Victory PvP University
Thanks !
Now the fun part .. getting enough A-Merits to buys the Lotg's (I wont slot them, just going to stock up lmao)
i19 mind/thorns-
A few changes from the original build. I gave it a PPP rather then a "blue" epic so you don't have to change sides.
I did put in a PvP IO set in fling thorns- its rather cheap right now, maybe only a tad more expensive then posi blasts. This can be changed to posi blasts if you don't have the funds for it.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
mind thorns: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Thorny Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Ruin-Acc/EndRdx/Rchg(5), Ruin-Acc/Dmg/Rchg(5), Ruin-Acc/Dmg(7)
Level 1: Thorny Darts -- LdyGrey-DefDeb(A), LdyGrey-%Dam(7), HO:Centri(9), HO:Nucle(9), Acc-I(31)
Level 2: Levitate -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Dmg/Rchg(34), Ruin-Acc/Dmg(34), Ruin-Acc/EndRdx/Rchg(37), Ruin-Acc/Dmg/Rchg(39)
Level 4: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), G'Wdw-Dam%(40), G'Wdw-Acc/Rchg(40), G'Wdw-Hold/Rng(40)
Level 6: Fling Thorns -- JavVoll-Acc/Dmg(A), JavVoll-Dam/Rech(36), JavVoll-Dam%(36), JavVoll-Dam/End/Rech(37), JavVoll-Acc/End/Rech(37), JavVoll-Acc/Dmg/End/Rech(42)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(46)
Level 10: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(46), Mlais-Acc/EndRdx(46), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50)
Level 12: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Dmg/Rchg(13), Ruin-Acc/Dmg(17), Ruin-Acc/EndRdx/Rchg(19), Ruin-Acc/Dmg/Rchg(33)
Level 14: Super Jump -- Jump-I(A), Jump-I(15), EndRdx-I(15)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Super Speed -- Run-I(A), EndRdx-I(19)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21), Krma-ResKB(21)
Level 22: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(23), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(33)
Level 24: Telekinesis -- RechRdx-I(A), EndRdx-I(25), Range-I(25)
Level 26: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(27), GSFC-Rchg/EndRdx(27)
Level 28: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(29)
Level 30: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 32: Phase Shift -- RechRdx-I(A)
Level 35: Acrobatics -- EndRdx-I(A)
Level 38: Thorn Barrage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Ruin-Acc/Dmg(43), Ruin-Acc/Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(50)
Level 41: Water Spout -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(42)
Level 44: Shark Skin -- S'fstPrt-ResKB(A), ResDam-I(45), EndRdx-I(45)
Level 47: Summon Coralax -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-Heal(45)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(11), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(36)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;743;1486;HEX;| |78DA8D94596F125114C7EFB094528602A5B474A3405728A52571695DBAD89A58539| |29A6A346A24633B2913E94098B1B16F26469F343135EA935B1AAB9F41BF803EF831| |FC026EF1C5E0592E60D21727F0FF71CF72CF397766C8DF595685B83B2F94C05249B| |3ACC27279DB3035BB5C75E7B52D63C307ABCDB85D2C574DCB23848835FC85A5B269| |57CBA56C1E22EA8B78D3BD6859DAED929DBD88B9BBF56568C52CEA55DDB4B3F51FE| |A5A193659D5B58A616EB5D162BDA2EB9B81BA7D53AF5A45A312A2F58AB96358C64D| |A364D8BBF1B3156323DBACB8AAEF189A5DD4CC425EB36CBDBA1B858653F03DED14F| |2AAB9C53E20271C6F190704D753C098703D23B4EC1182CD2C97F8E4C0B8962F84D6| |2360743945EB2966AC9712E620419165142E93E0FD135C2DC11B0F73B551AE360F5| |94E99E5E4AC510E1FE5E4B16D855064DC2274408A5B66B98F3AD134748C91240C1F| |67CC1052B3842EB8851ECE523C11DA68F237AC06C402F8BD7258EF37F67C67FC204| |CFD24E47E11C210EE93E57DDCB4CADDAADC7B9047EDE051E33C6A37D4F67396C33F| |4E71ED120942120202B2BFC0046FC418024F487A429364EAE09C1078C20A6F1