macskull

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  1. macskull

    Purpled builds

    This is my Warshade's crazy-insane-high-recharge build that I put together shortly after I13 for something around 400 million inf (purples cost way less then, and I had several of them on hand already). The same build today would probably cost somewhere in the neighborhood of 10 billion.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint Umbral: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment

    Hero Profile:
    Level 1: Ebon Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(48)
    Level 1: Absorption -- Aegis-Psi/Status(A), S'fstPrt-ResKB(5)
    Level 2: Gravimetric Snare -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(37)
    Level 4: Gravity Shield -- ResDam-I(A)
    Level 6: Dark Nova -- GSFC-Build%(A)
    Level 8: Shadow Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
    Level 12: Sunless Mire -- RechRdx-I(A), RechRdx-I(37)
    Level 14: Shadow Cloak -- Ksmt-ToHit+(A)
    Level 16: Penumbral Shield -- ResDam-I(A)
    Level 18: Gravity Well -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(39)
    Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(40)
    Level 22: Stygian Circle -- EndMod-I(A)
    Level 24: Twilight Shield -- ResDam-I(A)
    Level 26: Gravitic Emanation -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(43)
    Level 28: Unchain Essence -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(40), Posi-Dmg/Rchg(43), Posi-Acc/Dmg(43), Posi-Dmg/EndRdx(45)
    Level 30: Inky Aspect -- Acc-I(A)
    Level 32: Dark Extraction -- S'bndAl-Build%(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(46), HO:Nucle(46)
    Level 35: Super Speed -- EndRdx-I(A)
    Level 38: Eclipse -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(46), P'Shift-Acc/Rchg(48), Efficacy-Acc/Rchg(48)
    Level 41: Quasar -- Dmg-I(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Nebulous Form -- EndRdx-I(A)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Dark Sustenance
    Level 2: Ninja Run -- Empty(A)
    Level 10: Shadow Recall -- Jnt-EndRdx/Rng(A)
    ------------
    Level 6: Dark Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(50)
    Level 6: Dark Nova Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(13), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(15), Apoc-Dam%(17)
    Level 6: Dark Nova Emanation -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Ragnrk-Knock%(21), FrcFbk-Rechg%(50)
    Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23), FrcFbk-Rechg%(50)
    Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 20: Black Dwarf Smite -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(31)
    Level 20: Black Dwarf Mire -- RechRdx-I(A), RechRdx-I(31)
    Level 20: Black Dwarf Drain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34)
    Level 20: Black Dwarf Step -- Winter-ResSlow(A)
    Level 20: Black Dwarf Antagonize -- Zinger-Dam%(A)



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  2. Among powers that I actually use, I'd go with Energy Transfer. I have Temp Prot on my /Fire Brutes and Scrappers as a place to hold another -KB IO, and the 20% slow resist it gives isn't exactly negligible.
  3. Why would I waste a build on TP/Fly when SS/SJ is better for almost every possible situation?
  4. Quote:
    Originally Posted by Dahjee View Post
    LotsoKills = all that is neded to be gud in zone PvP.
    Correct. This is why zone PvP is lol.

    Quote:
    multiply the pew pew kill hib pew run run pew pew pew run hib approach by teaming with others who do the same just like you.
    As opposed to... TP TP TP TP TP fly get webnaded TP TP TP try to snipe TP TP TP die respawn TP TP TP die respawn TP TP get webnaded die respawn TP?

    There. Now I've simplified advice given by you.

    Quote:
    Remember Con, I'm just changing the tread too. Heads up people! Good players used to try to reinvent the wheel. They remained open minded at most times, found holes,weaknesses etc... died a lot trying new things, very seldom discredited good info because of the source, became experienced and good in the process. Good players didn't get good from copy/paste. The people they coached and/or taught became good from copy/paste, and because of it stayed stuck on the process long after those good players left the game and left these boards with watered down versions of the originals who've run out of new material.

