-
Posts
3682 -
Joined
-
Gambler's Cut
The default defensive chain of choice is Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. The default DPS chain of choice is Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. However, you may want Sting of the Wasp while leveling until you get your heavy hitters (Soaring Dragon and Golden Dragonfly).
If you're going for defensive, which is what I recommend, you'll want to slot Gambler's Cut as an attack, not for defense. Then you'll want 15% melee defense out of the rest of your build to get you to the soft cap. Easiest way is probably pool powers like Combat Jumping and Weave. Also pick up the Steadfast Protection unique, and if you want to fight uplevel, the Kismet unique.
It looks like you're shooting for a fairly low cost build. Is that true? I haven't dealt with a lot of low cost builds, so I'm not real sure what's possible, and how your build compares. But just eyeballing it, I'd say you'd probably be better off trading some of your regeneration rate and hit point bonuses for more recharge and defense. Getting Dull Pain to perma kind of negates most of the benefit of hit point bonuses, and you'll get more out of clicking your powers faster and having some defense than just having more regeneration. But recharge being one of the most expensive things in the game, if recharge is your goal, and you have a low budget, you may want to rethink your overall approach. -
Unsolicited advice you may already know - unless your secondary has no knockback protection, you will never be knocked back once you have your mez protection. Also, even if you need the IOs, I consider slots in attacks too precious to waste. I would stick with slotting them in toggles and passives.
-
Yeah, the Theft of Essence proc sure makes a huge difference, doesn't it? I'd READ people saying that Dark Regeneration was now an endurance replenishing tool, but had a hard time believing it. Then I slotted one, and watched my blue bar go up more often than down. Good LORD what a difference!
Anyway, only melee and lethal defense can be soft-capped with Divine Avalanche. I want to be soft-capped to all positions or types (well, SLFCEN, anyway). That's why I called what I was after "fully soft-capped". There's a huge difference, even with how common melee and lethal are. It varies by the enemy group, of course. Invulnerability isn't likely to be fully soft-capped either without some IO work, but I think you can soft-cap a Katana/Invuln to all but psionic and toxic more easily than you can soft cap a Dark Armor to all positions.
But yeah, calling it a wash after adding Aid Self is probably reasonable. Invuln won't be as vulnerable to spikes of damage, and is significantly better against smashing/lethal, but it also has some weaknesses, particularly to psionic damage. Also, if you're needing to spam Aid Self to survive, you're losing a lot more damage than the Dark Armor spamming Dark Regeneration.
I went Katana/Dark, and I'm happy with my choice, but Invuln is certainly good as well (I have a L50 Broad Sword/Invuln). -
Unless I were putting together a fully soft-capped Dark Armor (which I am), I'd rather have Dull Pain and Aid Self to fall back on. Dull Pain is a big boost, not just a heal, and the smashing/lethal defense in Invulnerability is significantly better than in Dark Armor. Combine with Aid Self, and you're extremely solid, though you definitely have that psionic hole which Dark Armor plugs nicely. If you don't want the tricorder, though, yeah, perhaps back to Dark Armor.
-
Quote:Turn off the damage aura when you are on a team that doesn't have a Tanker with Taunt.Quote:And, um yeah, some scrappers do just dive strait into the pile -> really a job for TankersQuote:I'd... learn to run a lot more. Learning when to fall back is critical to survivalQuote:If you are getting too many chasing you then you are in-too deep/agro-ing too many when you engage. So stay back a bit further on the next group and let the others rush in.
HOWEVER...
You're a scrapper. You're an AoE scrapper. You're an AoE scrapper with a taunt aura and a regeneration rate that is significantly buffed by being surrounted. You eventually SHOULD be smack dab in the middle of the spawn, Quills pounding away, spamming your attacks, jumping out briefly for Throw Spines, and then diving right back in. Turning off Quills, skirting the edges and running are a SERIOUS waste of your damage-dealing capabilities, even if you find them necessary for you at the moment.
So you're looking to boost your survivability from here on in. You haven't really done anything wrong - low level scrappers usually focus on attacks first, because at a low level, the best defense is a good offense. And don't delay Throw Spines (it's too amazing), and do slot it. But other than that, it's time to start cranking your survivability. I think I'd take Tough at 28, Weave at 30, Throw Spines at 32, and Heightened Senses at 35.