AE69| |93AFFD04C9D3C5A27F41A91A3455ED20DEC7ACD784388ED13E2AF086720BC5B36D9| |CDC5A35C299A2684A1608F0CE839A09CDEF78C77043F04F4C95EFBB8A37E6E25E04| |165CF007B62EC098267903D6250560553529A92B203E86D441EFB081F7B8ACF3BCD| |A79FE6634FF379E7F8F4EF41D6B8AC3ACE0F72EA33E13E7826E4281351051BC9646| |8A30C177C00015919909DA39CA979C602E12BFC7B4CCBBDA7B9EF1CA3DFD5787DE0| |0397583D64597335DE18A19025D98CA979838D37E37F2E373ED9CABFDBB71CB2789| |A168738AFE0E9F49F23645608ADCD0097784E23B6ED319EF053F28830F498F041AD| |877B2FB4C1AF75107109E5322EAFA05CC5E53594EB2837500A28B58F6A7DD8C00CC| |E3D8B7202E5244A04E6170F31D283EF9A0F4545F1A3B4A30450822861945E941728| |B5BF2F400462| |-------------------------------------------------------------------|
Dominators get access to the blueside epics iirc regardless of the side they are on. I know my Dom was able to before i went Rogue
Thank you very much Masque. I've got it for Ramm and will help TryMe2 with it.
PVE~* @Sunnysprite *~PVP *~SHI~Victory~JI~*Hawaiian Built*Ainokea*DaKine*H.I.C.*T&C
A huge thanks to @Pixel Empire and the rest of Run Forrest Run a Champion PvP League team for the following info.
This is from Kara a great pvp empath:
Atlas Park:
Duck under the pillars in City hall, run around the outside of the map. Avoid the pools since you can get webnaded there. You can even park on top of the globe if you want, some toons (*cough*) don't have enough jump height to get there. Always try to stay together as a group, though.
Perez Park:
You can duck behind the little 'theatre', fly around on the trees, duck under the small tree areas. If you do duck into those small copses, be ready to be followed, so have Hiber/Phase up. Try to avoid the lake area if you can, since it's WIDE OPEN and there is NO ESCAPE.
Skyway City:
You can use the parking lot, the elevated lot is good for buff gathers. Otherwise you're running around the central buildings forever.
Steel Canyon:
Nice to duck around buildings, circle around and come back toward the center.
You can also lose target under the small buildings near the central statue. Make sure you get out of your spawn point fairly quickly, because it's easy to lose track of the team if you lag behind.
Tech Lab:
THERE IS NO ESCAPE.
You really have to be on the ball here. You can run around, go up the little stairways into the cubbyholes or the recessed rooms, but odds are you're going to die here. Learn to manage inspires and your escapes, at the very least.
Industrial.
No map on this one (still) so, stick as a group and jump over the buildings. Try not to get caught in the small 'railings' in the outer structures, you can get stuck there and lose a spike or your buff cycles. Try not to follow people that are jumping all over and set a meeting place for rebuffs.
Striga.
Really wide map. You have TONS of spaces to run. There are the small paths between trees you can run to. You can also bank to all sides of the map and even run over the trees. The trick on this map is not to get stuck in those small tree pathways and get it going fast once you get seperated.
Graveyard:
Again, an open area. Run around the outer edges when being targeted. You can go through the porticos that seperate the wider area from the mausoleum, but don't let a Trick Arrow or Brute there or you're toast. Again, try to stick with your team if you can, because you don't want to be stuck far away for buffs.
Outbreak:
Fun map. You can duck behind buildings, hide on top of buildings, but be very, very, very careful not to get caught in fire escapes on the buildings while jumping around. If you do, you won't have time to jump off. With the teleport temp (all arena temps) disabled now, you're doomed if you linger here. As with Perez, avoid the middle if you can unless you're coming in on a spike.
