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Posts
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Joined
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Thanks all, was fun everyone. Shame that managed to stay on for only a couple of hours and came in mid-way again.
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Mine would fit the mold (Merc/FF/Mu with all three leadership toggles), but only 41 and I don't see myself leveling it that much in the near future. Maybe in the far future
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Well, since this is happening on Test, I guess there is no harm in forming a SG for each side there and have all characters join that for the duration of the event?
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Well, if someone can bear with a non-standard type of squishy in their team, I'm up for joining a Union team with Omega Patient (Fire/Ice/Mu Dominator) or Coldest War (Ice/Dev/Fire Blaster).
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If you have high defense and attacks miss all the time, is it more difficult to build fury?
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Nope, only the effort to attack counts. no matter if you take damage from it or not. same with your attacks. they don't have to hit either. -
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Most Ar/Devs blasters leave sirens when my Ar/Traps corr enters
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What on earth are AR/Devs doing in Siren's anyways, it's a PvP zone. -
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Agreed
once its on test were gnna have to get together as many people as possible to give this a go
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Will be there when that happens -
Was great fun, even if I showed up late (thanks to RL) and had to switch sides a couple of times as things got a bit unbalanced at points. Great fights there. Hope to see you all next week
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* When you first go to zones, check that you have the option to receive communication from the other side enabled (Menu - Options - General - Chat, private and broadcast)
* Like Hammer said, When you are in shock of "what the hell just happened", ask. The opposing player most likely will feel a bit proud and tell you how he managed to bring you down and sometimes give you some tips how to avoid it in the future (I do this if someone asks, more fun to fight people who have a fighting chance).
* When you're outnumbered, it doesn't mean you're outgunned. Wait around, pick on a stray (someone who decides to scout the zone a bit instead of staying with the main group), or use the enemy mobs to your advantage (the RV arch-villains especially are great for causing chaos in a big team chasing you)
* There is nothing wrong in teaming. One-on-one pvp is flawed in the game anyway. -
* there is no dishonor in dying. you'll do a lot of it.
* 2 accuracies in a power is a good start.
* when you keep dying a lot, think about why you do, and try to learn from that.
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'twas nice yesterday, sadly I was a bit tired and when I came back after taking a short break, I was pretty much just running forward into the hero group and attacking whatever happened to be my target. Something that really don't count as good pvp.
But was fun. And as Stryker said, 2 teams on each side could be about the optimal fight size there. -
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I am referring to my own experiences. I have been in RV with 2-3 teams of heroes and killing the AVs has failed. Propably because of lack of teamwork and inability to separate them not to mention villain sabotage but that counts as well.
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Been doing RV AVs with both big and small teams, and I've noticed it's way easier to do with smaller ones.
The main factor is the composition of the team - for example if everyone has a heavy and the tank is shielded by the pillbox, a team of rad defender, a proper tank and a damage dealer can take out any of the RV AVs except Mako. With 2 rad defs and a tank, most likely it'd be possible to kill him as well (biggest factor in killing him is the bonuses he gets when he goes godmode).
With bigger teams things tend to get more chaotic as cordination fails. Someone accidently aggros something they're not supposed to or just can't wait for the 2 seconds longer to get everyone buffed up etc.
And there is the thing of the other side interfering, which can cause bigger teams to get annoyed faster than small ones. A three-man team can wait a few rounds for things to even up, or even negotiate with the opposition easier than a big team (where emotions are flaring up from failure). A huge set-up breaks down more easilly. -
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More Dom's too would be sweet.
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Indeed. Can't have enough Doms out there -
PB adds to the duration of the mez power. Adds a few truckloads of duration to it, to be exact
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Dominator Hold is Mag 4 vs. Players, Mag 3 vs. PvE opponents. Domination adds a secondary hold of same magnitude over the first one with 150% the duration.
Effectively a Domination Hold is a Mag 8 Hold for the original duration and a Mag 4 Hold for the 150%. This means stacking Holds during Domination period is a bit different from just stacking Holds, as if you have 2 Domination Holds on a person the Maginitude is actually somewhere between 8 and 16, depending on what point in time the sample is taken..
This means the faster you can stack them, the easier it is to poke through a Toggle-type defense, as you need just 1 fraction of a second of maximum Magnitude to get the Hold through. Vs. CM and the like, the stacking of Domination Holds is a bit harder (as the Magnitude of the Hold drops mid-Hold). -
The hero heavy is sometimes a real pain in the butt - one hit from the back laser and off to the hospital you go, pretty much no matter what character you're playing... But it just adds another dimension to the pvp - you need to keep the distance
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Omega Patient - Fire / Ice / Mu Dominator
289 Hours, most spent at PvP zones -
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Apologies for slugging at Hami at that one point. For some reason that I don't know (likely explanation is a feck-up on my end of some sort) I lost the targeter as my target and just did not have the presence of mind to check it. Thus Hami had ended up as my target.
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That can happen to anyone. As long as it's not intentional, I wouldn't hold it against you. Losing the targetter while reading broadcast banter made me attack Hamidon once or twice during last night's raid. To err is human and all that. -
Will be there, for Tera's team (or organizing the Blasters again if he can't make it)
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The one thing that Fire Control has in for PvP that seems to be constantly overlooked by people who focus their eyes on secondary effects, is the fact that the ST Hold is damn fast-firing. 1.07s activation time compared to Ice's 1.87s. That .80 seconds every time you fire a hold can be a huge difference.
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Thanks to double exp, I now have characters on both sides so I can switch - I'd love normal servers as well.
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From your choices, I'd go for Ice/Ice. I personally love the Fire primary, the control is great and fast and the Imps are still quite brutal, but since you want to PvP -- Power Boost, single target focus and the -recharge tip the boat to Ice's favor.
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Finally can verify my timetable for friday - will be on for more Hami-goodness, so save a space, Tera
Coldest War, Blaster, Generic power description.