-
Posts
69 -
Joined
-
well you learn something new everyday.
Weird though would have thought I would have noticed it by now, my stone brute is energy/stone so lobs out stun like no tomorrow, would have thought I would have seen it immonilise a few folk by now. Ill keep more of an eye on it from now on anyway. Cheers for the tip -
Well I'm still about most evenings (I'm not usually on much at the weekends but thats always been the case).
I think for the most part yes allstars are just a handful still playing. I'm usually about on the Villains side of things rather than heroes unless I wheel out a hero for a bit of PvP.
I dunno, in some respects in a shame, in others it just not the same without Prof and Jas about who founded the allstars.
I have no intention of deleting the stars for now, who knows we may get a resurgance in the future, but if any of the old allstars want to look me up my global chat handle is 'Wreck'
Have fun, whereever you are allstars -
Mud pots does not immobilise. I have pvped with both my stone tank and stone brute and not once has it ever immobilised something.
Yes folk seemed to think for some reason mud pots was auto hit before when it wasn't, certainly as filth says it could hit things much higher in level than you, but it on the flip side no matter what level enemy you were potting even -20s, if there were 6 of them, 1 or 2 wouldn't be hit with each tick of damage.
Well I'll keep mud pots on my tanker for now, I have it on my brute and was considering slotting it in the 40s once I got some more slots, Ive never used for damage on my brute, will probably respec it out now next chance I get. I simlpy don't have the 6 slots to waste on the power, 3 maybe I was thinking of but now no (ignoring the fact for now that mud pots doesn't do any damage at all for now on brutes which I assume will be fixed). Ill see I may yet keep it for the slow effect :P -
Well in an attempt not to go over old ground over xyz tactics to counter stalkers, I will say the following:
There are a lot of posts complaining about them being overpowered, an equal amount perhaps saying 'no they are not'. I firmly fall into the 'no not overpowered' camp, especially with the re-balance of the 1 shot kill which will be coming *cough nerf*, even without it it wouldn't bother me.
I will say however, that stalkers do lend themselves very very well to solo pvp, more so perhaps than any other class without specifically building the toon without one eye at least on PvP. This is probably the reason you see so many of them about, people think 'what the heck I'll give PvP a go, well what do you know the same tactic I have been using all this time in PvE is working in PvP, great I'll do some more of this.
Now this is a very very basic statement, of course when they come across someone who actually has a counter (usually being able to see them) a casual pvp stalker player might well be wondering what hit them. But still there are plentiful supplies of players for the basic pvp stalker to hunt down and kill. All the time they are themselves getting better at playing that toon in PvP, and then you have people who know how to play a stalker well and like any toon become much more of a threat.
The thing I wonder though, is that personally speaking I spent a lot of time in the arenas before CoV came out, and one tactic that came up again and again was the invisible hero, hit and run only appearing when the opposition wasn't expecting it, or when the time was right to strike.
Many many very skilled players were using this tactic and in a lot of ways it mirrored the stalkers we see now in the game (a primary example of course would be a blapper).
Stalkers take this to the extreme but there is a basic counter, one that many folk who have been pvping have been aware of even before there was a stalker AT. Most of my PvP toons have the ability to aid themselves against invisible foes, it wouldn't matter if they suddenly deleted the whole Stalker AT tomorrow, I would still have that ability on some of my toons, simply because anyone can have stealth powers and they are a big problem if you aren't prepared.
And I think this is precisely why folk who do PvP a lot say the same thing over and over, that they aren't overpowered, at heart that is there one trump card, inherently in their powersets stalkers can stealth and alpha strike, but its nothing other AT's can't do if they aren't build for PvP and they often have a host of other tricks up their sleves too which by the nature of stalker powersets aren't as varied.
I personally believe what gets peoples backs up in PvP against stalkers is their quick kill nature, if can feel like a cheap loss. However when you get down to it, if that is taken away for the 'average' encounter they really don't have much else going for them as an AT and are working with the tools provided for their job.
Stealth is a tactic at present, if only for the unprepared. Why kill it off? If a stalker looses its ability to do what it does, how will anyone else even remotely have the option to make a toon who uses such skills?
