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Posts
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Joined
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the blasty ones with range and the Short Circuit, the elec melee powers (especially TS) aim and bu and maybe lightning field for stalkers.
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how long till sign ups are closed and the ladder matches part starts?
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ever since the forum change but yeah before that I got mod smacked and threaten with a one strike rule for what was called a "rant"
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Some stealths do not stack and most at's are at a stealth cap that is over come by tactics. Add in the perception io and they can see you from farther away (and veats can even see stealth capped stalkers. You can monitor your stealth via the combat attributes.
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just devo I think spec and raz play l4d2
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Robo make spec get the other renegades to play k thx...he is canadian so you might have to talk slow
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I usually play a buffer in the zones - and usually always the first or second target lol. on my pain dom buffer i usually get every scrapper and tank in the zone after me...as soon as they figure out I am the one healing the doms and stalkers ;P
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Kind of - the stupid pa is so slow and the phantasm is like a glowing arrow pointing at you (here is the emp!!) lol. Before the test ladder fell apart I was working on a fire/emp troller - the imps are much faster and sort of bounce all over the place.
The confuse is nice on ill and there is lots of slotting for +hp supermax is correct though si uses way more end than stealth and stealth io -
I brought it up in another thread but what about other bugged powers - the MM drain psyche is still boarked. All those other slows that slow like lr shiver is one I think,
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Not all vet pvpers quit showing up in test pvp league..it was the vet pvpers who signed up for something know it was supposed to be fun, lost and took their balls and went home. TPVPL was the reason PE joined the test ladder...speaking of which Kat no one had to try out for every team. Some people like Ego created her own team to enter.. AA was specifically created by Hank to get new people in to ladder pvp...get them used to it and let them go join other sgs. Even during the start of the ladder - a lot of new sgs showed up...(I think there is still a match listed for ESK).
Either way I wish you guys luck with the ladder/league! -
not very tight all you need is ts as and build up - you don't need fitness as a stalker you should kill in 2 3 hits at most. TS does insane dmg when proced out. wp means your at stalker hp cap
three pools running/leaping and concealment -
hasten and ss
cj and sj
stealth, invis ps
sharks in your epic
first attack power, as, bu ts
all the wp but the revive..
your gold. -
just a quick redo - expensive but if you want to 1v1 you need hp and kb protection..
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Dark Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg(43), GJ-Dam%(46), GJ-Acc/Dmg/End/Rech(46), GJ-Acc/Dmg(46)
Level 1: Infrigidate -- LdyGrey-DefDeb(A), LdyGrey-Rchg/EndRdx(37), Acc-I(40), Acc-I(40), RechRdx-I(43)
Level 2: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg(3), GJ-Acc/End/Rech(7), GJ-Dam%(27), GJ-Acc/Dmg/End/Rech(37)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(5), ImpSwft-Dam%(5)
Level 6: Hurdle -- Jump-I(A), Jump-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(11), LkGmblr-Rchg+(11)
Level 12: Stealth -- Krma-Def/EndRdx(A), Krma-Def/Rchg(13), Krma-ResKB(13), Ksmt-ToHit+(23)
Level 14: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(15), SprngFt-EndRdx/Jump(15), Zephyr-ResKB(23)
Level 16: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(17), Clrty-Stlth(17), Zephyr-ResKB(19)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(21)
Level 22: Acrobatics -- KBDist-I(A)
Level 24: Invisibility -- Krma-Def/EndRdx(A), Krma-Def/Rchg(25), Krma-ResKB(25), LkGmblr-Rchg+(27)
Level 26: Phase Shift -- RechRdx-I(A)
Level 28: Arctic Fog -- GA-ResDam(A), GA-End/Res(29), GA-RechEnd(29), S'fstPrt-ResKB(34), Krma-ResKB(34)
Level 30: Benumb -- Acc-I(A), Acc-I(31), RechRdx-I(31), RechRdx-I(31)
Level 32: Life Drain -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg(33), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/EndRdx/Rchg(34)
Level 35: Sleet -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37)
Level 38: Heat Loss -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/Acc/Rchg(40)
Level 41: Shark Skin -- GA-ResDam(A), GA-RechEnd(42), GA-End/Res(42), S'fstPrt-ResKB(42)
Level 44: Hibernate -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45)
Level 47: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Dam%(50)
Level 49: Summon Coralax -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge -
fire dark does pretty well depends on who your fighting - darkest night is fun as is the res which is an auto hit stun and -5000% regen lol.
