Stalk_obot_EU

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  1. [ QUOTE ]
    Btw,now that I have a little time to consider that build... why lingering rad withou acc?

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    well i could say with the inherant +acc from the sets, the -def from the debuffs and the huge tohit from defender tactics, powerbuild up and kismet it wasnt needed but instead I will point you back to the disclaimers I posted both before the build and at the end.
  2. [ QUOTE ]
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    Look at it this way, a blaster and a emp duo can come in and cause problems for even big teams as they synergise so well, no pairing of any villains can match and would get stuffed, it takes a full co-ordinated corr team to cause heroes headaches and then out come the rad/psis....

    [/ QUOTE ]
    And I know what you're trying to do here, but you know that's just not true. Any well played duo - hero or villain - can cause havoc for much larger groups. Cel and I have done so on many occasions; most recently, our team of four villains (3 Corrs, 1 Stalker) completely routed at least 2 full teams of heroes (with trollers and defenders - and blasters and at least one zomg empath - before anyone starts arguing hypotheticals).

    [/ QUOTE ]

    No, not really, a person can change the tide of battle but the bare bones of the matter is that villains dont compare to heroes, both in high levels and the inherant synergy of their design. You and cell have frustrated me before and tore my inv/ss a new one and you were very effective, my stalker, my ice/cold, my /fire brutes and hell even my ice/ice dom have harranged whole zones before solo but thats more down to the builds and the other players. lets simplify it, all things being equal in terms of skill a hero team WILL beat a villain one as heroes have sets that villains CANNOT counter, thermal cannot compare to empathy and /psi defenders bypass all available villain buffs. Its been done to death on the US and there are no serious villain pvp sgs simply because they are not viable.

    And zone do benefit players more, vills are gods in BB, especially brutes with their full attack chain and stalkers, RV benefits heros due to the fact that their epics are astronomically better than the [censored] villains get. WB is the best place to fight in terms of levels but is such a flawed zone its mostly empty even on the highest populated servers.
  3. [ QUOTE ]
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    The only way to resolve the MASSIVE imbalances in COx PvP is to make a true FFA zone where you can team with ANY side or activate the changing side TF all can access all.

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    I'm not sure that would help (you ninja editor you ). I mean if villains are still pants then the only reason to play say.. a corruptor over a defender/blaster would be cos you enjoy the corruptor playstyle, despite it being less powerful than the closest hero AT's. I guess what I mean is, if all AT's were open to heroes/villains then the pvp zones would mostly be hero vs hero.

    [/ QUOTE ]

    they wouldnt be, hero/villain AT combinations have some very interesting sets that synergise amazingly well but people have not had the opportunity to explore the avenues as the only place where you can team with villains is now arena which is massively slow, undynamic and not exactly condusive to learning new styles with the mixed ATs
  4. any emp can now be invisible, villains have one +perception buff on a very unpopular set (unpopular as in barely any play it) Villains have nothing that can match empathy.

    Running all heroes together in WB(which happens most of the time) with multiple buffs makes for a very dull time on both sides. Villains cant match heroes, ever, they are flawed in design and conception and weaker in every way. Dominators and controllers for example, both a control primary yet controllers have higher modifiers for better holds AND can hold more with AOEs.

    Look at it this way, a blaster and a emp duo can come in and cause problems for even big teams as they synergise so well, no pairing of any villains can match and would get stuffed, it takes a full co-ordinated corr team to cause heroes headaches and then out come the rad/psis....

    Villains are NOT designed to team, they dont compliment each other, heroes do as they were designed that way from the start.

    You can play what you like and take whatever you like to the zones, i dont really see the fun in totally overwhelming opposition personally though, its boring and neither side can be getting much from it.

    The only way to resolve the MASSIVE imbalances in COx PvP is to make a true FFA zone where you can team with ANY side or activate the changing side TF all can access all.