All those toggles are going to cause an endurance problem if you don't have one already. You could take Stamina at 28, then resume with the powers it would power. What I would do instead is frankenslot the attacks with significant endurance reduction.
Here's an example of what I might do to extend your build up through level 37 with no respec. It's not enough to turn you into a survivability powerhouse by that level, but you should see steady improvement. I don't know if this is the best approach, but it should be decent. The frankenslotted IOs are just an example. Don't specifically go after these IOs at that level, or even target the same enhancement percentages. Buy what's available, at the levels that are available, and just focus on what you need - good endurance reduction, good damage, decent accuracy and decent recharge.
Let's see, as for differences with what others have suggested... W Peace said to take Heightened Senses at 28. That's certainly viable as well. I concentrated on your strength (smashing/lethal resistance) and on getting to Weave ASAP. Nothing wrong with instead filling in your weakness. No big deal either way there. A couple people talk about slotting High Pain Tolerance for damage resistance. Also a good idea, and in this case, I just hadn't gotten to it on my level 37 example. In this case, again I was concentrating on your strength rather than filling in your weakness. If you'd rather fill in your weakness first, then probably slot High Pain Tolerance before Tough.
And yes, as others say, take your inspirations. I recommend purples as your inspiration of choice, followed by oranges, followed by greens. I'm not saying don't take a green if you're about to die. I'm just saying that if you'd taken a purple, you wouldn't be about to die. But really, if the team is moving quickly, chug what drops as it drops, and just hang onto a few purples, oranges and greens for when things go south, or even better, for when you anticipate things going south.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Code Sanguine: Level 37 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Lunge -- S'ngH'mkr-Dmg/EndRdx/Rchg:30(A), S'ngH'mkr-Dmg/EndRdx:30(3), S'ngH'mkr-Acc/Dmg:30(5), KntkC'bat-Dmg/EndRdx/Rchg:30(7), C'ngImp-Acc/Dmg/EndRdx:30(15), T'Death-Acc/Dmg/EndRdx:30(25)
Level 1: High Pain Tolerance -- Heal(A), Heal(29), Heal(31)
Level 2: Spine Burst -- M'Strk-Acc/Dmg/EndRdx:30(A), M'Strk-Dmg/EndRdx/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:25(5), Sciroc-Acc/Dmg/EndRdx:30(7), C'ngBlow-Dmg/Rchg:30(11), M'Strk-Dmg/Rchg:30(23)
Level 4: Fast Healing -- Heal(A)
Level 6: Swift -- Run(A)
Level 8: Impale -- Mael'Fry-Dmg/EndRdx/Rchg:30(A), T'pst-Dmg/EndRdx:30(9), Ruin-Acc/EndRdx/Rchg:30(9), Ruin-Acc/Dmg/Rchg:30(11), Thundr-Acc/Dmg/EndRdx:30(15), Mael'Fry-Dmg/EndRdx:30(23)
Level 10: Indomitable Will -- EndRdx(A)
Level 12: Build Up -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Mind Over Body -- EndRdx(A), ResDam(25), ResDam(27), ResDam(27)
Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(17)
Level 18: Quills -- M'Strk-Acc/Dmg/EndRdx:30(A), Sciroc-Acc/Dmg/EndRdx:30(19), C'ngBlow-Dmg/EndRdx:30(19), Dmg(21)
Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(31)
Level 22: Health -- RgnTis-Regen+:30(A)
Level 24: Kick -- Empty(A)
Level 26: Ripper -- Acc(A)
Level 28: Tough -- EndRdx(A), ResDam(29), ResDam(34), ResDam(37)
Level 30: Weave -- EndRdx(A), DefBuff(31), DefBuff(36), DefBuff(36)
Level 32: Throw Spines -- Det'tn-Acc/Dmg/EndRdx:35(A), Det'tn-Dmg/EndRdx/Rng:35(33), Posi-Acc/Dmg/EndRdx:35(33), AirB'st-Dmg/Rchg:35(33), AirB'st-Dmg/EndRdx:35(34), Det'tn-Dmg/Rchg:35(34)
