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Posts
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Joined
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Hi everyone, after almost a years break, and back strong. PvP has changed a lot, but I'm willing to adjust.
What I'm not willing to do, just yet anyway, is to carry on with the whole number crunching thing, so I was looking for some pointers.
I've decided the next PvPing Hero I'm going to do is another Tank, seeing as my WP/EM has lost most of its appeal to me due to Energy Transfer - which I can now go afk and make a sandwich with before it has hit.
So, firstly.. how do Shields size up in PvP? At first glance on a Hero Builder they get two great PvE powers, most useful when friendly players are near them. This is probably also good for base raiding, but for now I'm thinking more about Zonal PvP. So, do Shields work.. at all? I'm yet to try one past level 3 and haven't seen one in action in any PvP yet so any advice from experienced users or PvPers is welcomed.
Secondly, is Super Strength the big hitter for Tanks now? It's just... well, obviously I need a secondary for this Shield Tank I may or may not make, and I'm not sure which to pick. EM is out of the question, and unless Ice has been given damage above that of brawl's that pretty much is too. Superstrength is a maybe, although if possible I'd like to steer clear of it due to the fact I have a SS Brute and like trying new things.
How does Mace, or Axe size up to Super Strength? I read that Mace has had a damage boost, but is it enough?
Thanks in advance!
Chi -
It's funny, on Defiant there are always LOADS of PBs in RV... There is much less FotMing and people desperate to win over there. The last two times I have been to RV on Defiant there have been 3 PBs at peak times.
The only PvPing PB I have ever seen (and I mean one that is there a lot, not just passing through!) was Stockton Lass, in Siren's Call. One of Sweet Chilli's toons, IIRC. -
Although Drone TPing is a bit of an annoyance, there's part of me that still thinks of it as PvP. I find myself getting annoyed when, say, an opponent intentionally gets NPCs involved, as you get debt... but with the Drones they don't give debt, it's just a cheeky tactic. When I'm Drone TPd I find myself more smiling and giving a personal applause to the person that did it, as it's my fault I got too close!
I rarely see it, though, and it only occurs when one side is obliterating the other (and ofc able to camp outside their base...) and this is probably the main reason why I don't mind it- it gives the other team breathing space as well as making them feel like they've killed a few.
The only way to stop it would be to put a -TP in base, which would stop anything that can be interrupted, including TF Friend etc, which would be a unnecessary loss. -
This video really changed my look on everything...
I wasn't impressed with Crabs too much, although I know that technically they look great. I'm now undecided between which to do first, a Night Widow or a Bane Spider. Originally, Bane Spider was last on my list!
Good job NC, keep it up! -
Very nice Rooks, gripping too. I always liked the concept of your Dominator
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We're gonna tear these guys apart for poaching the Hunters
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I particularly liked that! -
I'd have to disagree...
My Ice/Energy used to be able to hold anything (when he had just the two holds from Ice) much faster than any other combination of Blaster, including an Ice/Elec I tested it with. With a slotting of 2 hold/2 acc/2 rech you can almost chain the two.
Ice/Elec was briefly the FotM for zones such as Siren's Call, due to Thunderstrike(?) being available pre 30.. However, many PvP Blasters have gotten rid of their long animationed hard hitters in the attempt for a more fluid and ranged burst damage technique.
Ice Primary in PvE has always seemed relatively weak to me, lacking in exceptionally good AoEs. In a high damage team, you will find yourself doing little against anything than bosses and upwards, leading me to think you might be best off with Ice/Fire.
I really don't enjoy my Ice/Energy in PvE in all honesty.. maybe you should wait a while and do Ice/Mental? -
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Invuln can be alright, especially with Dull Pain, but the lack of any wide stretching resistances is often its main hinderance.
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Erm what?Invul is a nice set and is insanely hard to kill without debuffer.
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Stone Armour isn't the best unless in Granite - where it is certainly the best at Taunting (group PvP).
