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SS/FA brute, slotted as you would for farming with high recharge. Camp a door, spam burn + footstomp and keep Rage up. The escapees die at you feet. "Chokes" are for losers.
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Quote:I had a long-retired PVP BS/Regen that had all the blue-side accolades. He was my main for many years before I left the game. So with the inf I have from farming, I pulled my BS/Regen out of mothballs and did a respec into the EXACT build you posted. Before I did that, I unlocked his alpha slot and did a dozen or so i-Trials to get a feel for how he played with his old powers. He was carrying about 30 HO's on that build (this was pre-IO build) and had the "old" powerpool choice of Fitness, along with Focused Accuracy from the epic pools. For the time, it was considered a great PVP build (and he was darn near unkillable against blue-side critters and in PVP could massacre any +DEF based toons, even Elude). But that was years ago.
I prefer katana/regen over bs/regen myself, but this build is more or less identical to the general build I use for soul mastery sword/regen builds. (I actually use leviathan mastery instead of soul myself, but the difference isn't much).
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The real reason you're a sword/regen: Parry. That is the single power that really makes /regens not "meh" compared to most other scrapper secondaries (these days).
Get it. love it.
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Here's a build that's not too expensive - only using one purple set. I didn't even include enzymes (Like I normally do), so that should save some cash as well.
<snipped the build to save space>
The build does not have an alpha boost slotted, I would highly recommend a spiritual core, however (recharge and healing are exactly what you need more of)
The to-hit versus +4s isn't perfect, but it's pretty close.
With 1 parry, you're just over 45% melee defense, and you're passively over 23% ranged and AoE.
Shadow Meld will put you over 45% defense all (even psi), for when you need even more added protection.
With accolades, you'll easily be at hp cap, and should have plenty of endurance at all times.
Performance shifter procs are perfect for QR and Stamina. They are the equivalent of .2end/sec mathematically, so since you have 2 of them, your net end gain is 4.06 + .4 = 4.46 - 1.02 = 3.44e/s. Which should be enough, even for a BS scrapper.
(should be: I've not actually done an EPS calculation to verify, I'm generalizing).
~Does that all make sense?
If you remember nothing else, remember:
Regen: Recharge, recharge, defense, moar recharge.
The HO build held its own, my To-Hit against +4's (eventually +3's before I stopped to respec) was fine. But my survivability outside of IH was rather poor. I was popping purples a ton to survive. Others had advised me here that MOG is now definitely worth taking so I wanted to respec into that anyways.
So, after respec into your build, here's what I've noticed:
1) Critters whiff FAR more than they did. I'm at 21% passive +DEF or greater vs. most common stuff. In the i-Trials, I still can get chewed up when soloing a chamber or a crate during the gathering phase. I'm careful to not double-stack MOG with Shadowmeld, and I use Parry in every attack chain, usually double-stacking it (except when MOG is up). The net result is that even with "only" ~21% DEF vs S/L, on a Regen, this feels MORE than sufficient. Would I like it soft-capped? Absolutely, as I've done that with my aforementioned Brute. But with Parry, MOG and Shadowmeld, you totally mitigate this at the expense of having to click for your defense. Which holds up true for your second bit of advice.
2) Recharge is essential to making this work. Even with all the LOTG's I've crammed in here and Spiritual T3, I'm still not perma-hasten. I've not yet managed to slot the fifth Hecatomb yet so hopefully that will help there. But without Recharge, you'll have gaps in your defense. Against some PVE critters (Longbow and Arachnos come to mind on +4 mode) you'll feel it. I've not faceplanted yet in such situations, but had to resort to popping greens and purples to survive. Which leads me to END use.