I just don't see how if you are not prepared to take a couple of hits from an invisible enemy, how when it comes from another toon such as a scrapper, blaster or corruptor doing high damage the same old story will re-appear in the future especially as they can do it when you DO see it coming. With mez resistance being so incredibly low now, its that or a mezzed death for them if they can't kill the squishy in seconds. It's the 'headshot' of CoX PvP. -
Yup its a fantastic power, it's like a kick in the right direction of fury
To be honest the down time hurts tanks more than it does brutes from a 'can't protect the squishies' point of view, so its a win win situation more damage = smash, true you will be loosing fury during those 10 seconds, but overall your damage will be higher as you won't loose that much fury, especially if things are still attacking you. Still I can't see a reason not to have it, slot it and love it -
Ill be there with one alt or another, not sure which yet. Will have to bring my scrapper on for some of it at least, for some appocolyptic beatings, but blaster and controller also are fun.
Will probably go on with my brute at some point in the event too, depending on how the sides end up looking in balance terms (not that one brute will make much diffence heh). -
Not a million miles away from my BS/Regen must admit.
One thing I haven't got at the moment is tactics, however I have the tough in instead. Not sure which is more useful to be honest, weave certainly I wouldn't ever bother with. On the one hand a lot of PvPers both hero and villain do s/l damage type, it probably would be the difference between the two builds if we stood and duked it out (assuming no lucky crit chains). On the other hand I can't see invis without a temp power, insps or a friendly team mate which is perhaps more important.
More to personal tastse I guess than anything. One thing I am considering doing is dropping tough, picking up tactics and going for a more slotted parry (cant remember how many slots I have in it at the moment), that could be a workable solution for protracted slugging matches and a bit more all around versitility.
Ill see how I get along first before using a respec on it anyway. -
I know what you mean, it is hard to compare them like for like. I'm not really trying to say that as such, I didn't really post it too well.
However I think you hit the nail on the head in one aspect, in that the hero AT's do compliment each other better in skill sets.
Also something I was trying to get across which I probably did badly is when you sit down and think about the secondary effects of toons the heros one mostly work better in PvP.
So taking the controller example triple damage and a chance to land a crit hold on something vs domination which is great if you can get it to work (double damage and secondary effect boost) however its very very very hard to get it into play against equally skilled opponents, and can be lost if the dominator face plans.
I think your point about a brute being a scrapper/tank hybrid is interesting. If I had to sum it up I would say for much of the time in PvP a brute has the defenses of a scrapper with the offense of a tank. Not really great when you think about it. Sure the offense does rise over time but again we are into a situational effect rather than off the mark power. If you were picking an AT for a fight which would you rather have on your team?
Most of the villain AT specific 'effects' require the battle to be fought for a while to come into play. Most of the hero ones don't.
If i sit here and think of if I was going to make a 'dream team' picked from any AT, I don't think there would be a single villain AT in there because of this, oh and villains don't have empathy as a set too.
Question:
Ah true, stalkers are easy to catch the unprepared, but assuming a good level of skill on the part of the players, the blaster has more options and tools at its disposal and if it so chooses could play like a stalker if it so wished. If you were going for PvP builds the blaster can also have control and a good deal of range and masses of easily cycle toggle dropping. I still would be far more fearful of a well prepared and played blaster than I ever would of a stalker assuming the team knew what it was doing.
I don't think the differences are necessarily that big. What I am talking about here is largely irrelivent as its not often you get 2 perfect balance sides going at each other, 99% of the time one side has more numbers, levels, or skill than the other.
It's just when I sit and think about it, I can't help but feel there is a certain synergy that the Hero ATs have both in their inherent abilities and their interlinked powersets, that the villain ATs lack to a small degree.
Again though its all hypothetical in terms of scenario, fights are rarely even in number or skill in a PvP zone. And it certainly won't stop me playing villains in PvP when there are so many heros to be pulped and my heroes won't be dropping their guard against the villains any time soon. -
Been thinking about this the last couple of weeks while pvp'ing with a veriety of my heroes and villain and watching others trundle about going about their business.
I'm starting to think more and more that the hero AT's are inherintly better at PvP than their villain counterparts on a like for like basis.