This is a screen shot of Pixel's monitor when he PvP's
Here is his description of it:
1. Zoom out all the way. It helps a ton for locking targets and to generally see the battlefield.
2. I like my target window and buff bar nice & close, which helps lock targets and watch for incoming spikes on my buff bar without looking away from the action.
3. I like to keep the map open, so I can see where I am in relation to the group. Also, I have the targetter set as my waypoint, so I can easily see where they are on the map and line myself up to see the targets they are seeing.
4. I keep 2 windows open for System and To-Hit rolls. I actually don't generally use my to-hit rolls window to watch for incoming spikes, but many folks do.
5. I like to set my window opacity as low is it will go under options. It helps a bit to see the battlefield.
6. I like to turn off auto-powers on my buff bar, to cut down on useless info. I set it to not stack icons, so piles of attacks are more noticable.
On my emp, I don't worry about the target so much, so that window is not as close. Instead, the most important information is team buff bars, so I undock the team window and place it below my toon. But I'm a bad emp, so that's probably bad advice.
This is how Pixel describes a jump team:
The most basic large team PvP strategy is the standard jump team. It's a run-and-gun style of play with a lineup approximately consisting of:
2 Emps
5 Blasters
1 Rad
The emps are there purely for support - buffing and healing teammates. They don't participate in offense at all. Mind/Emp and Ill/Emp controllers are most popular here, but the other power set is mostly used for IO set mules, so pretty much any emp will do. Defender emps just got a virtual buff, as well, with the ability to switch sides and get the good version of Power Boost.
The blasters are generally Psi/, but Sonic/ and Fire/ are good, too. The secondary is always /EM, for the benefit of Boost Range.
The rad is typically a rad/psi or rad/sonic defender. Son/rad, Rad/rad, and fire/rad corrs are also valid. The primary purpose of the rad is to increase the damage dealt by blasters with the toggle -res debuff Enervating Field, and provide a few attacks on a spike as well. Due to having less range than the blasters, the rad is a little more exposed, so the rad may not tee off with as many attacks as the blasters do - typically the rad will throw the EF and 1-2 attacks, then back off and play evasively.
5 blasters is a bit redundant, and there is room to play with the lineup a bit. A blaster might be replaced with a stalker that is good at getting AS off on fast moving targets, or some disruption in the form of a taunter (tank/brute/scrap) or Trick Arrow controller. Teams that expect opponents to bring stalkers may play a Widow here. Replacing a rad and a blaster with a dom and a stalker is also a valid choice. But having 5 blasters also has the benefit of always having enough damage even when players are evading, hibernating, respawning, or just being slow to get on target.
One player is designated as the target caller. Having the rad call targets is a popular choice, but having a blaster call targets is good, too.
At the beginning of the match, the 2 emps typically divide the team in half, one emp taking the top half of the team list, the other taking the bottom. For the initial buff period, emps hand out Fortitude and Clear Mind to their half of the list while everyone toggles up. They also should try to CM each other. The target caller may make an early call on who will be the first target, or may decide to call the first target that pops up. Just before the starting bell, emps and the rad release RA's and AM, and the match begins.
Between spikes, all players should play evasively. Stay loosely together, so that you can all see the same targets and are in range of your emps. STAY OUT OF THE MIDDLE OF THE BATTLEFIELD. By backing out of the middle, you become less likely to be targetted, and more likely to successfully evade when you are targetted. You also have a better view of the battlefield, so you'll be able to pick up targets better, and watch your opponents' movements so you can see in advance who they may be going after - if all of the sudden all of their blasters turn towards you - RUN! Also, try to stick near some terrain features, so that you have something to duck behind if you are targetted.