3) I really didn't have to click Conserve Power on my old build very often other than versus AV's. Even running FA + Tactics + Maneuvers + Tough + Weave, I just didn't have any END issues. On this build you'll be running Tough+Weave+Maneuvers with 1-slotted Stamina and 3-slotted Quick Recovery AND have insane recharge so you'll be swinging that big chunk of steel and clicking MOG and Shadowmeld constantly. So while END is MOSTLY ok, you'll find yourself in trouble fighting anything that robs END and is getting through your defenses to do so. Its not wroth going the Cardiac route but I'd say you may still need to carry some blues with you as emergency reserves. BS is just an END-heavy attack chain and with the high recharge you'll be sporting with this build, both Headsplitter and Disembowel are up all the time. During the prisoner escape phase of the BAF, for example, I was getting very low on END every minute or so, having to pause to recover. This is with TWO PerfShifter +Chance for +END slotted per the build plan posted, plus the Miracle +Recovery, Numina +Rcvry, all kinds of +Rcvry set bonuses, etc. As Uncle Ben sez, "With great power comes great END use Son."
So all in all, a GREAT build, just have to be fast on the clicking and learn how to alternate between MOG, Shadowmeld and stacking Parry. Frankly, if I didn't have Parry, I think I'd not even bother with this build.
Since the respec, I've run another dozen iTrials, several WTF's (including a few where I exemp'd down to my 30's), countless lvl 50 +4/x8 door missions, the entire Villain to Rogue to Hero Tips arcs (had to get back from redside villain after going there to get Shadowmeld from Ghostwidow's arc) and even a little bit of PVP. It plays far better than my old HO'd build (as expected) but feels highly survivable. The clicking will keep you on your toes which is actually fun for me (not for all). And, most importantly, the high +RCHG of the build means slow, heavy Broadsword feels far more nimble than it once did.
Last point...I sort of had to laugh at your comment of "not too expensive." Not counting the Hecatomb and Achille's, this is already a ~1.5Billion inf build (the LOTG's are running about 200M each, thats the bulk of it). The Hecatomb set +Achille's proc are running almost ANOTHER 2.5B with current market prices ("only" about 2B if you go all recipe's, but then you've got salvage to buy). I had three of those recipes from drops on other alts already, so only had to buy two more. I'd not consider a ~4B build "not too expensive" when compared to performance for similar IO'd builds, but I realize that is totally relative. Fortunately, I had a ton of HO's I could dump after the respec to help fund this. Membranes and Ribo's are worth a bit right now. I also had a bunch of Golgi's and tried a mid-way build based on your template using them liberally but the set bonuses from DocWounds won out there handily.
-IF- money is an issue to you but you otherwise want this build, save for the Hecatomb/Achille's (or buy via merits) and while doing so slot in a set of Touch of Death's in Hack. You won't get the hefty +10% recharge bonus, but you will get another +3.75% to your Melee and +1.875% S/L defense. You can always respec again to swap out for the Hecatomb set and sell these back on the market. With this change, however, Hasten is still down for 13-14 seconds. Not a deal breaker but a way to save a billion or so or defer it for later. 127.5% (without the Hecatombs but with T3 Spiritual) versus 137.5% recharge is still pretty darn good. But as the brits say on the train, "mind the gap" as that's where things can hurt you. I've not yet noticed the loss that the +15% ACC brings from the Hecatomb set and I'm mostly vs. +4's. The Kismet is actually +To-Hit, although the description says +ACC (or so I've been told).
You could also just throw 5 Crushing Impacts in there and get 5% +RCHGE and 7% +ACC for a poor-man's Hecatomb. Might still want to slot the 6th with that Achille's proc, however.
Just wanted to give you some feedback on how your build plays, I'm very happy with it! Thanks for posting it! -
Just looked out the window of Pocket D on Freedom and ski slope is gone, door is now closed.
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After being away from the game for 3+ years or so, I also came back to find all of my accounts inaccessible due to the new security protocols in place. I remembered my NCSoft account passwords just fine, but couldn't get past the secret phrase/new IP security checks.
But has already been said, just send an email to support with the info you do have. I didn't have my original serial numbers or anything like that...just my original log-in information. One of my accounts actually used an alias for the personal info and I didn't have even THAT info. But support is pretty forgiving and will reset your security questions as long as you give even the most basic of proof that you are, indeed, the right owner. -
Quote:Emphasis added.Honestly, yes I have seen broadcasts on Virtue that have stated that they were looking for a PB or WS. I was never on mine to join up so I have no idea why. One was an ITF.