    As it stands I see no reason to berate anyone who plays the far weaker side from venting in frustration.
  5. K heres a fast one I knocked out

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Psychic Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Mrcl-Heal/EndRdx/Rchg:40(A), Mrcl-Heal/EndRdx:40(3), H'zdH-Heal/EndRdx/Rchg:40(3), H'zdH-Heal/EndRdx:40(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal/Rchg:50(11)
    Level 1: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(46)
    Level 2: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(31), HO:Nucle(31)
    Level 4: Accelerate Metabolism -- RechRdx-I:49(A), RechRdx-I:49(5), RechRdx-I:49(5)
    Level 6: Enervating Field -- EndRdx-I:49(A), EndRdx-I:49(7), EndRdx-I:49(7), Range-I:49(37), Range-I:49(40), Range-I:49(48)
    Level 8: Hasten -- RechRdx-I:49(A), RechRdx-I:49(23), RechRdx-I:49(25)
    Level 10: Hurdle -- Jump-I:49(A), Jump-I:49(43), Jump-I:49(43)
    Level 12: Lingering Radiation -- RechRdx-I:49(A), RechRdx-I:49(13), RechRdx-I:49(13)
    Level 14: Super Speed -- Clrty-Stlth:50(A), HO:Micro(37), HO:Micro(42)
    Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17), Range-I:49(25), Range-I:49(40)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(19), Numna-Regen/Rcvry+:50(19)
    Level 20: Stamina -- EndMod-I:49(A), EndMod-I:49(21), EndMod-I:49(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(23), Jump-I:49(43), Jump-I:49(46)
    Level 24: Super Jump -- HO:Micro(A)
    Level 26: Will Domination -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(27), Thundr-Acc/Dmg/Rchg:50(27), Thundr-Dmg/EndRdx/Rchg:50(29), Dev'n-Acc/Dmg/EndRdx/Rchg:50(29), HO:Nucle(31)
    Level 28: Acrobatics -- EndRdx-I:49(A), EndRdx-I:49(34), EndRdx-I:49(39)
    Level 30: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(33), Thundr-Acc/Dmg/Rchg:50(33), Thundr-Dmg/EndRdx/Rchg:50(33), Dev'n-Acc/Dmg/EndRdx/Rchg:50(34), HO:Nucle(34)
    Level 32: Assault -- RechRdx-I:49(A), RechRdx-I:49(37), RechRdx-I:49(40)
    Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg:50(A), Stpfy-Stun/Rng:50(36), Stpfy-Acc/Stun/Rchg:50(36), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/EndRdx:50(45)
    Level 38: Tactics -- HO:Cyto(A), HO:Cyto(39), HO:Cyto(39)
    Level 41: Power Build up -- HO:Membr(A), HO:Membr(42), HO:Membr(42)
    Level 44: Vengeance -- HO:Membr(A), HO:Membr(45), HO:Membr(45), LkGmblr-Rchg+:50(46)
    Level 47: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
    Level 49: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(50), C'ngImp-Acc/Dmg/Rchg:50(50), C'ngImp-Dmg/EndRdx/Rchg:50(50)
    ------------
    Level 1: Rest -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance

    and that should give

    +7.5% def (energy)
    +28% Acc
    +21.3% recharge
    +3% stun
    +3% HPs
    +2.2% Immob res
    +42% recovery
    +12% regen
    +6% tohit (maybe 3% I need verify but kismet is +tohit)

    which means you are running pre ED 6 slotted stamina

    Attacks are running at 123% acc 102% dam 40% end and 107 % recharge in most ranged attacks.

    I only 4 slotted TF as you are a ranged toon and your TF wont touch a rad/sonics which is worth 6 slotting. Personally on a rad/psi I would get lance in the build with 3 acc/dams and 3 int redux but most people seem to want TF.

    radiant aura returns 96%end red 100% heal 106% recharge

    I will stress this was a fast build and I havent really planned it out yet.
  6. [ QUOTE ]
    Is it really +tohit? and not +acc as the name would suggest?

    [/ QUOTE ]

    yep its tohit, people have been in the piggs to verify. the only one left in the game so get shopping.

    *edit* and sorry if I seemed overly critical, I was only trying to help but some of it does sound harsh, I will throw up how I would do it in a bit
  7. why 5 slot numinas in heal? Throw in 2 numinas, 2 miracle and 2 harmonised healing for capped heal in terms of end/heal and returns +4% recovery and 12% regen.

    Your recovery is pretty poor in that build, having to fire heal to get the buff from numinas unique isnt effecient. Drop swift as its essentially useless and get health 3 slotted with miracle +recovery, miracle heal and Numinas +regen and +recovery. that gives you a passive 27% recovery.

    Get range IOs into your debuffs to take advantage of the superior range available with psi.

    I wouldnt slot range on psi attacks as its quite sufficiant at base. Certainly dont pull out a 3 stamina slot.

