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Posts
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Joined
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Yes, they can. I've fought against and teamed with Villains in the arena.
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Recluses Victory will be HvsV. The zone is a version of Atlas Park in another dimension, and it changes appearance depending on which side is winning.
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Best villains are the same people who have the best heroes. PvP is 75%-80% Skill. Most show only 20-30% of what a build because they never find out what their build can really do.
The questions are; Why can 95% of the tanks out there not hold any aggro? Why does blaster insist that range is the only way to go. Why do empaths only heal, why does 50% of the illusion controllers not use phantom army for initial aggro? and so on. These people who "fail" in PvE I also see trying to win PvP against people who can solo invinv missions set for 3-4 people with a blaster.
Plight Trawler is a guy I have much respect for, he is one of the few people I have meet that truely knows the limits of his build. Do you guys think he found these limits by being afraid of getting debt, by not experimenting. He is one of the few guys I know that has tried to solo AVs with a blaster, he lost but he kept trying. (Im also gonna try, and Im sure as hell gonna reach debt cap before I give up). The guy is worth 2-3 normal blasters.
Stop looking for uber builds and start being the best. Perhaps the uber build isnt discovered, cause you wanna be PvPers are trying to dublicate some others peoples playstyle instead of finding your own.
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Imaginary FTW!
Seriously though, I've said it once and I'll say it again, part of the skill in PvP is finding a good build from the powersets you have. It might sound big headed, but I'd like to think I go some way to proving this, since I definitely don't have an uber-build by any stretch of the imagination. -
Zero Wing - "All your base are belong to us" for the Paragon Defenders.
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Far too much of a blanket statement there, specific controllers have specific weaknesses and all will take a faceplant depending on who they face. My stalker munches controllers all day long (hardest for me is illusionist as the invis is very good) and it takes more than one troller to hold him due to entropy sheild which goes a long way to negating controller effects.
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AHEM! I think I could probably count the amount of times you've "munched" me on both hands, and I've certainly held you a fair few times too. Stacking over hold protection really isn't that hard.
In answer to the OP: Hell yes we are. -
Choking cloud won't interrupt, I don't think. You'll be able to see the "miss!" icon though, and fire off someting like Flash or Cinders to actually knock them out of hide.
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As weasel said, move all the time. Without a doubt the best travelpower for a blapper is superspeed, slotted with a couple of endurance reduction enhancements so that it can be run 24/7.
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The one power I did get rid of was clear mind.
In most teams my defender ran with beig caught in a hold/sleep was not much of a problem...And Frankly I found proton volly more useful
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This is something I don't understand. Imo, clear mind is one of the MUST take empathy powers, and even if I was to drop the rest of the entire set, clear mind is the power I'd probably choose above all the others. -
I'm fairly sure you can attack in Elude. In I1, SR scrappers didn't used to be able to but they changed it so that now they can and I'm fairly sure it applies to stalkers as well.
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Tommorrow night, I pwn Defiant.
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Depends what level, but EM or spines are probably the two best PvP sets since they deal the least resisted/defended against damage.
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I wanna make a 8 man AR/kinetic team that would bug the hell out of people lol 8xSiphon speeds (stacking) 8xtransfer power 8xfulcrum shift then the full auto shooting begins
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... and then when you're halfway through the Full Auto animation, the rest of the zone sprints over and beats you like a (particularly well-battered) gong. If you're lucky, you may well have finished the attack by the time you're all dead.
It'd be more effective to have 8 Ice/Kins, have 7 set off Blizzard, and have the last spam Transference.
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Good plan we (the pvp people) should come up with a specific PVP build and duplicate it for an 8 man team and put it into practice (on defiant as thats where i am )
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We already did someting like that with 8x */Rad corruptors. The stacking effects of the debuffs and AM make killing stuff insanely easy.
(In fact, we were the first villains in Bloody Bay IIRC, and we pushed the heroes right back onto the beach and then up into their base) -
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Disagree. Stalkers are like Blasters. Easy to pick up and play, but hard to master.
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And thats why i said beginners AT in PvP ...give a stalker to a new player in PvP he will do fairly good...give it to Ataxia and will make the zone nightmare
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Not just yet, since he's only level 17 and there aren't enough people in Bloody Bay for me to get any kind of reputation. Just wait until I get into sirens though. -
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HATE: Stalkers. Beginners AT for PvP. And 99% of whiners in PvP are stalkers
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Disagree. Stalkers are like Blasters. Easy to pick up and play, but hard to master. -
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I went for that, then to Hammi-O's, and then to hosptials
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I never made it past the first stage. Too much
gizoogle methinks.
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Oddly enough, the US CoH site doesn't translate anywhere near as well as our one. I think the best quote from our googizzled page is:
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If you havent taken one of these babies fo` a tizzle fly yet, login ta any European brotha ta see whizzay youre miss'n
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WHAT?! -
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No, but you dont loose HP while using it, as you normally do.
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Well, that's odd... Is this WAI?
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It's WAI because otherwise it'd hit harder than AS, with none of the start-up time. -
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hmm so maybe the question should be ... what would be the best blaster build to beat a spines/regen scrapper?
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Ice/NRG probably. After toggle knocking integration, holding him won't be a problem and you'd have him out of break frees in no time. -
I'm taking Elude on my /SR stalker so that I can max out my AoE defence in places like Warburg and (eventually) Recluses Victory.
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SR is better than Ninjitsu because it has an insanely high AoE defence (which'll let you AS through mudpots and such).
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So where can I get my hands on the s4 demos?
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If the thread containing them has gone (and I think it has), I can send you the ones I have of our team over MSN (which you can find on the SG forums). -
Depends, as everyone says, on who you're with.
When my SG are PvPing, we're all on Teamspeak and our tactics tend to be more fluid and thought up on the spur of the moment (I've lost count of the times when Imaginary or Nightbringer have said "OK, here's what we're going to do...." mid fight). If I'm duoing with Powernova, we have definite tactics to win the fight and keep people locked down etc.
If you look at the S4 demos you can see that most (if not all) the teams had a definite set of tactics, and that's only at Bantamweight. Tactics tend to get more advanced the higher up in levels you go. -
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Sorry, but that would make ASing anyone but those AFK completely impossible (OK, so hold/stuns would make it possible, but not everyone has a power like that, and even then you'd need to hide again). You can't really expect someone to keep in meele range with a long charge time power that can be interrupted.
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True, but there have been times i've seen someone working up to AS me, but I couldnt target them for some reason (they were still transparent, couldnt click/tab onto them). Most melee attacks to my knowledge, still hit even if the target gets a distance away from you at the point of impact... 'knockout blow' for instance, is a nasty uppercut with a bit of wind-up time. Its not much, but a target can still get away from you but still recieve the damage. I can understand the reasoning for this, as normally the animation of the attack is just added fluff to keep the games superhero/villain/action feel. The problem is, AS acts like a snipershot. In my thinking, if there is a period of time when you can interrupt the attack, shouldnt it also check for distance too? I cant quite think of any way around this, but given the strength of AS, the fact it ignores distance does seem like too much.
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Based on this argument, then, blaster blasts would only have to work if you didn't move after they'd fired since technically everything (with exception to psychic blasts since they're mind-to-mind) would travel in a straight line instead of curving as they do now.