They probably were doing a wedding RP session and needed Photon seekers to replace the rice. Either that or it was Sushi night in Steel Canyon. -
Nice work on the numbers and I think you are spot-on in your analysis.
But what really bothers me is every alt I've ever started, short of those that were intended only for certain exploits (PVP-only toons meant for Siren's call, for example) has gotten to 50. I'd stick with the ones I didn't really even enjoy all that much just so I could experience them at all levels in the hopes that they "got better with age." Most, indeed, did just that.
But my Kheldian Peacebringer has been stuck at lvl 41 for over 4 years now. I go back and play her now and then but never for more than a mission before I realize I could better synergize with the team with this alt or that one. I really don't think buffing me solo is going to change that perspective. Its a jack-of-all-trades-master-of-none AT and we've known this almost since the inception of the Kheldian HEATs. They don't feel "epic" (remember that argument?) and they sure as heck don't feel very synergistic with the team considering every role they play (psuedo-blaster, psuedo-tank and psuedo-scraptroller for human form) is psuedo-something when the real McCoy AT is right there on the team doing a far superior job to the one we can do.
Honestly, I don't think I've ever heard a team leader say "We need a Kheldian for this mission." Have you? I don't think buffing me solo -OR- teamed (via cosmic balance) is going to change that. But I've heard that sentence said MANY times with substitution of the word "Defender/Corrupter" or "Controller/Dom" or "Damage Dealer" or "Brute/Tank" in place of the word Kheldian before. Teams know what they want/need. Kheldians, especially Kheld PB's, just will NEVER fit into that sentence.
They are simply an aborted novelty by the dev team of the past. And that's that. -
Since returning to the game, I've converted every character to Super Speed + Combat Jumping, both left on all the time. There really isn't even a need for SS but I do like the ability to whiz about between spawns.
I've noticed no issues with air steering with Hurdle+CJ both slotted with jump enhancements, SS running or not. It feels like it did years ago, albeit now I notice the suppression much more than I did. -
Higher population in Atlas = more socializing. Just run a /whoall sometime in Atlas and you'll be amazed how few lvl 1-10 toons actually reside there anymore. I always feel sorry for the lone broadcaster LFG "Sewer Team?"
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Quote:Funny stuff.Swap Ammo: The Blaster's Guide
Thanks for your interest in Swap Ammo, the "Power of Champions!" Throughout the ages, its mysteries have proven to be as multifarious as its conundrums. "Why is it here?" "Where am I?" "Am I dead?"
To answer LIFO style, of course you're dead, you're a blaster. Fortunately, you're also here, in my Swap Ammo guide. The crux of the matter, however, is this final answer: Swap Ammo is here to ensure that your bullets are on fire. This will naturally raise in your gullet a feeling of malaise, to put it mildly.
"Why," you ask, "should my bullets be on fire?" To answer this question we must examine the laws of thermodynamics themselves, particularly the second and a half law: "That which be-eth on fire doth hurte more." If Stephen Hawking is in the audience, he may note that being really cold is technically the same as being really hot, therefore must not cryonic rounds be as damaging as inferno rounds? Nay, Stephen, they must not. They serve but to vex your foes afore their inev'table downfall, and thus are less productive toward your overall endeavor.
What of poison bullets, then? Well, basically, they're okay. You can use them if you want, I guess. They look cool. Iunnoh.
Bullets free of any enhancement are somewhat effective, yet they are scarcely visible, and they virtually never set anything on fire. Tell me, would you trade a single unslottable power for the constant ability to set people on fire with any other power set in the game? This would be akin to taking fire armor on a brute and then skipping all the powers that caused things to be on fire. Don't think about it too hard, you may perish of fright.
I hope this guide answered your questions, see you in the game!
But summary is the same. Take swap ammo, click on the Incendiary rounds, re-click that after every death, stun or mezz. Which, as a blaster, will be often.