    Returns from the IOs in SJ are not worth it, get micros

    Get miracle out of vengence, total waste as you will not reap the benefits often enough. Venge should be slotted 3 membs and 1x LoTG recharge (global so doesnt need a click to be on) I would say throw in a karma KB res but you can only get 3 KB IOs in the build as it stands which means mag 12 res and a bubbler will knock you around. Even if you drop assault and get manuevers you can get 4 KB IOs for mag 16 protection bubblers will still throw you around, as you plan acro why waste slots on KB IOs if you are not going for bonuses?

    I would slot temp inv 3 steadfast and 3 impervium for +4% recovery, that caps out your res and with all the recovery you will be getting being slightly down on the usual 95% end reduction on epic sheilds is not noticeable. The Psi res IO is worthless as is fractional mitigation, you have heals, dont worry about 3% res to psi and the status resist is also worthless, carry BFs, you will do anyway as its only res not protection.

    Wheres your kismet +acc IO? The only +tohit IO still in game.

    Why go for the 3% damage buff from devastation? Its not really awesome even when stacked, if you cant get the 5 decent IOs from the decimation set (which no one can get) go 4 thunderstrikes, 1 devastation acc/dam/end/recharge and an acc/dam HO to pretty much cap out acc/dam/recharge and a decent amount of end (95% acc/102% dam/85.71 recharge/40% end) You will get 2% end recovery and 7% acc boost per attack slotted that way, its how I slot my corrs and beats your intended of 66%acc/97%dam/45% end/66% recharge

    For an IO build I give it a D+ IMO
  8. Stalk_obot_EU

    5 Best Blasters

    Jum pwns all so its

    1. Jum
    2. Jum
    3. Jum
    4. Jum
    5. Jum
  9. [ QUOTE ]
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    The numbers much have a glitch in them.. Becaus i noticed that SS hits much faster than SM. The numbers are probably calculated when you hit the three buttons in a row when fully recharged and not when trully about the recharge time when already used.

    [/ QUOTE ]

    Nope, numbers are numbers calculated on a attack chain planner taking into account recharge and animation time, "noticed" however is subjective and panders to the theory of relativity more, like when rages crash feels like a lifetime over 10 seconds.

    Also base recharge for seizmic smash is 20 seconds, KoB is 25% more at 25 seconds, haymaker and stone mallet are the same for all extents and purposes but heavy mallet is like 3x punch and this is reflected in end and recharge cost however you can fix that with slotting but you cannot fix punches output in the same manner.

    [/ QUOTE ]

    I think you are talking about two different things here, the overall attack chain is faster for SS but the instant 3-hit attack chain is faster for SM. Not many toons besides squishys caught off guard goes down with just 3 hits though.

    And while were looking at the numbers for the 3 hit attacks you need to factor in the dual rage, thats another +80 percent dmg that gets added to SS which SM cannot get so the dmg chain for SS is alot higher than for SM. With just hasten and lightning reflexes from /elec you get 37 seconds of dual rage and with IOs it will be even more than that. Just looking at one part of something and saying "this is how it is" never gives the full picture and in the end its down to personal preference like it has been said before.

    [/ QUOTE ]

    factoring in dual rage also means you need to factor in 2x 10 seconds of standing there and 2x 25% end crash and blah blah blah, dual rage is NOT the normal and requires specific builds and I can throw out a build that will counter and blah blah blah some more.

    Dual rage was great when you could counter the crash with the overlap, sadly the devs caught onto that and you get the full whammy now. If dual rage was the total shizzle then everyone would be rolling ss, both here and the US and it would be nerfed as it would be overpowered. Its nice, its not remotely overpowered and isnt going to get nerfed because it just isnt all that. The only aspect of it that IS all that is the additional tohit that you get with it. You know, dual rage availability is nothing new, we had it a LONG time back and it still wasnt the shizzle then.

    As for "Not many toons besides squishys caught off guard goes down with just 3 hits though" you are not gonna tag anyone with half a brain with more than 2 moves with SS, but you can unload a full and contstant chain with SM due to seizmic being a MAG 4 hold and all of the KD that you get once acro falls, even popping a bf after seizmic isnt going to help with all the KD. Squishies will laugh at KO blow not even being able to bypass acro, land and aid self/heal off whatever damage you inflicted.