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Stone armour is next to useless in PvP.You can taunt with any good PvP tank. I have an ice tank i use for taunting and i havent died during PvP not once while taunting with it.
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Ice can be used to great effect, although against certain enemies with an accuracy boosting power (Such as build up or aim) it can go down pretty quick
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Again.I dont see how u come to the conclusion that Ice dies fast against anything with aim or build up.Ice is top notch for PvP.Slows resistance,ice,fire resistance,hibernate,end drain,slow perma +hp.Unkillable with the exception of fast stacking hold builds and even then really really hard to kill.Dont know how you came up to the "goes down quick" conclusion.
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-I never said Invuln isn't good, and its lack of resistance in Energy etc IS its main hinderance, even if it still has huge survivability.
-I know how strong Ice is! I know I've seen you play Hibernoob and definitely impress me, as well as Cypher's Ice/SS, but it can still go down in a 1v1 "no running" situtation... Ice is imo the hardest thing to kill if they can run around Hibernating etc -
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Its basically to do with synergy...
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If you mean only some sets go with others then you are wrong...
Ok, some sets do give eachother compliments, such as DM with SR, Katana with SR, Fire/Fire Tanks. However, they can all work together pretty much, no set is "only" good when coupled with another.
For level 50 PvP:
Scrappers
Primary:
Most can do pretty well, although Katana is considered very low damage and is purely lethal damage with only minor-control. Martial Arts can be pretty good, but the lack of any range may put you to a halt in many situations. Broadsword and Spines are considered the biggest killers, while Claws isn't used much due to its low burst damage.
Secondaries:
All of them work, although Dark Armour is the undisputed weakest.
Tanks
Primaries:
Depending on what you want, they can all work. Invuln can be alright, especially with Dull Pain, but the lack of any wide stretching resistances is often its main hinderance. Willpower is seen to be exceptionally good against melee. Stone Armour isn't the best unless in Granite - where it is certainly the best at Taunting (group PvP). Fire gives the most damage, with an extra Build-Up like power boosting damage greatly. Ice can be used to great effect, although against certain enemies with an accuracy boosting power (Such as build up or aim) it can go down pretty quick
Secondaries:
Energy and Superstrength are the most used, with Energy having huge burst damage and stuns and Superstrength having Rage (boosting damage greatly while also getting rid of any accuracy issues or defence based enemies). Mace and Axe are both very hard to be played well- along with Ice, and while Stone Melee hits very hard, it also drains a lot of endurance. Fire is very rarely used as it specialises in AoE attacks, more useful for PvE.
Brutes
Primaries:
Similar to Tanks. Elec Melee is pretty low in damage, and is rarely used to good effect. Dark can be good in 1v1s but its lack of any significant boost to damage will make it difficult in a Zonal/Team/Arena situation.
Secondaries:
Similar to Scrappers and Tanks, although Elec Melee does provide a very useful array of effects, such as +recharge, resistance to slow, resistance to end drain, and two endurance boosting powers, not including Powersurge. It's only drawback is the lack of a heal, but that can be fixed by picking up Aid Self.
I didn't mention Dual Blades in PvP, as it hasn't currently been used well in PvP. Ever.
Hope that all helped, and look forwards to seeing you in the zones! -
Psi/Psi Blaster (Can't be bothered with another /En hehe)
Illusion/Therm Controller
That's it so far -
1. The OP is a nut
2. A big one, if I do say so myself
3. CoX is a PvE game, and has had PvP included for a relatively short time compared to PvE
4. There is no such thing as "balanced PvP" in any game - someone always has an advantage
5. Villains have many bonuses over Heroes, such as Permadominators, Stalkers in general, and Brutes (Scrappers that can achieve a stupid damage buff)
6. Yes, Patron Pools not being respeccable does have a considerable impact on PvP - however, as stated before it is a PvE game, and the fact it is not respeccable ties neatly into the story of CoV
7. Make a PvP Villain, learn to play them, get IOs - THEN say if you think they suck
8. This thread fails... -
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I'm quite hopeful it'll come over to Heroes, then perhaps the dev's might listen to the people that are crying because of EA's rubbish levels of defence on the Villain side. They're worse than SR's for a start and if it does come over to heroes then they might realise and buff it a bit on both sides
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EA has worse Defence than SR. EA Has Conserve Power, and an End Drain AoE, as well as an amazing t9 - AND Stealth. SR has a bit of +recharge. If they gave SR Stealth, and two +end powers, THEN it may be reasonable to whine about EA having lower Defence. -
All ATs can work fine in PvP.