Level 35: Heightened Senses -- EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Critical Hit
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1021;467;934;HEX;| |78DAA592CB4EDB40148667B08313622738211010156CD978CD4502899B8444A4701| |1B4A56D64C21046B2C691ED40E98A07E01510B46A1F02F5E1DC733C2716446C5047| |F2F7CFFC3E3779DCFABE6D3376B7C178652BF0E3B873D48DFC7E5F44C5D620F1131| |92A672BBC108B47BEEA0DA4121663AC318CE9B44420847730904110CFE5EEB6B814| |2A16DE29D8FDF04644EE9EBA1291508937DCD8ED300CBC5D992811C70E1D7A57895| |4BDB23E057874B3FD9EBA96B13C97814C6E6B3B7DD9F53603FF87E8B4FC3811D16D| |13465A82E71167CB565AC8C434D898A5D574B58E1B5A2BA44DD2138CE3592E6313D| |A7BB2C8827A7C58CF7DBBDE04E934E947C835A89E41F50AE015C82BD4B5F70B3C8B| |7A58D4A3483317DDD7B52B233D3E415C89EA9528E7276859D71B2B53BE3DA2A710E| |3E83CEE505EB3A6F5339CAB9C67F9559A7B72447F438CAB7B182ECD5C335EEB14E9| |19C4D6A9577D9CDE915AF0AE41F337D661F321BBAE195D9ACDA4B0D81F7066C999A| |566E97BD6BC99FF152CCB64FB2F1DBA87B699DF35E3F49D16CCFC9FF8AFF56C0FFB| |950EF1131E23DA8813C417C457C437848F38477411E9DF3CBBBA8C03AD2056116B8| |87B08E2165E7919C06DDC39880AA28A9844D411D38839C40322FD075C23E0EE| |-------------------------------------------------------------------|
-
Quote:We're fringe fighters? Don't dive into the pile? I thought pile diving was what we were known for!Scrappers are fringe fighters, so don't dive into a pile - skirt the edge and pick of stragglers instead.
But OK, yeah, if pile diving is getting you killed, better to hold off until your defenses come together more. -
-
Quote:The Stalker stealth cap is MUCH higher than others, 1143 feet in PvP at level 50 vs. 852 for VEATs and 572 for all others. Being invisible is CENTRAL to how a Stalker plays (or so I hear - I don't have one).Which brings me to another question. Why is Invisible on blue not as good as Hide for stalkers? Every time i'm invisi, i am always hit by someone. lol. Is there something that can be used to see stalkers, or is theirs just better than ours?
You can do a lot to improve your perception. Tactics, Focused Accuracy, Rectified Reticle, yellows, and probably other techniques. Some sets offer perception as well, but not Katana/Regen. Perception on VEATs caps at 1261 feet, and on all other ATs caps at 1153. So even if you cap your perception, you STILL won't see a Stalker until it's 10 feet away, which is probably too late.
In contrast, if you hit the invisibility cap on your Scrapper, people with capped perception will still see you from 581 feet away. You're invisible, but they have infravision, ultravision, magical sight of some sort, sonar, etc., so they see you anyway.
Still, you're a Regeneration Scrapper. You have burst healing to deal with getting hit by a Stalker. Try to see the game from their perspective in this. Yeah, they get the first shot, and it's a really nice shot, but then you just heal and they have to run. They can't kill you, ever, as long as you're on your game. How frustrating is that? Probably more frustrating than having to click a heal occasionally. And if you get dropped by a team of Stalkers, well, you'd have been dropped by a team of archetypes X, Y and Z, so it doesn't really have anything to do with them being Stalkers.
Again, I don't PvP, so if I'm way off base on how this goes down in practice rather than in my head, my apologies. -
-
Yeah, I agree that it misses out on some of the synergy of Katana/Willpower. But Dual Blades/Willpower was a whole lot of fun for me to level up, and definitely couldn't be described as weak. It's a great combo. Should be lots of fun for you, Black Strike. Welcome to Scrapperdom.