The target caller selects a target and announces it in Vent. "Target is Batman." All members of the offense try to lock on that target as quickly as possible. Keep your camera zoomed out, mouselook around, and tab quickly but not so fast that you tab past your target. When you have the target locked, say in Vent: "locked". Depending on how the offense runs, the targetter will wait for 1-3 locks. The more experience the team, the fewer locks he will wait for. Once you're locked, try not to telegraph the spike by heading straight for the target - hang back until the countdown starts and track your opponent's movements so you can maneuver into a good position to get a full attack chain off on him while he jumps by at full speed.
When the targetter is satisfied with the locks, he begins the countdown. "Batman in 3...2....1....spike!" During the countdown, hit either Aim or Build-Up (not both - alternate one or the other per spike), and maneuver into position. Begin your attack chain right on the work "spike" - no earlier, no later. Going early warns the opposing team, and lets their healers start the healing. Going late means your damage won't come in until after the target has already started popping greens. If everyone spikes with perfect timing, no squishy will survive. If you haven't locked on to a target before the countdown starts, keep looking; you still have 3 seconds to find them and get in on the spike to push the damage over the top.
For a psi blaster, the attack chain should be Will Dom -> Psi Dart -> TK Blast -> as many other MB, PD, TKB's as you can get. Because of the peculiarities of the animation/travel times, the WD-PD-TK chain should allow all the damage from all 3 attacks to hit at about the same time, making healing or evading very difficult.
The rad should lead with the EF toggle debuff, and a few attacks.
Attackers should be careful not to plant in one spot when firing off attacks - learn to jump and attack, allowing you to somewhat pursue your target while attacking and helping you to avoid being vulnerable to attack or a stalker's AS.
The attacking continues until the target dies or the target caller calls off the attack. You probably moved towards the center of the battlefield to launch your spike - get your butt outta there, start playing evasively, and start looking for the next target ASAP.
All of the above happens FAST! As fast as possible. The target caller should be calling targets with a solid pace, and the offense needs to lock quickly. The more spikes you get off per minute, the more points you'll score, and the more the opposing offense will be evading and hibernating instead of attacking you.
Be ready for target callers to switch targets on a moment's notice. It is a waste of time to keep chasing a target that has an emp locked onto him, or that has chosen a nice evasion route. You want to switch to the next target quickly, before the emp chasing the last target has time to reset. Also, if the target caller notices an opposing emp use Absorb Pain, he will likely switch to that emp and start a new target without waiting for any locks, just a very quick "Switch to Protecto-Dude in 3...2....1...spike!" Make that switch fast so you can score an easy point and leave the opposing team short on support while the emp respawns.
The target caller will likely be cycling through only a few select targets: the opponents' most farmable players or players in key roles. Also, when an opponent phases or hibernates, the target caller is likely to come back to that target in the next spike or two. Use that knowledge to think ahead and lock on targets faster.
While all of this locking and spiking is going on, the emps are watching buff bars and the opponent's offense like a hawk. As soon as the emp sees a teammate's buff bar fill up with attacks from the opposing player, the emp springs into action - moving into position to get off a well-timed heal. It's a very tricky business, recognizing the opponent's target, quickly judging between using Heal Other and Absorb Pain, maybe fitting in a Power Boost, and getting there before the target is dead. That's why emping a PvP team is one of the hardest things to do in the game, and why even though they never show up on the scoreboard, the team's emps are very often the biggest difference between victory and defeat.
Oh, and while they're doing all that, they are also responsible for keeping CM and the occassional Fort/AB on the offense.
I'm definitely not the best person to give advice on emping - Neuronia will give you some great guidance there.
So...locking, spiking, healing, buffing, all at very fast speeds - that's a lot to do. But that's only half of what you need to do in a PvP match - all players also have the very important responsibility to NOT DIE.
DO NOT DIE! At anytime, if you become the spike target, not dieing is the one and only job you have, until they move on to someone else. Don't be that brave little soldier in the middle of the action, taking it on the chin to fire off one more futile attack. That guy forces the emps to put themselves at risk by APing, and still ends up dieing!