    Speaking as someone with both SS and SM toons at level 50 in MAJORLY optimised specifications SM is the one to go for in PVP in my opinion based on EXPERIENCE with both sets. SS cant stop anyone from rabbiting and healing, its burst is not enough to take down a squishy before they run and what are you going to do during those very very regular 10 seconds of thumb twidling? Wanna run SS? then roll a fire/SS TANK as that is a major machine at SC levels and can wipe as it has rage + firey embrace and a higher base damage modifier (fury is totally irrelevant in PVP and is still broken) SM is FAST heavy burst damage which SS cant touch in actual pvp combat as you have too many caveats to its optimal functionality.

    SS is a great set, widely known for how nice it is, I dont have a downer on it in anyway but you wouldnt beleive how good stone melee is untill you try it yourself, I was really very suprised.

    *edit* Im even running up another, SM/Dark
  10. [ QUOTE ]
    The numbers much have a glitch in them.. Becaus i noticed that SS hits much faster than SM. The numbers are probably calculated when you hit the three buttons in a row when fully recharged and not when trully about the recharge time when already used.

    [/ QUOTE ]

    Nope, numbers are numbers calculated on a attack chain planner taking into account recharge and animation time, "noticed" however is subjective and panders to the theory of relativity more, like when rages crash feels like a lifetime over 10 seconds.

    Also base recharge for seizmic smash is 20 seconds, KoB is 25% more at 25 seconds, haymaker and stone mallet are the same for all extents and purposes but heavy mallet is like 3x punch and this is reflected in end and recharge cost however you can fix that with slotting but you cannot fix punches output in the same manner.
  11. if you want a cold run an ice/cold, running a sonic the autohit -res of rad is far better than the -res of cold which are tricky to plant with sleet (but it is uber) and you never really know if your -res portion of heat loss actually hits, an its on a huge recharge.

    Theres a reason why rad/sonic defenders pwn, the sets synergise well, sonic/rad corrs are not as good but still damn tasty.
  12. [ QUOTE ]
    Did I say do well? No. Did I say a chance? Yes

    I even put it in italics for you guys...

    As mentioned above, 4 seconds with every shield in the set, even against a few opponents is pretty rubbish. Even with high damage that my enhancement layout has yielded balanced against recharge time and endurance usage, taking on a single Mastermind was deemed pointless because his shields against melee we're stupidly more powerful that my own, even with said hero scrapper having the magus shield and the MM having just repulsion field.

    As a casual gamer, it just feels wrong.

    [/ QUOTE ]

    ok.... once more.....

    You are casual, great, you are in a place where pvp is generally new and you can learn a great many subtleties about the game by pvping. Its a great way to learn, no one really knows it all, not even the people programming the game. Casual also means you dont know what ATs, builds and even people can kick your [censored] from here to kingdom come as soon as look at you. Now me and a couple of friends were on a few serious pvp build heroes against only 2 of people you went against and seriously embarassed us, my hamid up inv/ss tank got chewed up through unstoppable several times. We had the stronger toons by far but they were synergising better, so we adapted and it was quite fun doing so, we had to kite the therm and stay out of melee to stop the kin from healing his/her partner. So that was 3 overpowered heroes (any one of which would take out your sr) against 2 decent build villains (sure they had heavies but they were open to us too, was my problem that I cba to get one) I could have gone and got a better suited toon right from the off but it WAS fun.

    Look, you dont understand pvp yet, its massively more complex than pve as certain sets and combos will devour others in the blink of an eye, EVERYTHING has an achillies heel. In terms of powersets the balance is there, heroes modifiers are superior to villains and their epic powers are light years ahead of the effluence that villains got lumbered with. You have the basis of a great pvp toon, you just need to learn and you DID get taken to school in a very hard manner, there is no tankmage in the game (anymore) it IS rock paper scissors.

    Pre i9 my builds and enhancements were far superior to most but i frequently got my [censored] handed to me, annoying? massively but hey you cant win them all and some days you cant win anything at all, thats life.

    And defence is a all or nothing set, you can be a god or a smear and so you know there are accolade powers (which the devs have admitted is overpowered by a factor of 10) called geas of the kind ones for heroes and Force of nature for villains (not to be confused with blasters epic power) which is a 200% tohit buff which basically means when thats active you are going to get hit no matter what, elude, magus, 100 purples, you are still going to get hit. I love defence sets but the devs dont seem to, same as they hate villains which is why they pre-nerf them.

    PvP, love it and hate it in equal measures but have fun with it and dont care if you die or not is the best way to be.
  13. [ QUOTE ]

    Yet in PvP I last 10 seconds in open fights, yeah thats balanced.