-
The second billion is always easier. Grats!
-
1) That's reasonable. Regeneration falls below defense on your priority scale, but 600% shouldn't be too hard to get, and having good passive regeneration does make for less frantic play.
2) Yes, recharge is the name of the game. You should be getting as much as you can afford. There are other approaches that work just fine, but I'd stick with recharge unless you really know what you're doing and why.
3) Achilles' Heel procs are for your single-target chain, not for your AoEs.
4) Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
If you have the influence, five Hecatombs and the Achilles' Heel in Gambler's Cut will give you better global recharge and better damage, particularly considering that you'll be using Gambler's Cut every other attack. Probably only worth it if you're swimming in influence, though.
I'd find a slot from somewhere to finish the Blessing of the Zephyr set in Combat Jumping. There's probably a better approach, but a trivial change is to pull the Rectified Recticles out of Build Up and replace them with a single level 50 common recharge IO, which gives you bettre recharge in one slot than you have from your two slots. As far as the lost to-hit, you'd be better off finding a slot from somewhere to put in a Kismet unique. That's available full time instead of less than 1/3 of the time.
Nothing else is really jumping out at me. Looks pretty good. -
Quote:I'd suggest being careful with that approach. I wrote most of my response before seeing your follow up. I tend to hit refresh on the original thread once before posting. So I only saw your second post when I was about to hit the post button. So in my case, you didn't provoke a response; you only provoked annoyance and a posting delay.This... was used to provoke responses. Which it did wonderfully.
I should note that the showing us up part wasn't what I found provoking. We're Scrappers. I've mentioned in the past that the Scrapper forum is a game of King of the Hill, but with the rules modified to see just how many of us we can fit at the top. I ENCOURAGE you to play your own game and show us just how good you can be.
I also didn't find it provoking that you might find villain side to be friendlier. Not only can I not argue with an opinion, but it may well be the case that if I spent a lot more time villain side, I would agree with you. Wouldn't be suprising, even if I find the Scrapper forum to be a very friendly place overall.
What *I* found provoking was a combination of your lack of patience, particularly on Black Friday, and that you expressed some otherwise perfectly reasonable thoughts (villains friendlier than heroes, that you could wing it successfully) in a way that seemed intended to be maximally insulting in order to provoke a response. Dude, I was TAKING A NAP. The very first thing I did on waking was READ AND PREPARE A RESPONSE TO YOUR POST. That's as frickin' fast and helpful as I can possibly be to you. I didn't feel that warranted me being insulted for my efforts.
I even considered NOT posting what I'd written. I do not like rewarding impatient people who bump their own thread with insults to provoke a response. But I didn't want to have wasted my time spent writing, and figured you were new to the Scrapper forum, so maybe I was just misreading you.
Well, you've now confirmed that I wasn't misreading you. You were being intentionally rude in order to get what you wanted. I now regret trying to help you. I don't have an ignore list, and I'm bad at names, and I've certainly seen much worse, so I'll probably forget this quickly and respond helpfully to your questions in the future. Unless you pull the same trick, anyway, in which case, you aren't getting a response from me, even if I've already written three pages of the most awesome information ever and now have to junk it. I am no longer responding to people who pull this trick. You were the final small straw that broke that camel's back.
I don't think this is unfriendly on my part. I'm just doing my small part to not reward poor forum ettiquete with helpful information. The scrapper forum is usually a very friendly and informative place. I would like it to remain so, and also hope that you find it so in the future. -
Quote:*sigh*How would giving rewards for doing PvE in a PvP zone make people anything but really angsty targets? It seems to me it incentivises pure PvE people to come into the zones and farm NPCs, then complain loudly that they are being attacked when all they want to do is get drops from the NPCs. Then they will get frustrated and leave the zone.
Yeah. You're right.
Most people probably complain about everything and have an overblown sense of entitlement in PvP zones. It would lure ME to PvP zones, and I wouldn't personally complain about being killed, would try my best to fight back, and this might be the "starter drug" that eventually pulls me into PvP. But yeah, probably all this would do overall is create some additional angsty targets. Just more people like the badgers, "Hey! Don't attack me! I'm just getting the PvP bages in a PvP zone! I can't believe anyone would actually try to PvP me in a PvP zone! You're all horrible people!" -
It does cost DPS on I think everything but Spines, yes. It's not huge. It's more a matter of how much it annoys you than actual numbers.