If you consider:
Brutes - Scrappers
Dominators - Controllers
Corruptors - Defenders
Stalkers - Blasters
Mastermind - Tanks (This is a bit of an odd comparison, not too happy about it as Masterminds and tanks don't really compare that well, it could even be Mastermind - controller).
In every case, if I had to pick one in a general like for like comparison I would always pick the hero AT.
This has nothing to do with Heroes currently being 50 max, and villains max, more an observation on the overall powersets and more importantly the inherent ability of that class. There are of course combos within each AT that buck the trend somewhat but I can't help but feel overall this is the case.
For example (im not trying to say here that its one AT vs the other, more their uses overall in a fight). Also to note that at certain level splits abilities may vary, so for example a stalker at low level is quite formidable, less so at high level.
Brutes - Scrapper. The scrappers have a higher base damage, their secondary effect of a critical comes into play much more often (can be on the alpha strike) where as keeping up fury can be a pain for a brute and in many cases is more situational. The front load damage aspect can be difficult to achieve with a brute.
Blaster - Stalker. The stalker at its heart is a one trick pony. If you can see a stalker, it ceases to be anything like the threat value it would otherwise be. There are many ways around it. Blasters on the other hand, have the 2 shot kill option, and add a couple of other important attributes in range and control which many can easily add to their arsenal. Running away from a blaster is much harder than running from a stalker in most cases. Of the two when facing either I know which I would rather be seeing assuming equal player skills.
Defenders - corruptors. Very close this one with the marginally better offense of a corruptor. Individually a corruptor may be better off in solo but in a team environment defenders have the edge. Plus defenders have empathy as an option, probably the single powerset that tips the balance in their favour.
Controllers - Dominators: again on their own dominators can hang in there, in the team environment the controller starts to shine, again adding the empathy option and a good few other tricks. The secondary effect too, domination often is largely irrelevent in fights, when it kicks in great, but it takes too long and a single face plant can wipe it out.
Tanks/controllers - Masterminds. The mastermind always has the disadvantage of being the weak link. It can be good, and I still can't really compare it to a tank in all honestly, but it has to be in the heat of things to really make its pets shine. Still in comparison a mastermind is no controller in pvp, and tanks have the all important survivability aspect as well as taunt effects easily attained. I still don't like this comparison but if I had to pick one for a team it wouldn't have a master-mind in it.
As I say there are exceptions across the range, but comparing where possible the powersets that have closest match I can't help but feel heroes inherent abilities have the edge over the villains assuming an even playing field.
What does this mean for me? Well nothing I look forward to levelling more of my villains to pvp levels to go along with my hero chioces, after all player skill counts for more, and the playing field is rarely even to begin with.
Thoughts?
p.s. I'm not asking for comments like well my villain AT defetead 3 of a certain hero AT at once, so this isn't true, just when thinking about the tools available to each side I firmly believe Heroes > Villains. -
DoT is Damage over Time. Damage that ticks by after the intial effect (or in some cases an area effect that ticks over damage while a player is in the area, e.g. caltrops). It is useful in this situation as it stops the stalker from assassin striking and I believe hiding again.
There is/was a guide to acronyms in the player guides somewhere. -
Amenta,
I wouldn't say its a stalker specific thing though. Thinking back to when we just had the arena, it wasn't really any different.
Anyone with invisibility powers could be a problem, in many ways a lot of the best blapper players played very much like stalkers before we had stalkers.
In fact a good number of squishy AT's used/use the tactic to get in the alpha strike, or just to stay out of trouble until they were needed so people started coming up with tactics to combat this.
This is probably why a lot of the PvPers as they are called don't find a problem with stalkers, conceptually they are nothing new to what we are used to. Sneak in, do their thing sneak out before they get hit back. Job done, if its 1 hit as it is to death at the moment, or 2 as it will likely be after the changes its not a new thing. Blasters used to do it to folk, scrappers did etc etc.
All that is happened is now we have the PvP zones people play stalkers, and they naturally play in this fashion as oppossed to it being a concious build decision for other ATs. It is a very easy tactic to use against the unprepared, very difficult to do well against those that have seen this kind of thing before.
Taking the power tactics and what not was never a bad idea in the first place for the likes of the support classes like defenders and controllers, now you find scrappers and the like taking it to bolster their arsenal. It also helps with accuracy with you and your team where in of course acc has been lowered so its a double bonus.