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    nothing to do with balance its everything to do with you and contantly bleating on about how things are not fair on you is an direct indication of how your mentality let you dow. I build my stalkers with no defences, no sheilds outside of mez protection, a dark/empath could kill me with a sideways glace and yet mine do just fine in all pvp levels. This isnt because im any good, its because I adapted my style to suit.

    [ QUOTE ]
    It's not a personal thing parse, I'm just getting sick and tired of spending time in PvP, learning tactics that work well from observing other people fighting, applying them to my build, working hard, then finding that none of that matters because every single shield I've got can't prevent being held straight away

    [/ QUOTE ]

    No you are sick and tired of not being great out of the box against good pvpers, stop whining and come back fighting, if something gets you killed 10 times in a row try something else, if you are getting held, carry BFs, they are not exclusive to squishies. People in this thread have tried to explain and assist and all you are doing is whining, clearly we are not going to change your mind, heres the true secret, all villains are equivilent to AVs in PvP.....

    Also 'mind' holds like dominate bypass defence no matter how much you have, they still need a tohit roll but elude will mean nothing. This is the same on heroes and villain mind holds.
  14. [ QUOTE ]
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    Not wanting to take part on the argument, I think heroes are better than villains in really big teaams. In 4v4 or less I think they are quite even, tho. But a group of corruptors need to really suck big time to have some hard time in rv

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    a gang of defenders pwnz a gang of corrs, just be glad there are not hoards of maurading defenders running around...

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    You ever been on an all empath team? There's a reason why all those buffs don't affect self you know ... cause empaths would never have to team if they did.

    EDIT- I'm not saying stalk was arguing the opposite, just adding my bit.


    [/ QUOTE ]

    yeah I wasnt being sarcastic , I was serious, defenders have the potential to ruin everyones day when teamed, far more than other ATs IMO, uber buffs, irresistable debuffs, 47% res to lethal in epic sheilds (yes its that high)and great epics. Really should form a all defender team again sometime, I remember when we did the bubblers and herded the hollows at lvl 5....
  15. [ QUOTE ]
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    because your chances of getting even one person down when you are outnumbered is just ridiculious.

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    Depends on the AT, player and how good they are. A Blaster can nuke a group of players and possibly take out a few.

    Wouldn't a solo PvP'er that could take down 3 or more villains without a scratch be slightly overpowered?

    [/ QUOTE ]

    My fire/dev (sporting strength of wills) has wiped many villain teams solo, is it overpowered? Perhaps, its built well but I dont feel that blasters need i4 spec irresistable damage anymore
  16. [ QUOTE ]
    Not wanting to take part on the argument, I think heroes are better than villains in really big teaams. In 4v4 or less I think they are quite even, tho. But a group of corruptors need to really suck big time to have some hard time in rv

    [/ QUOTE ]

    a gang of defenders pwnz a gang of corrs, just be glad there are not hoards of maurading defenders running around...
  17. [ QUOTE ]
    no, but a emp/dark should have a chance against a kat / sr. Purposely giving gimped power examples really isnt the way to try and shoot down my point of view.

    As for PvP, yes there will always be better people than me, I accept that. However there is a HUGE difference between them being better and casual gamers not standing a chance, again perhaps you should re-evaluate your idea of balance because again, those casual builds you speak of, probably fall into one of the few known sets that are good in PvP.

    For example, many a cry about stone armor in PvP for brute / tank is naturally good.

    Everyone should have a good chance at winning a fight, not just the select few thanks.

    [/ QUOTE ]

    read your own arguments, rock, paper, scissors, some are good at SUPPORT, some ATTACK.

    Seeing as how you admitted you are not a regular pvper why not try to learn instead of repeating your incorrect statements over and over. Every AT build should NOT be able to take on any other, to suggest they could is farcical and implimenting your wish would result in the [censored] that killed SWG. Perhaps you should re-evaluate your lack of pvp experience by, i dont know, pvping and learning more and see the subtle balances that DO exist. The ONLY real imbalance in the game is the FACT that HEROES are more POWERFUL than VILLAINS.

    Oh and no one crys about stone armour in PVP, ever.
  18. [ QUOTE ]
    The amusing thing is that every time I come up with the casual gamers interpritation, I get a reply from the stat police. Have you considered that people just want to enjoy the game, whatever their gamer style, which is precisely the point I'm trying to make about balance.