-
Quote:Well, if you lost Ubes, you gained me.And if you want to go the easy route and just lure anybody into pvp zones with carrots, then you can't make the carrots as scarce as the devs had. Maybe if you let critters drop them to get the pve purists in there, and allowed a chance for a drop even if you're beaten to get people who are discouraged by the fact they can't kill anybody.
I know a lot of people are put off by the bribe technique, but I'm not so sure that the pvp'ers would mind having more targets to go after regardles...
If you make PvP recipies drop from the PvE enemies in PvP zones, and let me have a chance of a recipe even for getting killed by another player, I'll show up. I'll carve through enemies, try to defend myself when attacked instead of just running like a wimp, and not curse when I end up in the hospital 99% of the time.
If I get frustrated with it, I'll probably leave and never return. But if it's at least not too bad, I'd probably keep going, and slowly get better at defending myself. Maybe I'll only end up in the hospital 95% of the time, then 90% of the time. Maybe I'll decide I should get at least a cheapo PvP build for when I'm in the zone, and only end up in the hospital 80% of the time. And so on. In theory, this MIGHT eventually turn me into a PvPer, kind of by accident.
Extra bonus points if you roll back the rules to where I know how my powers work. -
Wait, what? Did you really just wait a mere hour, in the middle of the heaviest shopping day of the entire year, before accusing an entire faction of the game of being unfriendly for not jumping on your question?
OK...
Anyway...
Katana/Regen is a great combination IF you don't mind taking a very active role in your own survival, and don't mind a school of hard knocks. It's a good soloer, particularly in smaller spawn sizes, blooms early, and stays strong.
Katana/Willpower is often recommended for a first time scrapper. Willpower takes no effort devoted towards survival. It just chugs away in the background keeping you alive, and you'll barely even notice it.
And then there's Katana/everything else. Katana, and specifically Divine Avalanche, just makes all secondaries work better. On a Super Reflexes, you may eventually not need Divine Avalanche, but it sure smooths out the journey to that point, turning a normally late-blooming secondary into an early-blooming one.
The trick to know about putting scrapper combinations together is that there is no trick. Everything goes with everything. There's very good balance. Yes, some combinations will be better at some things, and others at other things, and some may be a little better overall, and others a little worse overall, but they're all very good. So it is difficult to recommend something without knowing more about how you want to play and what you care about (active/passive, solo/team, small spawn/large spawn, single-target/AoE, leveling/end game, etc.). -
DOH! Battle Agility! *facepalm* I forgot Battle Agility. That's why I'm so messed up. OK, so there's another 13.8% * 1.56 = 21.53%. So yeah, capping DDR is pretty straightforward. Don't mind me. Let's all pretend this didn't happen, shall we? *whistles innocently*
-
And that just makes me sad. You shouldn't be able to PvP while eating a sandwich. I say that while I'm typing this, eating some coffee cake, and killing +0x8 farm spawns in the background with my AoE on auto. Maybe you should be able to pull off stunts like that in PvE. But PvP should be different. I have no problem with fast action and fast kills. If I WAS PvPing, I think I would prefer it.
Sorry for my off-topicness. I just didn't pay much attention when PvP 2.0 came out since I wasn't PvPing. So while this is all old news to perhaps most people, it's new news to me. -
Quote:well, huh! So are you seeing the same numbers in game as are shown by Mids', then? It would be very interesting if the enhancement to DDR was NOT ED-capped. Are there any other examples of that in the game? If not, is this likely a mistake that they may let ride since it's been around for so long now?I'm not sure about that Werner, I have DDR monitored on my BS/SD scrapper and as long as AD is double stacked (only about 40% of the time on my build, I haven't invested the massive $$ into recharge bonuses) I maintain capped 95% DDR according to the in-game numbers. It drops to the 75-80% range with AD single stacked. That's with AD slotted with 3 Membranes and BA & GC slotted ED cap def.
