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Post by Deleted on Dec 12, 2011 7:39:26 GMT -5
And Tunneling in all of this? It makes you untargetable, so you can regenerate in all impunity. A four second activation time impairs its ability to function as an emergency escape button. So: 1) One cannot attack while using it. 2) It is a poor option for emergency escape. 3) It can be stopped by a curb. 4) It has no positive vertical movement option. Ive taken it a couple of times for theme, but thats about it. Scarab tunnelling is 0.5s activation. Seems to allow you to block while tunnelling and you can take the advantage on it too. You can still target, but you can only attack when you are directly above the person using tunnelling.
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Post by ashen on Dec 12, 2011 18:44:22 GMT -5
A four second activation time impairs its ability to function as an emergency escape button. So: 1) One cannot attack while using it. 2) It is a poor option for emergency escape. 3) It can be stopped by a curb. 4) It has no positive vertical movement option. Ive taken it a couple of times for theme, but thats about it. Scarab tunnelling is 0.5s activation. Seems to allow you to block while tunnelling and you can take the advantage on it too. You can still target, but you can only attack when you are directly above the person using tunnelling. Both regular and Scarab Tunneling are going to be modified in the near future to have 2 second activation times.
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Post by Deleted on Dec 12, 2011 19:24:48 GMT -5
Scarab tunnelling is 0.5s activation. Seems to allow you to block while tunnelling and you can take the advantage on it too. You can still target, but you can only attack when you are directly above the person using tunnelling. Both regular and Scarab Tunneling are going to be modified in the near future to have 2 second activation times. From what I've seen in PVP nowadays, 2s still makes it a decent go to for escape whenever some runner throws a smoke grenade at you, making the fight a stare-off.
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Post by ashen on Dec 13, 2011 0:03:33 GMT -5
Both regular and Scarab Tunneling are going to be modified in the near future to have 2 second activation times. From what I've seen in PVP nowadays, 2s still makes it a decent go to for escape whenever some runner throws a smoke grenade at you, making the fight a stare-off. I suppose its a matter of definition. If they are running away I dont generally feel the need to escape. When I feel the need or desire to escape I find a delay of this sort to be a serious impediment. My current PvP build can generate up to 5k dps (which is not exceptional for t4 PvP). Using an interrupt followed by my main attack means that Ive a pretty good chance to keep the target form getting away with Tunneling. The same is less true if the target is using teleport, acrobatics, or superspeed. I love tunneling conceptually. I play the pen and paper version of Champions where tunneling is my favorite movement power. I just wish it was a bit more on par with some of the other options in CO.
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Post by Deleted on May 3, 2012 5:50:25 GMT -5
(All stats are rank 5 mods) Superstats:Primary: Strength Secondary: Constitution/Recovery Powers:Level 1: Bestial Fury Level 1: Shred (R2, Penetrating Strikes, Accelerated Metabolism) Level 6: Frenzy (R3) Level 6: Acrobatics (R3) Level 8: Regeneration (R3) Level 11: Pounce (Nailed to the Ground, Crippling Challenge) Level 14: Aspect of the Beastial Level 17: Massacre (R2, Blood Mess*) PVP: Massacre (R3) Level 21: Parry (R3) Level 25: Supernatural Power Level 30: Howl Level 35: Resurgence (R3) Level 35: Teleport Level 40: Devour Essence (R2, Phlebotomist) Note: Blood Mess' bonus damage is on the severity layer, with a crit focused build it provides a higher damage on non-crit and lower damage on crit, hence for PVP Rank 3 gives a bigger spike. (Although the difference isn't very large.) Choosing Blood Mess or Rank 3 to maximise DPS will depend on how high the build's crit chance is. Talents:Strength/Recovery Strength/Endurance Strength/Constitution Recovery/Endurance Recovery/Constitution Endurance/Constitution Specialisation:Strength: Swole (2/3) Strength: Physical Peak (3/3) Strength: Brutality (2/2) Strength: Overpower (3/3) or PVP/Tank: Juggernaut (3/3) Warden: Fortified Gear (3/3) Warden: Slaughter (3/3) Warden: Ruthless (2/2) Warden: The Best Defense (2/3) Brawler: No Escape (1/3) Brawler: Penetrating Strikes (2/2) Brawler: Ruthless (2/2) Brawler: Finishing Blow (3/3) Brawler: Setup (2/2) Mastery: Strength Mastery (1/1) Gear: Primary Offense: [Heroic Gloves of Precision] + Gambler's Lucky Gem + Str x2 Primary Defense: [Heroic Breastplate of Agility] + Gambler's Lucky Gem + Con x2 Primary Utility: [Heroic Helmet of Efficiency] + Gambler's Lucky Gem + Con x2 Secondary Offense: [Precise Belt] +20 Str +47 Crit Strike Secondary Defense: [Bolstering Bracers] +37 Con Secondary Utility: [Remission Eyepiece] +37 Rec +93 Cost Reduction
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Post by quettzlcoatl on May 5, 2012 6:00:50 GMT -5
Cheers tammy, helpful as always:D
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Post by petro678 on May 13, 2012 3:30:58 GMT -5
Hi Tammy! I have the Savage and the Master archetype but I don't know which I will play. Can you say me which of them will be more survivable and damage. I'm dreaming of archetype that will have high defense and heal and of course not bad damage.