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reposted for readability - first thougt your hp is low if your going to slot ranged atks for dmg you can 3/2 slot or 3/3 slot for better hp gains. I am not sure why people slot the zephs running sprint is a bit of an end drain. I prefer the celerity ios in ss the springfoots in jump and then slot a end/run or end/jump or micro in sprint to boost any speed lost. (you get hp bonuses from both sets). Same thing with heat loss 3/2 slot it wtih effs and perf shifters. three end rdx is a waste in acro, one or a kb and an end rdx. Same for assault two end rdx if fine. Your health slotting - you can just slot the two proc but if you do 4 you should slot three numinas or three miracle for a hp bonus. just off the top of my head.
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Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Freezing Void: Level 50 Technology Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Dark Blast- (A) Apocalypse - Accuracy/Damage/Recharge
- (3) Apocalypse - Damage/Recharge
- (7) Apocalypse - Accuracy/Recharge
- (9) Apocalypse - Damage/Endurance
- (15) Apocalypse - Chance of Damage(Negative)
- (17) Cloud Senses - Chance for Negative Energy Damage
- (A) Achilles' Heel - Chance for Res Debuff
- (3) Achilles' Heel - Defense Debuff/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (17) Cloud Senses - Chance for Negative Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (5) Steadfast Protection - Knockback Protection
- (A) Jumping IO
- (A) Pacing of the Turtle - Accuracy/Slow
- (13) Pacing of the Turtle - Damage/Slow
- (23) Pacing of the Turtle - Range/Slow
- (25) Pacing of the Turtle - Accuracy/Endurance
- (31) Pacing of the Turtle - Endurance/Recharge/Slow
- (31) Pacing of the Turtle - Chance of -Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Steadfast Protection - Knockback Protection
- (13) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Miracle - +Recovery
- (34) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (34) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Defense/Recharge
- (42) Kismet - Accuracy +6%
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Thunderstrike - Accuracy/Damage
- (27) Thunderstrike - Damage/Endurance
- (27) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (33) Thunderstrike - Accuracy/Damage/Endurance
- (33) Touch of the Nictus - Chance for Negative Energy Damage
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Endurance Reduction IO
- (33) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Achilles' Heel - Chance for Res Debuff
- (36) Ragnarok - Damage
- (36) Ragnarok - Damage/Recharge
- (36) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (39) Efficacy Adaptor - EndMod/Recharge
- (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - Accuracy/Recharge
- (40) Efficacy Adaptor - EndMod/Accuracy
- (40) Efficacy Adaptor - EndMod/Endurance
- (A) Steadfast Protection - Resistance/Endurance
- (42) Steadfast Protection - Knockback Protection
- (42) Aegis - Psionic/Status Resistance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (50) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (A) Efficacy Adaptor - EndMod/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 1: Brawl- (A) Kinetic Combat - Knockdown Bonus
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
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what about mm blaster drain psyche? that is also bugged (and other bugged powers that slow like lr?)
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Quote:I think the rule was no more than two - which became the defacto team 2 sonics it just became a matter of who you caged and who got cages off first. Jal would cage the emps, VR would cage blasters and target the sonics so they could not cage..Also in i12 I remember dual cage teams being run heroside.. Either that rule never passed or was never enforced...
same thing I think when myk tried to make it no more than two forts for vills. -
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so just the line up they bring to the match..thx appreciate the lack of attitude.