I suppose the toxic rounds have SOME value in long, drawn out AV battles. But if that's the deciding factor for your team as to whether or not the AV falls, your team is already doomed.
Really no reason to choose anything but fire for your ammo unless you just enjoy the knockback. -
My DP/MM blaster is at lvl 34 now but for the last ten or so levels of play, I've found Drain Psyche to be everything that its hyped to be. The trick is learning how to use it properly and not assuming it really -IS- a one-click wonder power.
I team mostly; that caveat should tell you something right there. I wait for the tanker or brute to grab aggro, then I'm right behind them. =WITH STEALTH= which is a secondary bit of advice. Either grab SS+Celerity Stealth proc IO or SS+Stealth so you can get into the middle of the spawn without everyone turning and saying "Oh look, a squishy blaster...lets gang-bang 'em." Now here's your third tip....World of Confusion. That should be taken and slotted heavily for +ACC and +Confuse. Mine is 5-slotted right now, 2xACC, 3XConfuse (and I'm also running a Kismet +To-Hit proc slotted into Combat Jumping).
So with all the above:
1) Wait for tanker/brute to grab aggro if teaming. If solo, popping a luck is a good idea as long as you aren't dealing with mezzers.
2) SS+Stealth into middle of spawn with World of Confusion running and well-slotted. Minions start wailing on one another, not you.
3) Pop Drain Psyche. At 34, mine is 2xACC, 2XHeal, 2XRecharge (few more IO sets and I'll drop one of the ACC enhancements for another Recharge). My regen rate goes through the roof, easily enough to stand in melee range and take a pounding.
4) I'm also dropping Hail of Bullets after Drain Psyche and then jumping back out of the spawn to spam my cones. Most stuff melts quickly and HOB recharges fast enough I'm off to the next spawn to rinse/repeat.
Really, it works as advertised well before you are 50. You just have to use it appropriately. I have an Arch/Energy thematic blaster I'm leveling right now (also at 34). That's more of an stay-at-range blaster but I really am digging the playstyle that is /MM thanks to Drain Psyche. -
Don't be silly. It's not mooching if you both want to start new Alts.
I trade PLs with others for this reason all the time. I've deleted lvl 32 pact-mules several times doing this. It's a fantastic way to avoid the repetitive Tips library of missions. -
Quote:Entitled to your opinion, but I still disagree. MOG is situational as you've indicated. The alpha-strike lasts what....a few seconds? Pop a couple of lucks and you saved yourself a power selection and have it available to you for the cost of 100 inf minus the side effects.I cannot emphasize enough how WRONG this is.
MoG is arguably the most important power in Regeneration now. It is Regen's ONLY mitigation for alpha strikes. If you know you're going to take a beating, pop MoG before you jump in. It was changed so it only lasts 15 seconds, but it no longer crashes your HP and you can still heal while it is active. There are things that can and WILL kill a Regen before you can react with a heal, if you don't have MoG in your build, you will have to deal with that happening quite a bit.
On Regen, you want every power except the rez.
Instant Healing isn't a toggle anymore, it is now an extremely long recharge click power, so you don't have insane levels of regeneration available full time.
IMO obviously. YMMV. -
Quote:No doubt Peacebringers are pretty gimped, and this only becomes more obvious once you start gutting the Tri-form nature of the AT. But since the OP was implying that theme was the primary goal, human form PB is still the closest out of the box way to achieve this. Just realize you are playing an aborted dev idea.Human Form Peacebringer is going to be the closes you can get with concept, but I wouldn't recommend it for several reasons.
1. By cutting out your forms, you greatly limit the intended capabilities of the character.
2. Peacebringers underperform (especially if you lock yourself with human only), and we've done math to prove it. Early levels they tend to shine, since they are essentially a blaster with self heals. Later in the game, though, blasters get better survival tools while doing much more damage.