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Well the build looks pretty decent to me, so will just give you some points on how I built my Ice/Em...
-I have both holds. Sure, the temptation of raw damage is huge, especially since Fire/Em became the new FOTM, but even when half the people have break-frees, it means half the others don't. With perma powerboost and Freezeray * BFRay, mine can hold Brutes in seconds, which in RV is probbaly the AT that carries BFs the least.
-Energy Punch, while useful for a Crushing Impact, really isn't necessary if you'd rather have extra range (very useful for the shorter stuff like BIBlast) than 5% recharge.
-You might want to try Aid Self instead of Phase shift... I've tried both combinations and at the moment am sticking with Aid Self again for a while. Not only would it free up an extra power, but with Power Boost it heals my Blaster for over 700 (IIRC), although I admit Phase works very well with Hibernate
-Superspeed again is really not necessary, you can chase things and get away fast enough with just two slotted Superjump- this is probably the easiest way to free a slot. -
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Bumping makes the Baby Jesus cry
(And GR doesn't like it when the baby Jesus cries)
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Especially on a 4 hour bump.
There's not much to stop this BF popping apart from big slows and teleport Foe- all there is to it. -
ICE
-Good debuff
-Single Target heaven, amazing for Bosses, AVs, PvP etc
-Two holds in the Primary, one in the secondary if you take it (although it is easier to stack holds with Ice/En than Ice/Ice, due to Powerboost)
-Blizzard is ranged with a variety of debuffs, and can be cast from around corners
-Lack of snipe
-Lack of heavy AoE damage
-Endurance heavy
Energy
-Can slot Force Feedback: Chance for Recharge in ALL attacks
-KBs useful for soloing if controlled
-Has a snipe
-KBs come with all attacks, so can't choose when you want them and when you don't: gets very annoying in teams.
Personally, I'd say Ice as I've always much prefered it in every way -
Okton forgot to mention that he was also IOd up from like level 10
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SR is AMAZING if you put Purples in it, near Perma-Elude.. otherwise, most things can hit through the Defences with ease...
I have had Katana and Spines... I would say not Katana unless you're purely doing 1v1s. Spines can be decent in Zonal, especially against squishies, but Broadsword is the biggest hitter.
Regen is probably the best with relatively low money, I wouldn't reccomend Invuln, WP is good against melee, Dark is iffy at best, SR can be great but again is affected most by enhances. -
Firstly, you can't give up by level 21. Secondly, wait for SOs, thirdly slot your forms!
A Self-Buffed Warshade with pets circling around them while in Nova form is an amazing force.. Yes, maybe more difficult than other ATs, but that's why it's given to people with 50s, not newbs. -
Yeah, Fire/Rad will suck farming.. unless you mean the good old "grinding" of farming, which is normal missions instead of running the same map... Fire/Rad is excellent in a balanced team, but nowhere near as good in the Farming Mission as Fire/Kin.
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They are not completely Invisible, as far as I'm aware...
I thought a /SR Scrapper (as well as Ice/ Tank?) with Focused Accuracy and Leadership, as well as perhaps a +Perc IO would have no problem seeing Stalkers? -
I've been trying to get my head around a Permadom build for a Plant/Fire, but can't manage it without losing a lot of good stuff...
Can anyone conjure up the cheapest possible Permadom build for it?
Thanks in advance! -
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Certainly going to take it on my Deviant Plants/Thorns.
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That WOULD be an achievement