I don't think stalkers caused the pvpers to change their builds significantly, only to do something many considered a good solid tactic in the first place anyway to defend against.
I also don't get why folk have a problem when a PvE build goes wrong in a pvp zone. Even in PvE there are many different builds you can do. Take a blaster, in many of their cases you can choose to be a ranged specialist, an aoe specialist, single target, control, melee or a combination of a few of the above. With a tank it might be small team/solo tank, large team tank where by you change the emphesis of offence/defense. A specific build style can come unstuck in certain instances against certain foes. A blapper for instance may find it suicide against enemies with a lot of AOE attacks, an aoe specialist may find they get hammered by mez enemies etc etc.
If you go in to a PvP zone with no intention to change either your tactics at best you will come out worst. I think half the thing is at present even with all the nerfs Coh/Cov is a very very easy game to play, suddenly all bets are off when you hit PvP as you are no longer facing some predicatble AI, tactics differ, opponents vary and odds can be heavily stacked against you.
The best advice I can give for PvP is don't get upset when you loose, only go in there with the attitude that there are things in there that you should avoid, some you might find you can walk over and some it will be down to skill as to how comes out top in an encounter.
No it is not balanced if the person behind the toon has taken the time to tune their build to PvP, but then in many ways that is what you would expect isn't it? That is their focus. -
Actually thats just tactics. Controllers and defenders always tend to be the first target.
Chances are if you leave one about you cannot kill the scrappers and tanks at all, as they will either be buffed or healed, you will be held or debuffed.
Its not a stalker thing, controllers and defenders are usually the first on the target list for anyone wanting to stand a chance in PvP. Don't take it personlly you are getting hit :P -
[ QUOTE ]
[ QUOTE ]
This is not overall preparation these are common ways to deal with stalkers. Following some of them might actually help you.
[/ QUOTE ]
Most aren't possible to follow a lot of the time. You seem keen to ignore that fact.
[ QUOTE ]
In all the time i PvP this hasnt happen to me.Simply because i PvP for the fun and i not try go solo, i am always prepared in the PvP zones i go and leaving the build outside i rarely stand still long enough to be a target. I mainly wait the stalkers to attack someone else for me to trap them
[/ QUOTE ]
[/ QUOTE ]
Surely with none of the listed skills above, anyone with invis is going to destroy you. I would be way more worried about an invisible blaster than an invisible stalker if you don't have any of them.
Stalkers are a one trick pony, if you can see them, what else do they have? Please I am dying to know.
FOR THE MILLIONTH TIME STALKERS EVENTUALLY WILL BE NERFED SO A 1 SHOT KILL WILL NOT BE POSSIBLE.
Now baring this is mind and saying some people can be 1 shotted at the moment, well its going to change, I really coudln't care myself I have no intention to make a stalker and I don't find them overpowered in the slightest no matter what toon I am using in PVP.
Come on folks, there are plenty of ways out there to help survive a stalker, from insperations, temp powers, going invis yourself, fighting in the water so you can see a non flyer coming at you, drop an aoe if you think one is near, moving to make it harder for them, using a perception power etc etc. Even if your boosted perception isn't enough to see them at range, you can often spot them at the last minute as they are stood next to you ready to AS. Then it is purely down to your skill if you can interrupt them.
If you choose not to have a perception power why do you expect to be able to see them and completely nulify anything they can do? A stalker cannot stand toe to toe with a scrapper, or a blapper for that matter, or any of the other melee classes.
I can with my brute 2 shot a squishy if the situation is right, same with my blaster, scrapper etc etc. A stalker only has its hide and hit to be on par with any of them.
To innigo: I want to make my tank build have no toggles and still be really really tough and have a chance to tank an AV solo. I don't want to take the powers that would help me, but I still want to have a chance. How does that sound to you? Do you whinge this much about someone who has a really finely tuned PvE build and for the sake of argument has the same powersets as you but does everything you do better in PvE perhaps to the point they can take twice as many bosses at once, or something your toon isn't capable of?