    The Good players of long ago didn't allow their subjects to try and do the same as them... it's how they kept them bad. <--- Profound. It's how noubs and vets of today are kept bad as well. Get out of the box people.
    That's all well and good, but that's pre-I13 when skill actually made a difference. Now that the skill gap is lessened it's more about what sets you're using and how your powers are enhanced than how good you actually are at the game.
  5. macskull

    Defense and PvP

    It's funny that the I13 changes were supposed to fix that, but now the differences between a good PvE build/character and a good PvP build/character are even bigger than before.
  6. macskull

    Dual Pistols

    Quote:
    Originally Posted by Oedipus_Tex View Post
    The more we yell and throw boogers, the less likely changes of any kind get made.
    Disagree: while the "this set is bad!" cries won't get anything changed, there are several people who've run the numbers and said, "Yes, this set underperforms, and here's how you can fix it." That kind of feedback is necessary, and indeed very helpful, but throughout the course of this game, there's a track record of taking a looooooooong time to buff underperforming sets.
  7. There was one running around a few hours after the servers came up on Tuesday, fully purpled and PvP IO'd.
  8. I really wouldn't bother to proc Hot Feet (or any damage aura), honestly. It just isn't worth it, with how the procs check to fire.
  9. Friend of mine uses one similar to this (this is his old build anyways, not sure if he updated it since he posted it):

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(5)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal(9)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(15)
    Level 4: Siphon Power -- Acc-I(A), Acc-I(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(17), RechRdx-I(21), RechRdx-I(37)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Hot Feet -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/Rchg(27), Armgdn-Dam%(27), Armgdn-Dmg/EndRdx(29), Armgdn-Acc/Dmg/Rchg(29), EndRdx-I(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(36)
    Level 22: Speed Boost -- Run-I(A)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46)
    Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Acc/Rchg(43)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(43)
    Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(48)
    Level 49: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run



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  10. I honestly would sell it, but given the choice it's probably better to put it in PSW (5 Oblits and the proc would be decent, I'd say). Proc will only have a chance to fire once every 10 seconds in Hot Feet, and only then if there is a mob in its AoE, whereas the proc will have a chance to fire for every enemy hit by PSW every time you use it.
  11. Spent more time sleeping, playing Modern Warfare 2, and playing Mass Effect 2 than I did playing this game. No double XP in MA = business as usual for me, I suppose. I did run a kill-most ITF (42 minutes) and "skip crap" STF (38 minutes) for the inf. Recluse gives 1.3 million inf when in SG mode, I discovered.
  12. The problem with SoW is that you can't change its recharge and its crash will drop 50% of your end, which can be a problem if you don't have Stamina. You should be able to get enough end recovery/+max end through sets where you don't really need it, and there aren't any good set bonuses offered by the resistance sets that you can really take advantage of (most of them give +hp, but you should be able to self-cap without having to rely on that much).
  13. Quote:
    Originally Posted by JonnyDeadSide View Post
    Zone is easy. You dont need to be a have or have not. Thats garbage. SO's are fine and you can be competetive.
    Zone is easy and needs no money/loot to enjoy it.

    Zone is alot of fun for many people. Try it out Incredipoe and see how you like it. ymmv.
    LOL@Paranoir's take. Haves and have nots....for zone....har har.
    GLHF PvPing successfully on SOs on Freedom if you're not a melee toon. Your average incursion into the zone, if the other side hasn't gone full retard or isn't getting camped at their base, will look like this:

    * Get KB'd by that Troller/Dom/Defender you can't see because you don't have enough perception or KB protection
    * Get mezzed as you're standing up
    * Die before the mez wears off because you don't have enough HP to live through the spike
  14. Quote:
    Originally Posted by ConFlict View Post
    Take all your aoes and hope you fight lots of retards.
    Sig-worthy.
  15. macskull

    Defense and PvP

    Quote:
    Originally Posted by Lewisite View Post
    I think I might end up finishing the character up just to get a better understanding of how these numbers vary from Mids to Reality. DR as a concept isn't necessarily awful, the idea of overpowered def is annoying, but useless as a damage mitigation is far too much. The end result is that characters going for def for damage mitigation should be in the happy place where its effective without being overpowered.
    Basically, DR makes it so that anything other than a VEAT, Stalker, Scrapper, Tanker, or Brute won't really be able to get past about 20% defense, which is useless without any elusivity to back it up (contrary to what everyone seems to think, 10% elusivity is better than 0%). Khelds could get respectable defense as well but their powersets are resistance-based there aren't many +def buffers out there (Emps will usually Fort the Blasters before any melee-ish characters).
  16. Son/EM is the best choice of the three, and wouldn't be too hard to build cheaply.
  17. macskull

    super reflexing

    Here's a quick DM/SR build I threw together - it's similar to the one I've got but drops Touch of Fear and Shadow Punch to pick up Hasten and Super Speed. Over 50% to all positions, and not too expensive. Only pieces that might give you trouble cash-wise are a few of the Obliteration, Touch of Death, and Gaussian sets.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(43)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(9), RedFtn-EndRdx(13)
    Level 6: Agile -- DefBuff-I(A), DefBuff-I(7)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Nictus-Acc/Heal(19), Dct'dW-Heal/Rchg(19)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(21)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29)
    Level 30: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(31), RzDz-Acc/Stun/Rchg(34), RzDz-Immob%(37)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), TotHntr-Dam%(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(36), S'dpty-EndRdx/Rchg(36), S'dpty-Def/EndRdx/Rchg(36), S'dpty-Def(46)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(40), S'fstPrt-ResKB(40)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def(42), GftotA-Def/EndRdx/Rchg(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run



