AE41F649AFF03CBDCCF36F| |1E2154D441DDE4BB3068298B7ECC9E617DEE2CB8C01C519ADF2AFDE811C90E4BB6C| |392EBB0CC77584E7458565A967AA163754369FE1308C9B6F40C34BFEFFA0F37ADE2| |9B90D27C97BFDA6DAB344828E267BB6D8675BF5B3659BA8BFE7F883A3C622AD4C83| |9D6D42FB8FF770E8F2FB78DAFB48DAFB68DFF01D9FAF216| |-------------------------------------------------------------------|
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You asked for a build for an PvP earth storm last week. I posted up a build for you and defined the ideal role for the build in a PvP setting. Why are we back here again, what is unthinkable, and what exactly is a DD?
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Quote:Or be a tanker and solo 5 AV's at once.Yes, in fact I'd say it's quite common and ordinary now with Incarnates.
Just find an AV that isn't strong to your damage type and don't be a Tanker.
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http://www.wegame.com/watch/fire-ss-vs-battle-maiden/ -
Quote:Everyone has their own way of building them I'm sure, some general things to follow would be shoot for 1606 HP or as close to it for any team arena build. 1 v 1 builds can get by with 1500-1550. Team Arena = mag 49 KB protection I think, 51 to be safe. ( I forget what properly slotted forcebolt is) 1 v 1 mag 41 KB protection.going to roll a rad/psi def psi/nrg blaster and that dark/pos corr, sounds different, im assuming you build these completely different now though too
Outside of that you usually want to shoot for between 50 and 90% recharge and 50-90% acc.
Here is a sample Psi/EM build to check out and maybe get an idea for things.
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8 v 8 Arena seems pretty much non existant at the moment so I don't think many people have run into the problem of 5+ stacked incan. The last serval leagues have been "Alpha only" so there hasn't been much of a need to worry about the balance issues with it.
Most matches seem to be 1 v 1's or 2 v 2's anymore so people do whatever they want (be it alpha only or full incarnate).
*edit* The one Clarion (that isn't perma) has a power boost + range type effect that may have some use in team arena, assuming you have an incan to gather everyone up for it ever 2 minutes.
Emping has changed a little. Buffs aren't anywhere near as important as they used to be, its still important just not the death sentence of being mezzed and having all your toggles drop. They are still pretty much the backbone of support for larger team vs. team matches.
Kins you don't see much of anymore. With the DR soft caps on recharge, speed boost isn't as important. IR is still nice to have but the movement speed is no longer completely unsuppressed. ID you don't get much if anything out of the resists, mez protection is usually covered by emps / cm and most builds have all the KB protection they need. Something like Grav/Kin can still be used as a disruption role, but only if your name is March. Grav/TA and Poisons can also be used for disruption, now that the latter is mobile in the form of corrupters. Most teams boil down to 2 emps 1 debuff (usually rad) 4-5 damage with a possible damage sub for disruption. -
Quote:Things were dumbed down a good bit. There are now hard caps on a lot of things, for instance things like therms and sonics that once brought squishies to 75% res to various things now cap out at around 35-40% without therm or sonic shields they usually have around 33-35% res to all on their own. Res shields and tough now provide resistance to all damage types.yeah did a few matches, and noticed instantly things have changed, breakfrees... dont... break..free... >.> what happened to this game
All things now suffer from diminished returns, meaning you can't slot for piles of recharge anymore. Power boost Aim Build up is a waste for both +damage and +to hit. Defense caps on squishies at about 30%.
Damage has been completely retooled. Its now based off of mostly activation time and to a lesser extend recharge/end cost. Every AT now deals respectable damage though Blasters and Dom's are still at the top of the charts.
There are no such thing as unresisted bebuffs or damage (outside of a portion of stalker AS and some damage procs)
Mez Protection was replaced with mez resistance, mez durations were reduced down to 2 and 4 seconds base. Meaning you can't stop yourself from being mezed, only reduce the duration of it. Break free's are pretty much useless now, oranges are too. Reds still carry some small benefit but for the most part just bring greens or blues if you are fighting a sapper.
If you go into zones, there is now healing decay (each time you take any kind of heal be it from a green or emp or whatever) there is an 8 second window where any additional healing is reduced by 25% down to a 75% reduction in healing value (its pretty laughable) the incandescense incarnate can get around this though. Also, for anything you do, you are travel suppressed for a few seconds. If you attack? You get TS'ed if you get attacked, you are TS'ed if you try to heal someone, TS'ed. It makes evasion pretty stupid as 2 people randomly throwing damage can keep your travel speed perma slowed as you try to get away. You are able to turn these two options off in the arena though.
I'm sure I missed some stuff, but thats a start at least. -
I don't know how long you've been gone but I get the impression you may be a bit out of touch with the PvP changes that have taken place.
Most things in PvP don't work the same way they do in PvE anymore. Ice/Em's are pretty meh for damage.
Mez is now on a ten second timer, no one has any protection to it, only mez resistance and durations are much shorter (4 second max outside of a few broken powers).
Ice/Rad is no where near as good as it used to be. Dark/Poison corrupters are pretty much the FoTM now for 1 v 1's. 1 v 1's are also pretty much a joke now.
Rad/Psi Fire/EM Psi/EM Mind/Fire are all still good builds. Earth/Fire's can be good in team arena settings. Emps are of course still used.
Incandesence is the best incarnate power hands down, even if you don't have a self heal. -
I say do what you want! I was reading a post about Arcana saying how blaster "Build up" style powers are the most boring out of any AT, and she was right. So I had a few ideas based on mechanics that are mostly in game or supposedly coming in game that would add to them and figured "Hey why not."