To Shimmer: You can tank a GM with your defender, you think a stalker can do that? You have your strengths, a stalker has stealth and one big attack, and not much else. The stalker has probably got fed up with everyman and his dog with 1 perception power seeing right through hide, so in order to do anything in PvP has to take another stealth pool choice to be able to do anything.
Come on for everyone that complains about them and knowing that for the sake of argument when they get patched they will only be able to 2 shot you. Please tell me, what would stalkers do if everyone could easily see them? -
Yeah my blaster is elec/elec/elec. The point still stands though, 2 target hits with Powersink and you are on full endurance. 1 target isn't too far off either mind you. Short circuit may return a little but not a great deal as far as I know. I'll do some testing on it next time Im in PvP but it certainly isn't its primary effect and in no way on par with being as good for an endurance gainaing power.
One thing short circuit does do however is stop the target from regaining endurance for a few seconds which is handy, it also has a much higher aoe range. -
True but as I have a Energy/stone brute and use it in PvP quite a bit its about the best you can hope for.
Personally I use tp foe followed by Stun or total focus. I'm at some point going to slot more slows in mudpots in an attempt to get a few more slugs in. That and the opposite of tping next to someone with a stacked stun attack ready.
With squisihies I don't always need much fury to plant them in short order regardless. It's just in the timing and is certinaly situational as to who your targets are.
Its not brilliant I grant you, but its about the best tactic I've found so far for PvP for a stone secondary, or indeed a stone primary for a tank which I also have.
I don't tend to worry if I have a great PvP toon or not, I just make do with what I have tuning it to a pvp/pve build with probably more of an emphesis on PvP and see what tactics come of it.
To say its useless is one thing, but it's that or not a lot happening for a stone armour toon to be honest -
[ QUOTE ]
Looks better. A few things.
-Drop conserve power. You are elec and with stamina and frequent use of short curcuit, you wont have that many endurance issues.
-Whirlwind needs endurance reduction (min. 2)
-Maybe get boost range earlier.
[/ QUOTE ]
Short circuit doesn't give you endurance back, it just drains end from opponents. Thats Power sink you are thinking of from the Electricity secondary that drains and gives you endurance back. -
Personally I haven't bothered with either.
I have:
rock armour (1 end red, 3 def)
rooted (1 end red, 3 health)
earths embrace ( 3 recharge, 2 heal, will go to 3 heal when I next get some slots)
health (1 slot, may add more not sure yet)
minerals (1 end red, only using really for pvp to see invis and cut down confuse etc)
Thats my defence, seems to be ok so far. Mind you I do have energy primary which means stacking stun is not too much of a problem for 'false' defense in terms of stopping enemies attacking especially for bosses etc.
I would have picked up the passive stone armour if I hadn't taken an extra travel power to compensate the lag of tp in the current crappy server environment, I just can't face using it as my main travel power at the moment.
To be honest I have a 39 stone tank as well, and I did take the other 2, in retrospect not sure I really needed them although they do help in larger teams. You aren't a tank though so don't need to try to be one, you want a more defensive build then sure pick them up but offense is usually the best defense for a brute, if its lying face down it ain't going to hurt you -
Search might not show opposing ATS, but handy PvP tip of the day:
When you go into a PvP zone type /whoall
It gives you a list of everyone there in the zone and their level, from both sides hero and villain so you can see what likely odds you are facing and broadly what ATs and levels they are.
Cheers
Wreck -
[ QUOTE ]
[ QUOTE ]
and thats why i say noone is unbeatable. Rock,scissors works very nicely. Just because one set cant beat another it doesnt mean its unbeatable.Everyone got weaknesses
[/ QUOTE ]
A slight tune change? Remember we were talking about 1 on 1 when you claimed no one was unbeatable.
[/ QUOTE ]
Says the man who as a regen scrapper was chased out the zone by a lone stalker, and then says they are an excellent player, one who isn't prepared to use or change their tactics to try and overcome a foe who is giving them a bit of trouble. PvP is massively different to Pve in play style and as a regen scrapper even with a pve build you wouldn't need to make any changes in your build to be 'effective' never mind an out and out PvP build. I don't have any real harcore PvP builds. I have changed a couple of my 50s to be more effective but I always want the option to still do some of my old pve tricks too, you don't have to be a gimp character in either to be effective in both, and again as a scrapper this applies massively so to your toon.