Too bad Illusion/Dark isn't an option for a 'troller. Tinted white instead of dark colors, that powerset would thematically make for an awesome Avenging Angel sort of thing. -
This. You even get the "Light Form" power that basically turns you into a freaking ball of light. Energy Flight, Incandescent Strike, etc....this is -THE- light-based powerset you are trying to emulate.
I have a Kin/NRG defender as well that is based around a priest that uses power from his enemies and reflects it back at them. The powerset colors were meant to simulate light and Repel, while virtually useless, was my "light shield." I don't really recommend this powerset other than for thematic purposes however as the two powers work against one another. -
One comment on Regen to establish context...
3-4 years ago, or thereabouts, a /regen scrapper was the primary Hamidon tanker for the big end-game trial. That's how 'godlike' they once were. Even outside of Hami raids, many regenners back then would run perma-MOG builds, effectively running around looking like they were about to die but in fact having something like 75% defense to everything (almost equivalent to a /SR with perma-Elude running) and super high resistance to help offset anything that got through that. I remember this because I did both of these things. You could effectively ignore almost all the /Regen powers if you wished.
The nerf bat gutted the /Regen set which was admittedly broken. You pretty much need MOST /Regen powers now to survive other than MOG. MOG is now totally optional and not at all your perma-"I Win" button.
So just keep that in mind if you were here THAT long ago. I've got a lvl 50 BS/Regen sporting almost 90% Hami-O's, no IO's and still carrying the Fitness pool. I just see no reason to respec him as he's merely a shadow of his former glory days even buffed up. As noted above, I've been thinking about doing a number of respecs on him just to dump all his Hami O's and slot them into other active toons or to sell. I think I tanked something like 100 Hami raids back in the day and between trades and funneling other HO's from different toons, he only has a few SO's on him. He is a museum piece, but a highly VALUABLE one.
Oh and if you used to enjoy PVP back then...you won't now. The devs took a misguided approach to trying to make PVP more acceptable to the masses (who hated it then and still avoid it now) and in the process totally killed it for the die-hard min/max PVP'rs. Basically, zone PVP is dead and unless you invest in all the phat lewt of purple IO's, you are just a pinata for others now since you sometimes drop rare PVP IO's when defeated.
I did respec my 50 Fire/Ice and Fire/Fire tankers for farming though. They are quite useful in AE fire-based critter missions now for power-leveling others. But for Incarnate trials, my old Fire/ tankers or my newer /Fiery Aura brutes get pretty beat up. If you go that route, think of them as regen scrappers.
Last thing....IO's and set bonuses from same are game-changing now. You can play a toon using just SO's as in the past but you'll find the proper investment in the right IO sets to be invaluable in making you feel "super" now, particularly in relation to those who have mastered this. And to make good use of IO's takes influence/infamy/information currency now and LOTS of it. Remember when having 10 million on a toon was considered "pretty good?" Hah! I have level 15 alts with 300 million on them from some early rare IO sales at the market. Most of my Incarnate-class 50's are at the 2 Billion max and I'm constantly buying IO sets for my lowbies with them. This is a HUGE change and for someone who played pre-IO will take awhile for you to adapt.
I don't think I've bought an SO since returning to the game a few months ago. They are all but worthless now.
Quote:For my money, I'd recommend the following:Fire/Fire Blaster
Invuln/Fire Tanker
Fire/Energy Tanker
Ice/Ice Tanker
Broad Sword/Regen Scrapper
Dark/Dark Scrapper
Radiation/Psionic Defender
Get your alpha slot on the Invuln/Fire tanker, work him towards Incarnate powers as he will be useful on trials. The end-game stuff, while repetitive right now, gives us a hint that the devs are really ratcheting up the difficulty for Incarnate-class players. Your Ice/Ice Tanker may also be quite good as well once outfitted in Incarnate powers. You unlock your initial Alpha slot via the short arc that starts in Ouro. If you don't know about Ouro, yell out in Broadcast to have someone "Drop a Ouro portal" for you. Click the insta-portal that appears, go to Ouro. Go to the top of the spire in the landing zone and get the badge and your own Ouro insta-portal power. You'll be using this as your own mass-transit shortcut thereafter. Take the arc from the contact there to unlock your Alpha slot then start doing the two Incarnate trials night and day until you gain enough threads/iXP/phat lewt to craft your incarnate powers.