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So blasters *will* be seeing some changes. How? We don't exactly know yet. The way I figure it, more ideas to look at is always better.
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Defiance 3.0 In addition to the current mechanics defiance now grants the user a +defense to range and AoE attacks. Each attack also gives an additional small buff to said defensive types and mez resistance (of some significant value). Once a foe enters say a 5 foot radius of the blaster, that defense disappears and turns into a scaling resistance buff (Similar to Melee Hybrid) along with scaling mez protection that caps out at say mag 6.
Both Melee and ranged playstyles are rewarded but in different ways. Blasters get "Defiant" about things based on their playstyle.
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Snipes - Elemental, Energy and Beam rifle snipes (someone else can figure out something for AR/Archery) Snipes have a 1.67 second cast and deal high damage at long range. If the caster remains rooted, the target takes extreme DoT for upwards of 5 seconds similar to an interruptable channeled ability. Each second/tic costs additional end but yeah, extreme damage. Would require animation tweaking, easiest for something like fire blast's snipe.
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Aim/BU mechanics - Making blasters more interesting.
Fire - Aim : During the duration of Aim, attacks have a fiery embrace still chunk of damage added to them.
Build up : Melt Armor - During the duration, attacks have a - Res component attached to them that can cap out at 5 stacks.
Energy - Aim : Impact - Foes knocked back while aim is up take additional chunks of damage.
Build up - Each attack adds a 25% damage buff for 10 seconds in addition to the 100% base.
Dark - Aim : Drain Life - Each attack adds an additional DoT similar to interface, chance for negative energy, chance for -max HP
Soul Drain : Spirit Leech - For the 30 second duration, caster gains an aura that siphons additional damage off of defeated foes. 3% per minion, 10% per LT and 25% per boss.
Ice - Aim : Ice shards - Adds an "Icey Orb" effect to ST attacks that shatters and releases a small PBAoE of Cold/Lethal damage. AoE's have a chance to immob the target.
Build up : Deep Freeze - Attacks gain a chance to mini crit for 25% of their damage as well as incasing the target in ice for 3 seconds.
Electric - Aim : Arc lightning - Attacks gain a "Chain induction" style jump.
Build up - Tesla Coil - Attackers within a 10 foot radius have a chance to be stuck with moderate energy damage, each strike generates a charge, every three charges the next attack deals a 50% crit for ST attacks, 15% for AoE's
Psychic - Aim : Psychic backlash - Reduces targets (Boss and below) resistance to psy damage to 0% attacks gain a double hit of psy damage. For EB's AV's and GM's -30% res.
Build up - Psychic Echoes - All attacks have a 25% chance to "Double cast" an echo of the attack that deals 50% damage.
Beam Rifle - Aim : Plasma Cell - Adds an Energy orb to all ST attacks that explodes in a small PBAoE around the target, AoE's add high energy DoT during the duration.
Archery - Aim : Deadeye - All attacks gain a chance to minicrit for 25% damage.
Sonic - Aim : Resonant Frequency - Attacks gain scourge effect that is based on the stacks of sonic's -res.
Radiation - Aim : Meltdown - Attacks add a DoT to the target, each follow up attack on the target increases the strength of the DoT for the duration of Aim.
Devices - Cloaking Device - While hidden, gain a 100% damage buff and 50% chance for full crit on ST attacks, AoE's have a 25% chance for 50% crit. While not hidden 5% chance for 25% minicrit.
May add something for AR and Dual pistols later, just some idea's that would make blaster's burst powers much more interesting. -
Its a sub par duo really.
Something combination of Therm / Emp / Pain with a Blaster / Dom / Poison / Rad running double incandescence would be a hundred times better.
Or just double stalks who can coordinate AS'es if you want to go melee. -
I'm currently trying to decide on which hybrid for my Plant/Earth/Ice Permadom. I'm torn between Assault for + damage or Control for the damage proc? Does anyone have any insight on which would make the character do more damage over time?
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Quote:People aren't in an uproar because most realize that these super survivable regens are zero threat to anyone by themselves. The only way they become a threat to anything is if you stop moving, which you should never really do. At best they are going to pick you off after you've taken a pile of damage from someone else, worst case, they get 1 maybe 2 big attacks off and you are free and clear.
what confuses me the most is why arnt there so many people in a uproar about the broken mechanics on regeneration like we did about kinetic melee, this problem has been going on for years but some people tend to ignore it, but when your in a pvp zone like recluse victory and a see a BS/regen scrap with hybernate talking trash in broadcast chat, there is really nothing you can do, you cant arena the guy because he will win, and most people will only fight withen their faction (melee vs. melee) (ranged vs ranged)
like i said before in my previous post, this has been going on for years and we got to let the devs. know about this.
As others have stated, regens are laughably easy to take down when you are teamed up. Debuffs + spike damage will make short work of them because they almost never and I mean almost never have anyone supporting them. -
Here is what you are looking at :
Melee builds - If built right are pretty much unkillable by another melee player (assuming you play experience doesn't involve dragging your knuckles across the keyboard in an attempt to play the game. I.E. you use those travel powers that every PvPer ever takes.)
Pure ranged damage builds : Can kill many things quickly but low survivability, teaming up especially with support characters fixes this problem and hey PvP is a team experience in RV.
Ranged damage builds with support primary/secondary. Can kill a lot of things, althought a bit slower. Incandescense destiny + a self heal means you likely won't die 1 v 1 unless its to a broken duration hold.
Stalkers are probably the easiest (while being the most useful) thing to play in RV. Technically playing a brute, tank or scrapper is easier, but you are much less useful unless you are taunting and webbing everything.
I'm pretty sure you can go full retard with an EA/Burnout build on a brute or something and never die if you watch your crashes.