At all times while PvPing, be vigilant. There are a variety warning signs that you are the target. The obvious one is when your buff bar suddenly fills up with attacks. Some PvPers play with a chat window open that shows To-Hit rolls - a sudden string of to-hit rolls in the chat log means those attacks are coming! If you're being a good player and playing back from the action rather than in the middle, you will see all of the opposing blasters turn and head your way. Also, if you see the word "Placate" float above your head - you probably are being shot with a will dom. Watch for all of these early warnings. Note that taking damage isn't a good warning sign - if the spike is good, by the time you take damage it will be too late.
As soon as you realize you're the target - all other responsiblities are off - SURVIVE! Take off on an evasion route that breaks line-of-sight as quickly as you can, and keep on going. Put your finger on the button to pop your green insps, and as soon as the first tick of damage comes in, pop 1-4 of them. Use Phase or Hibernate to escape, but be careful; if the psi blasters have already put the damage into the air that will kill you, hibernating won't save you - it only stops attacks launched after you hibe. Mose successful hibernate escapes involve popping a couple of greens and then hibing.
Emps and rads have healing auras to lighten the load on their insp trays, but need to be cautious - there can be a bit of a delay after the aura animates when you can't quite pop greens yet. It is my experience (when playing rad), that it is best to pop a few greens and then use the aura.
Once you've successfully dodged a spike, try not to use your insps to refill your bar to full - insps are for surviving spikes. Emps/rads can refill with their healing auras. Blasters should count on your emps to meet you coming off your evasion route to top you off. Now - get back in the action! More locking, more spikes! Quick! Quick! Quick!
This is going to be the basic and most popular style of lineup for matches 6v6 up to 8v8. Other lineup options are viable, but they all revolve around the basic tactics used on a jump team. Learning this strategy will be our first goal towards getting this team competitive.
Here is Punki's description of how he plays blaster on a jump team:
Here's some tips that I follow playing a blaster (mainly psi.em) on a jump team:
- When you are not the target caller, you can right click on the target caller and set him/her as waypoint (at the start of the match/buffing phase). This way you can see the yellow marker as to approximately where your target caller is when you've successfully evaded and needs to get back into locking on the target.
- If target caller is evading then don't go to the waypoint and find a target by going to another spiker on the team if you don't see the target. Hit follow on the spiker for like 1 second to get direction and then break off into your path with a good view of the direction your teammates are heading in.
- Another way for me to tell where my teammates are is by having the map up and monitor where all the green arrows are in relationship to you. Do not follow the lone green arrow (most likely teammate that is evading, hopefully being followed by another arrow signaling a healer to the rescue), you want to be where the mass of green arrows are.
- Repearing what Pixel already mentioned: Understand that if you had just phased or hibernated, that you will likely be the next target so proceed with that in mind.
- Again Pixel made mention: Positioning is key when you launch your attack chain. Usually the caller will try to time the 3 at the peak of the target's jump and 1 when target would be landing. Anticipate where your victim will land and time that start of your jump while attacking chain ex psi's WD-PD-TK-PD/MB. Usually if most of the spikers are on cue, the first 3 attacks should surfice.
- When I am late to lock on target, if 1 second after "spike" had been issued, I will go PD-TK-PD/MB or a little more than 1 second late, go straight to TK-PD-MB. The key is to time all the incoming damage into victim about the same time.
- I usually have my target window, my health bar and a tiny resized check tab with either hit-rolls or incoming dmg on the top middle area of my screen to easily gauge incoming spike to me. Some people after each spike against, will right click and clear the history of the check tab. Your miles may vary, but I usually don't do it unless I'm phased or hibered. Even then I'm tabbing to find my target rather than take the time to clear history. YMMV.
- I also have show health/end bar from options up for myself (this is a little redundant if you already monitoring your main health/edn bar). for foes, I display health bar and name for easier recognition of target name and health/end status above their toons' heads.
- On the occassions that I am being end drained or -recovery. I will rotate the following if available:
1) H-Geas/V-Force of Nature
2) Conserve Power
3) Hibernate (last option if you do not have blue insp to pop and know toggle will drop soon)
By all means, you do not have to do any of these or use your own flavor of how to track your victim and gauging your vitals.