For grins and giggles, respec your Fire/NRG tanker and maybe even your Fire/Fire blaster, putting as many IO sets as you can afford on the blaster to get to the defense softcap for that one. These can be serviceable (if not optimal) farming builds for the right AE missions that are weak to your flavor of attacks and defense. This way, you'll be farming for AE mission ticket rewards and influence. Cash in the tickets at an AE vendor for rare recipes which can be crafted and/or sold at the market. This is how you will fund your respecs and any new toons you build.
I'd shelve the scrappers personally. Brutes are more fun for me to play now than scrappers with a Fury bar full of hurt, but YMMV.
Your Rad/Psi....well, defenders aren't my personal favorites, but that's about as good of a Defender build as you could ask for. Either Incarnate that one as well for variety or just make it your Weekly Task Force player. Very handy against AV's. -
Quote:On my Mac, thanks to the horrid bugginess of the client, I have to play at minimum graphics settings. Barrier is barely noticeable under such conditions so my answer to the OP would be no issues.Not sure how good of an answer this is, but I've noticed when you turn down your graphics settings, the barrier graphics go from the static-flashy-flickery bubble to a much more steady almost striped bubble. That may help some people with issues with the graphics.
On my Windows gaming rig, with high res settings for everything, Barrier gives me a headache running trials. I really hadn't noticed that until now because I already have a lot of lag issues on big trials and thought the jittery lag was causing my headaches. But since reading this, I am now going to start spamming my Barrier power in non trials on both machines and see if it's the culprit.
As for not playing videogames if something bothers you, I'd leave the game over this easily. Not worth the other pain of trying to get it fixed if it is deemed to need fixing. YMMV. -
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Playing NRG/Kin or Kin/NRG (for a Defender) has always been about theme. You steal energy from others (Transference, Siphon Speed, etc.) and then "give it back" via your energy blasts. That's why the set is as popular as it is. Until you realize the knockback is almost totally out of your control and starts throwing critters out of position for your intended use.
For that one reason, even though you say you have "knockback under control" I always take Hover on all of my NRG/Kin or Kin/NRG builds, and I've got a few of each. That allows me to almost always shoot down and make it knockdown, not knockback.
I'm also not a big fan of Nova on a Corrupter build. Even damage capped its just...meh. But at least you've got a couple of +Recovery IO uniques in the builds shown above, so that doesn't leave you totally END drained in many instances. -
Took my DS/TA MM through four BAFs and one LAM yesterday. 2 VR, 1 Rare and 2 commons.
/em reads thread
/em shrugs -
I heard on the Ustream the other day that a) Zuwiller knows the Mac client is borked and b) they have to find a way to address it. Meaning its not yet being addressed and, based on what I've seen posted here, likely won't be any time soon.
Just bootcamp it. Sucks but really no way we have any power over getting the Mac issues addressed anyways. I've tried everything and short of running it in super-low-res mode with absolutely everything turned off (which looks like crap) the thing just crashes constantly. -
As has been pointed out, Paragon Studio's didn't actually write/develop the Mac COH game client. They outsourced it to a company called (i think) Transmedia. Transmedia, in turn, built it on a platform that is basically a wrapper-app for Windows software so that it can run on Mac OSX machines. This wrapper app (Cider/Wine?) has several major bugs and, until and unless Paragon Studio's pays this outside company to actually FIX these bugs, Mac users are in large part SOL.
I have found that if you turn off ALL graphic detail to barest minimums (use the slider in Options/Graphics), while the game will look fugly, it crashes far less often. You'll still have insufferable lag in certain structures (bases, etc) even if you turn off geometry buffers. But it won't crash to desktop without warning QUITE as often. Maybe just once per TF session at most.
