Preparedness, Regeneration, Thick Skinned, Escape Artist
Personally I don't find Displacement Field (the skill the OP is talking about) to be that great. It is useful if you play a "hide behind cover, then charge out and blow someone's head off" style, but I prefer to constantly be charging around and putting out damage, so I find Escape Artist better (45% speed for 5 seconds when your shield breaks). Plus it combines really well with Thick Skinned to allow you to get out of deadly situations if it comes down to that.
For PvP I find Rear Guard (-30% from behind) to be invaluable. I use it for both my Capture and Hold and Deathmatch builds.
Dear Muffins:
I consider the following to be some of the best Perks in the game:
Thick Skinned - 1/2 Damage after your shield breaks, 3 second duration.
Fortitude - +225 Health
Cellular Armor - Cellular Armor -6% damage
Regeneration - +3 constant HP regeneration
Preparedness - Stowed weapon automatically reloads 9% every second
Scanvenger - Loot +30% more Ammo
Killing Machine - Increase Overcharge Duration +6 seconds
Regards,
MrGunn
XBox 360 NA, Human Veteran, Paradise Deputy Lawkeeper, EGO 1750+
REALLY depends on the situation and the main ego power accompanying the perks. Ones that I can't live without? Regeneration, Preparedness and Thick Skinned. And depending on the ego power, whatever extends the duration and reduces recharge time. Each one have two that accompany them. I LOVE Sensor Sweep with Decoy in PvP - to combat against invisible shotgun ninjas. In PvE I drop most of the take less damage etc perks (don't need em) and instead run with Just Reward, Implosion, and Pinata. Each of those increase gear drop chance - depending on the type of kill: Critical, Melee, and Grenade.
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PSN ID: LordEmerus
Main Character: Cephious - ego 4000+
Female Alt: Princess Connie - ego 400+
Clan: Exodus - title: Officer
Universal Disclaimer: I have a 8 week old son that comes first.
Thick Skinned
Escape Artist
Regeneration (with a Respark Regenerator DX)
Single Minded
Rear Guard (in PVP)
~ You can pay a soldier to fire a gun, you can pay him to charge the enemy and take a hill, but you can't pay him to believe. ~ (Admiral Hackett)
Officer of the Votanis Collective (Casual EU Clan)
preparedness THIS is a must have for
GT BLITZKRI3G XD
GT BLITZKRI3G XD
Server EU/UK
Console xbox 360
Dont forget to add in the refund to EGO power every time you reload, make it last forever by having crazy fast reloads and added time each time that happens. Coupled with the power that gives 6% time for every kill i can make overcharge last a hell of a long time with efficient kills and reloads
Cows go "moo"
Dogs go "woof"'
MMO players go "pvp is unbalanced!"
Depends on the weapons I have for any give particular loadout really.
Like the op I've been messing around with other weapons as I'm nearing 20 on some of my favorites and I'm trying to delay hitting that mark. Recently started using an Smg (I admit, I hated them at first) and through some various tweaking came up with a pretty sweet little build. Only have six perk slots available so there's still some more to add as far as fine tuning but so far:
Front line medic (I use a Bmg as a backup) with Overcharge ego:
Killing Machine or Killing Spree
Thick Skinned
Detachment
Cellular Armor
Combat Medic
Pumped Up
Even though I've learned a few hard lessons about smgs inside of Co-op instances (depending on the map they can be really good, or really bad) I really do like this build. The defensive perks allow for decent close quarters survivability while also affording me the option of being able to hang with a fellow hunter who can't seem to lose aggro while I lay on the heal (I've said it before and I'll say it again, Overcharge from a healing standpoint is underrated.). The offensive perks allow for me to keep a continual flow of lead flying. Pop into Overcharge and with Killing Spree or Killing Machine you're already guaranteed an extended amount of Overcharge use. Couple this with the fact that the smg's reload is extraordinarily quick so with Pumped up in your loadout you'll have your meter back to full within a couple of reloads. Once I get all of the perk slots opened up I'm thinking of using the following to round out the build:
Time Out
Samaritan
Bloodlust
Last one is optional but I'm leaning towards Overload or Kill or Be Killed. Overload would be deadly coupled with the Time out perk and could actually make other guns viable in this build. The only other tweaking would be with the mods of your gun and even that, could dictate which perk you could use as the last one or two. Something else to think about that could make this build that much more efficient would be the shield you use. A X% damage mitigation once shield breaks or a Reloader (faster reload shield) would be viable. I personally go with a low recharge delay (3 secs) with 50% health regen. My whole philosophy with this build is mitigating damage while keeping my damage output consistent (being part time healer means you won't always be dishing it out anyways) by both shortening the amount of time between Overcharge use and lengthening the time you are actually in Overcharge once you fire it up. It also allows for me to have a good survivability rate for when a group member gets trapped or caught in the open and I'm there with them laying on the heals.