PVE~* @Sunnysprite *~PVP *~SHI~Victory~JI~*Hawaiian Built*Ainokea*DaKine*H.I.C.*T&C
Masque:
With I19 dropping, I've been playing my 50's...but just went in to lvl my cold/rad toon. Guess what. She's a hero, but the build has the epics for a villain. :P
So do I need to take her over to the dark side so I can get the Leviathan mastery set?
hmm, well i do like Hibernate for pvp, but we could probably work a build around phase instead if you didnt want to take your defender to redside.
I can take her to red side if that's the best build. Thanks!
Hahahaha... those evasion maps are priceless and holy hell my team types to much.
Trezen - Run Forrest Run
Trez you lurk too much!
Yeah pixel is cool for opening up the forums to help with this event.
I've been reading over this and related threads for the past day or so. This is the first thread I've found that is really enlightening in regards to CoX PvP. Great work! +1
Why thank you.
i cant remember who it was that was asking me about my earth/fire dom last night, but i told them i would post my build, so here it is.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(3), Apoc-Dam%(5), UbrkCons-Dam%(5), GladNet-Dam%(7)
Level 1: Flares -- GJ-Dam%(A), GJ-Dam/End/Rech(7), GJ-Acc/End/Rech(9), GJ-Acc/Dmg(9), GJ-Acc/Dmg/End/Rech(11), GJ-Dam/Rech(43)
Level 2: Stone Prison -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(19), TotHntr-Acc/Rchg(37)
Level 4: Stone Cages -- JavVoll-Acc/Dmg/End/Rech(A), JavVoll-Acc/End/Rech(13), JavVoll-Dam%(15), JavVoll-Acc/Dmg(15), JavVoll-Dam/Rech(17), JavVoll-Dam/End/Rech(45)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Fire Blast -- GJ-Dam/End/Rech(A), GJ-Dam%(11), GJ-Acc/End/Rech(17), GJ-Acc/Dmg(19), GJ-Dam/Rech(23), GJ-Acc/Dmg/End/Rech(23)
Level 12: Stealth -- GftotA-Run+(A), GftotA-Def(25), Krma-ResKB(31), Ksmt-ToHit+(31)
Level 14: Super Speed -- HO:Micro(A), Zephyr-ResKB(27)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 18: Invisibility -- LkGmblr-Def(A), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 20: Phase Shift -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 22: Combat Jumping -- Zephyr-ResKB(A), Krma-ResKB(33), LkGmblr-Rchg+(33)
Level 24: Stimulant -- Empty(A)
Level 26: Aid Self -- Panac-Heal(A), Panac-Heal/EndRedux(36), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), RechRdx-I(37)
Level 28: Super Jump -- HO:Micro(A), Zephyr-ResKB(39)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Stun(39), Amaze-ToHitDeb%(39), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(46)
Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Acc/Dmg/Rchg(40), GJ-Dam/Rech(42), GJ-Acc/Dmg/End/Rech(45), GJ-Acc/End/Rech(46)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43), Krma-ResKB(50)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(48), Krma-ResKB(48)
Level 47: Summon Tarantula -- HO:Nucle(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(43), P'Shift-End%(48)
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@The REAL Chop
My teachers always told me to follow my dreams. To bad they are all Nightmares.
Was looking into starting pvp and was thinking about going with the damage role.
-Was looking for stalker or dominator or maybe blaster combo, but preferrebly stalker or dom
-Would Elec/Nin Stalker,Thugs/Poison MM, Earth/earth dom or Dm/sr be any good at pvp?
Thank you in advance
Hi Masque. Know you're busy...but an i19 build for Mind/Thornes would be highly appreciated, when you have a moment? Please? LMK. Thanks!
PVE~* @Sunnysprite *~PVP *~SHI~Victory~JI~*Hawaiian Built*Ainokea*DaKine*H.I.C.*T&C