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Post by Deleted on May 13, 2012 6:51:57 GMT -5
Keep in mind, the Master is a Tank, the Savage is not. The Master can survive against many enemies while holding aggression, and in that sense, is more survivable. But if you consider solo/team play where both archetypes are not tanking, I will have to say both can be equally survivable.
The difference now is damage. The Master has an opportunity cost. It will be doing very low damage when tanking, but if you don't tank and go all out attack, you cannot stack focus to increase your damage. Lastly, the Master has poor energy management unless you stack focus and use Dragon Kick, which you are also unable to do when you go all out attack mode. However, there is a 10 second window between Crippling Challenge for you to balance tanking and DPS with Dragon Kick and Burning Chi Fist, so you can achieve moderate DPS.
That said, the Master cannot match nor surpass the Savage's DPS. The Savage's powers have very low cost and it has excellent energy management. On top of that, you have Bleeds and Devouring Essence can match Bite for DPS while it heals you so you never have to stop dealing damage. The end result is higher overall DPS.
To sum up, both are very survivable but the Savage has higher DPS. Personally, I enjoy playing them both, because the Master is a very good tank and you don't generally find good dedicated tanks in team ups, (you get plenty of freeform solo tanks, rushes in and draws everything to show off he cannot die and then unleashes the mobs on the team for a disaster because he cannot hold aggro).
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Post by petro678 on May 13, 2012 11:22:31 GMT -5
I'm fond of 1 vs 1 pvp, so which of this archetypes be better for this? My savage is 19 it has good survivability, but if damage to high (Devastators, Scourge) I can't take it. Will I take this damage on high levels?
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Post by Deleted on May 13, 2012 16:05:35 GMT -5
Honestly, neither the Master nor the Savage can handle fast or high spike damage of PVP over time. In truth, PVP is all about taking down opponents fast with spike damage and both ATs are incapable of high spikes. However, the Master has enough control abilities to disable opponents long enough to take them down, whereas the Savage's only effective power in PVP is Devour Essence with advantage which is inadequate. So for PVP, you will want the Master.
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Post by petro678 on May 14, 2012 10:33:18 GMT -5
From special archetypes I got The Scourge, The Devastator, The Master, The Savage and The Mountain. I like all of them but still don't which to play. Can you give me advice who will be very powerful at lvl 40 for pvp 1 vs 1, and also can defeat high defense like The Glacier, The Behemoth and The Master.
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Post by drackous on May 14, 2012 17:18:26 GMT -5
well I want to start playing The Savage and I don't know which of the two builds listed here is better...I guess tammy's is more up to date...anyway my question is this: I intent to focus into PvE. So what build is the best for PvE and what power rotation should I use on a single target (like a boss or something)? :-)
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Post by sublime88 on May 15, 2012 16:39:06 GMT -5
Just silly question.. Since im silver player is it wise spend accual cash to make Savage class to be playable? i´ve been thinking make 1 more class to be playable but im not sure..
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Post by greendragoon on May 15, 2012 17:24:16 GMT -5
Just silly question.. Since im silver player is it wise spend accual cash to make Savage class to be playable? i´ve been thinking make 1 more class to be playable but im not sure.. It really depends on your playstyle and character theme. It's a great move from group to group without loosing a beat archetype. Regeneration means that most PvE enemies can't even dent you're health and you're damage is good enough once you make use of the synergies to make you a decent, but not best, choice for DPS. That said, the savage is no "I win" archetype. Your regeneration has limits, and your DPS won't be high enough to really break through defenses. Occasionally, I'll take on matches with other players and while I can often pull off a win, it mostly tends to be by a narrow margin.
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Post by sublime88 on May 15, 2012 18:06:55 GMT -5
Well im all dps since i´ve got my devastator atm lvl 20 but savage still seems interesting alongside squall (with wind powers?)
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