Really, your best bet is to install bootcamp on Mac OSX, paying an extra $100 for a Windows license to do so, to play this game. Far better COH performance that way. Either that or hold your breath and wait/pray/hope that Paragon Studios and Transmedia reach an agreement to fix these bugs. Personally, I have no patience and already have bootcamp installed for Steam games (which also suffer some of the same performance/bugs). -
My experience (and many other friends on other teams as well) is take down all 4 towers and there is no mass-spawn of helpers for LR. Each time we've taken all 4 towers down, LR went down just like any other "normal" AV. He's actually easier than GW or Mako IMHO.
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But this only happens if you don't bother to take down the blue tower first. So it's completely avoidable. Once two of towers are down, the remaining two go quickly anyways....so not sure what the issue is.
We've defeated LR 4 times now....each time he went down like a "normal" AV. Our teams have been pretty consistent with holds/debuffs, and we always take down the 4 towers first. Our fastest has been about 95 minutes thus far from start to end....I've heard of much faster teams out there. -
If you use a couple of the tricks floating around out there for this, it's doable within or under 2 hours easily...and that's with a team who is taking their time.
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1) Start on Heroic difficulty at first. Work your way up to Invincible. The strategy doesn't change and honestly the AV's don't change that much as you'll still use the same strategy regardless of difficulty levels. Just spawn sizes and collateral damage issues change. We did our first one at Heroic and finished OK even though we lost 2 players prior to the final mission. The other two were at unyielding and Invinc respectively. +RCHG powers and -DEF/-RES powers seem to be more important at higher difficulty levels.
2) Clear the map on the last mission up to the 4 patron AV's before you engage any of them. Then it's pretty easy to pull them up to the raised platform and engage them without fear of NPC spawns.
3) Use a snipe on the 4 patron AV's youencounter before the LR confrontation. Stand next to the wall and break your LOS to all but one of them at a time. This is easy to do if you stand to the left of the dividing barrier between the two ramps that lead down to the AV's. I don't suggest using the little corner areas of the AV platform itself....too easy to draw more aggro. Once you've isolated your LOS to just a single AV, Snipe (slotted for range) from a Def or Blaster and you'll almost always bring just one. We've been going left to right...GW first, Scirroco, Scorpion and then Mako. On one occasion, we pulled Scorpion and Mako at the same time but engaged both simultaneously and still beat them down. PA's are very useful for this.
4) Pull LR up away from the towers up to the first ledge above his area (on the building behind the towers). Engage him there with a tank, give the tank a dedicated healer. Try to convince the tank to not use Tier 9's without +DEF accolades and/or inspirations. The Tier 9 crash is almost always fatal unless he pops purples first. This has worked with a Fire/Fire and a Ice/Ice tanker btw, so I know it should work for almost all the others also. Everyone else on the towers. If you have a Kin on your team, put them on buffbot duty for everyone to keep up SB and everything else recharging quickly (esp AM's from the Rad's). You don't need damage class AT's (blasters/scrappers) on the team, but they sure as heck make the killing go faster. May as well bring along a pet scrapper/blaster or two.
5) Nukes/Shivans aren't required. At all. Unless you simply lack the synergy of -DEF/-RES debuffs with +RCH/+ACC buffs. I'd say 1 Kin, 1-2 Rads, 1 Emp, 1 Ill troller (any kind), a tanker (with fly is helpful) and throw in an extra damage class AT and another player (your choice) for fun and you've got a solid team. I've done it 3 times now with different team makeups and all were successful. Make sure your Def's have ranged attacks and at least one of them needs Snipe and you should be gold.
6) I've yet to experience the dreaded "black dawn" of LR spawning a bunch of helpers when he's almost dead. We've always taken down all 4 towers first then he was just beat down...rather quickly each time. So not sure what that event is all about.[/list]
Really, I was hoping and expecting something more on par to the difficulty of the LRSF, but this is far easier to complete overall. -
[ QUOTE ]
Find a way to make Ice Melee (tank) good in PvP...
A worthy challenge?
(Or, find a use for Frozen Aura. Any use would be good.)
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It helps keep my e-beer cool and frosty during play.