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  18. Grav is a bad PvE set. Go Ice/Psi. Still starts a bit slow but you put out respectable damage and can stack lots of -recharge and -speed very quickly.
  19. macskull

    super reflexing

    Je saist is both right and wrong: some of the pieces that are desireable to use for softcapping are somewhat expensive and/or hard to get, but he makes it seem much more difficult than it is. Making money without having to farm or get lucky drops is really easy in this game - all you need to do is figure out how, and the market forum offers a wealth of information on that. Using only SO slotting in your defense-boosting powers (not counting Elude) you'll get 30.4% defense to every position, which means you'll need about 15% via set bonuses or other powers. Adding Combat Jumping (1-slotted for defense) and Weave (3-slotted for defense) will get you to 36.3%, which means you'll need less than 10%. The Steadfast Protection: Resistance/Defense IO will get you another 3%, and 6-slotting Gaussian's Synchronized Fire Control into a power that grants you +tohit (Focused Accuracy, Targeting Drone, Build Up, Follow Up, Soul Drain, etc) will get you another 2.5%. From there you'll only need about 5% through set bonuses to hit that magical 45%. My DM/SR sits at about 48% to everything and that was without trying too much. Unfortunately I've lost his original build and don't play him much anymore so there's not much point in me reconstructing it. I'll see what I can come up with for relatively cheap here - even with market prices the way they are, you should be able to easily softcap for under a few hundred million if you're patient and look for good deals.
  20. macskull

    Build Up vs. Aim

    Quote:
    Originally Posted by Kitsune Knight View Post
    Not all Blast sets have aim. And Aim's damage boost really doesn't make that large of a difference over time (and if you're not a mini-nuke set, your nuke doesn't really, either). Aim is largely an inferior version of Build Up (if you actually slot your powers with accuracy, you'll rarely need the additional tohit... very rarely), and in pve spike damage only has a moderate amount of tactical use... and rather minor in team pve.
    BU's damage boost doesn't make much of a difference over time either - it's the ability to frontload damage, and provide burst damage, that makes Aim and Build Up nice (and is one of the reasons Pistols is kind of a bad set, but that's neither here nor there). While I'll agree that BU is the better choice between the two, there's no reason to not take both unless you can't fit them in. Against a really hard target you could pop both for a huge damage boost to take the target out quickly, or if you're going at a more casual pace you could just alternate the two to be riding a respectable damage bonus most of the time. This is especially fun on high-recharge builds, where there's almost no downtime when you're alternating them.
  21. Quote:
    Originally Posted by Heraclea View Post
    Tankers will probably be in reasonable demand for such things as the Recluse and Barracuda SFs.
    Doubtful. Given that it's very possible to do both these SFs without any real form of aggro management, and Brutes have been doing the RSF (arguably the most "difficult" PvE content currently in the game) just fine since I7, I don't think Tankers will be replacing Brutes for anything. Brutes replacing Tankers - maybe, maybe not. The two ATs are different enough that I don't think it will be a huge issue. Besides, redside AT construction and team synergy mean that pretty much any combination of villains can steamroll anything so long as the players at the keyboard are competent.
  22. Quote:
    Originally Posted by paranoir View Post
    that time i started quizzing the two kins on whether the understood english or were in fact retarded korean farmers.
    What the hell did you do this time? (regarding your sig)
    Quote:
    Originally Posted by Techbot Alpha View Post
    This made my day
    I have been known to carry on discussions in global channels or peruse the forums while my team is running Mo* badges, so this wouldn't really come as a surprise to those who know me. Of course, if I were on something other than a Stalker, I'd've been paying more attention.
  23. macskull

    Power House Duo

    Seconding the Fire/Dark Corrs here. Those are crazy powerful... you could also do Sonic/Dark but you'd lose out on the AoE damage output a bit.
  24. macskull

    The Demon Farm

    In all honesty there's no reason to do the demon farm anymore - not when there's Battle Maiden and Council/Council Empire. Demons only drop arcane salvage while the other two options drop both arcane and tech. If you're set on the demon farm I'd probably just build for HP and recharge, since you won't have a defense-based shield and won't have Earth's Embrace.