    [/ QUOTE ]

    What was picked up was your feeling that villains were overpowered, while it may have seemed like that at the time the actual FACT is that heroes are FAR more powerful than villains.

    Villains have to work twice as hard as heroes to get the the same kind of performance out of their characters, this is why people found your comments so funny. Thats all.
  19. Villains pwn heroes bad with their crazy uber PPPs. Force of nature? Hibernate? Powerboost? Earths embrace on a squishy? Mez protection on a squishy? Crazy [censored] tohit that is focused accuracy? No thanks, I want me a nice pissweak PPP aoe blast and a pet that can be used for a whole 4 minutes out of every 15.......

    Well played villains are a testement to the players far more than heroes
  20. [ QUOTE ]
    For my dominator I had to compare her tier 9 Psychic Shockwave and Ball Lightning. I could not help but notice that Ball Lightning had a smaller radius, more than three times the recharge time and ca. 20% less damage per target hit for almost double the endurance consumption per use.
    Really hard to decide...

    [/ QUOTE ]

    think you missed my point, PPPs have nothing that can compare to tier 9s while heroe squishies have hibernate, personal force feild, force of nature and even a once again perma mez protection power. PPPs dont have anything that compares with tier 2s let alone anything good.
  21. PPP powers on their own are ok I guess, compare them to hero epics and they are a complete joke, mini tier 9s in hibernate and force of nature? crazy tohit buffs? powerboost AND build up in one? No thanks, I want a crappy pet that I can use for 4 minutes out of every 15......
  22. If you are going for sirens make a SM/Fire, it hits much harder and fires the moves off faster than nrg does (total focus animation time 3.3 seconds, seizmic smash 1.5)

    Make your attack chain air sup, stone mallet, heavy mallet and seizmic smash (You have plenty of power choices left with fire armour for air sup and ss + sj +acro at 30) Tough is pointless as your mitigation will be your uber heal. aim to get as many accolades as you can for 30, +20% hitpoints always helps. You can go without acro with a couple of KB IOs but exemping screws these up atm so you are safer keeping acro in your build.

    I literally dinged my SM/Fire at 50 yesterday, it was lvl 30 when i9 hit and I solod it with my own arcs with a few short periods of teaming. With IOs its an unstoppable monster and at 30 nothing hits harder villain side.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Brute
    Primary: Stone Melee
    Secondary: Fiery Aura
    ---------------------------------------------
    01) --> Stone Mallet==> Empty(1)
    01) --> Fire Shield==> Empty(1)
    02) --> Heavy Mallet==> Empty(2)
    04) --> Healing Flames==> Empty(4)
    06) --> Build Up==> Empty(6)
    08) --> Hasten==> Empty(8)
    10) --> Temperature Protection==> Empty(10)
    12) --> Hurdle==> Empty(12)
    14) --> Super Speed==> Empty(14)
    16) --> Plasma Shield==> Empty(16)
    18) --> Seismic Smash==> Empty(18)
    20) --> Health==> Empty(20)
    22) --> Stamina==> Empty(22)
    24) --> Combat Jumping==> Empty(24)
    26) --> Super Jump==> Empty(26)
    28) --> Acrobatics==> Empty(28)
    30) --> Fault==> Empty(30)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    02) --> Rest==> Empty(2)
    01) --> Fury==> Empty(1)
    ---------------------------------------------
  23. you have no attack chain, without getting the recharge of your 2 big moves down you wont be able to do a great deal except kite a quick kill (squishy) then go away for 15 seconds as you wait for your moves to recharge. TF and ET have a 20 second recharge on them and hasten just isnt enough.

    Sit down and plan out a IO build, go to the inventions forum and search out mids I9 compliant herobuilder, it will fix all problems. And a recharge SO over the 3rd acc slot is a far better investment for pvp.
  24. [ QUOTE ]
    I have a EN / Fire in build, 8 atm!!

    For PVP slot all attacks with 3acc 3 dam...Thats if you can spare if not. 2 acc 3 dam will do fine. I say 3acc incase u come across a scrapper with elude, etc.


    [/ QUOTE ]

    3 acc in attacks is not going to hit through elude unless you are popping yellows like mad.

    Ignore conventional slotting advice and work out IO numbers based on mixed multi aspect sets, I run (in all attacks) 95 dam, 80 acc, 95 recharge and 58 end reduction. The benefits from mixed sets outweigh specific set bonuses by a significant margin.