I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me. -
-
Correct me if I'm wrong, but I think the absolute impractical sustainable maximum defense debuff resistance on a Shield Defense scrapper is 87.91%. The practical maximum is more like 76%. I think we're all falling for a Mids' bug. Specifically, Mids' isn't ED-capping the enhancement to DDR, just like it isn't capping the healing enhancement applied to the +regeneration uniques. I think you have to calculate the DDR yourself if you want the correct number, and believe me, you want the correct number here, because it makes a HUGE difference.
The absolute impractical maximum would be six +3 Enzymes in both Active Defense and Grant Cover, with enough global rechage to double stack Active Defense. In that case, your ED-capped enhancement is 81.47%. Active defense is 17.3% DDR, so 17.3% * 1.8147 * 2 = 62.79% DDR. Grant cover gives 13.84% * 1.8147 = 25.12% DDR. Put them together and you have 87.91% DDR.
In practice, you would probably have something more like three even-level Membranes in Active Defense, and the equivalent of 3 SOs worth of enhancement in Grant Cover from some set. That would be 17.3% * 1.56 * 2 = 53.98% from Active Defense, and 13.84% * 1.56 = 21.59% from Grant Cover for a total of 75.57% DDR. You might have Active Defense triple stacked some of the time depending on your global recharge, so you WOULD have periods of capped DDR. So it seems to me the main game is to maximize the amount of time you spend with Active Defense triple stacked if you're trying to get to the cap. -
Quote:What Nihilii said."Perform better" is a bit vague to give a simple answer.
Most Kat/Dark should kill faster than Kat/Invul, simply because Dark has a damage aura, but if you build a Kat/Dark to be sturdier than Invul it'd involve spamming DA which would lower your damage. I'm not convinced on S/L def on a Kat/Dark, going for ranged/AOE and letting DA take care of melee seems a better approach to me. -
I don't know about the Cimerorans, but typical defense debuffs seem to run in the 10-20% range, though there is a lot of variation. So then you'd be looking at 2.5% to 5% debuff for every hit. Let's go with the low end, 2.5%. One hit removes your buffer. Two hits has you getting hit 50% more often. Pretty soon, you're looking at cascading defense failure. It won't happen as fast as on a character with no defense debuff resistance, but 75% isn't really enough to keep it from happening without a lot more buffer, particularly if you play on x8, where you are guaranteed to be hit by things fairly constantly, even at the soft cap.
For the sake of argument, plug in Grant Cover with three defense IOs. If I'm reading it right, that gives you another 24.4% defense debuff resistance. If you're currently at 75%, that means you're capping DDR at 95%. At 95% DDR, it would take FIVE hits to remove your buffer. Five MORE hits to get you hitting 50% more often. And all in a pretty short time frame. You're simply never going to see cascading defense failure with 95% DDR. -
Quote:Free level 50 and all the IOs you want for PvP only? Interesting thought. Granted, I like paying my dues to level up then buy an uber build, but it really doesn't make as much sense for PvP, which I see as more a first person shooter kind of game than an MMO. There's enough challenge in putting together a good build for PvP and learning how to play it. Adding the time to level from 1-50 and the massive influence required for a top end build, and it might be a bit too much, particularly if the play isn't very rewarding. I can actually see this making a difference. On the other hand, I can see it upsetting a lot of current PvP players that had to level up their characters and spend billions to get where they are.My own feeling was they should have used the multi build feature to have a pvp build that you could IO out however you wanted. It would only be available in pvp zones and would level the playing field. The difference would bring pvp into an indycar type of feel where the driver is the only difference
It wouldn't do a thing to lure me in, though. Like I said, I LIKE paying my dues leveling up and earning the influence to create a top end build. That's not the barrier for me.
I could almost see fight-clubbing if the rules reverted to how they used to be (i.e., much more similar to the PvE rules). In other words, if it were a much simpler game that largely took player skill out of it, and it was just a build test, I might show up. But I DON'T think that's how PvP should be. I think it SHOULD all be about player skill. I don't mind building skill being part of it, though, as I think that is part of a PvP player's skill set.