Many of us have posted our thoughts on the situation innigo, you seem to be selective quoting people here for the sake of having an argument about different points and ignoring some of the constructive ideas and thoughts on the position you were in.
For the record, on Union the zone of Sirens call is often an excellent place for PvP in the evenings, I can't comment about defiant but I suspect its pretty good too. No-one really gets ganked that much, if one side is massively outnumbered you tend to get a fair few observers just studying the fight. If two people say there is a duel going on they tend to be left to it as well.
All good fun, I don't think I have encountered anyone who really rocked the boat in terms of bad sportsmanship. There will be some of course, but its not like its impossible to either avoid them, or get a sneaky kill on them with other folk around.
And yes some builds may never be able to beat others in 1 vs 1, CoH/CoV won't and will never be balanced to this for PvP unless you want all the power sets to be the same. -
Don't know if it was a bug but I managed to get a swing in on a stormie with my brute in PvP.
Now I know being stone I can stand in the hurricane with rooted, but at the time I had Super Speed on (so no rooted) targetted the stormie, queued the attack and charged at them and the attack went off as came flying back out the hurricane again.
Now I missed with the attack but still i hadn't popped any accuracy so wasn't expecting to hit for the test, next time I see another hurricane user I'll be testing this some more to see if it was just a lag glitch that let me do it or something else.
The other test Im going to be trying is TPing in next to them, again with no mez protection on for the sake of the test and with a queued attack again seeing if I can get one off before I got flying out again.
On the whole Storm types are annoying, I have enough toons I can always bring one on that can give them a headache if needed, I suspect hurricane may well be changed in PvP, I don't see it needs to be so much but then I can get around it, is it overpowered yes (in pvp), do I care about the fact no, I could always make a storm controller if I was that keen on it. -
Actually I did think of one for my blaster, volt. sentinal. A completely pants pet, which really was a waste of space. Cost a fair bit of endurance, couldn't be used as an agro shield, lasted next to no time, did not much damage, often reluctant to actually fire at much and then probably didn't fire at what you wanted it to and had a long cast time.
Useless in the extreme :P -
The other thing to consider is that if the battles you were taking part in were the 'hotspot' battles in sirens you are having an effect on the PvP in the zone.
These influence who controls the zone and conveys bonuses to the side in the form of what facilities they have at their bases.
Personally and I know quite a few others do too, if you are just fighting a random street mob then I will tend to wait before attacking, simply so the other person doesn't get debt. I'm nice like that, although there have been occasions where from either side on a team battle we have had mobs involved in the fighting as well.
If you are invloved in a PvP sibe effecting battle though, expect to get hit at the hotspot. You are influencing the PvPers game, expect the same back.
Door missions and to some extent the phone box missions usually are a piece of cake to get through. Just get a few insps and especially as a regen scrapper you should be fine. Break free or two in case you get held, 2-3 purples if a large number attack you at once, couple of yellows if you need to spot someone. Job done. Door missions more so still, you get 25 seconds to get out from the door after you leave.
And its been said before but make sure anyone who intends to go into these zones (I only found out about this the other day) has their chat options set so they can hear the opposite sides banter over broadcast etc. -
Well, I initially made my blaster Shellshock elec/elec as a ranged blaster, then in the mid game turned to blast/control and finally in the late game blapper added in.
He has been respecced twice on free respecs, more so for power order changes than massive power changes for when I pvp at lower levels. Blasters in close combat is not suicide, you can really flatten things and to be honest is probably the most exciting AT I have played so far. Keeps you on your toes and makes for some interesting fights.
At the end of the day close combat for a blaster is always an option, you can stay at range and out of the way of harm, but when the time is right you can really unleash hell at a target.
I was and still am plesently suprised how many options my blaster has for playstyle, I can still do All three when I feel like it Range attacks, control, or close combat mayhem (which also adds more control in my blasters case in the form of an extra hold and 2 end drains).
The secondary sets are on the whole great for blasters imho, another more diverse set like devices may be nice to keep the 'range' blasters happy if thats what they want, for me though they work just fine and I would scream murder if my close quarters effects were gone. -
Yup, already commented on it in the villains thread about last night, excellent fun all around. Some great moments and battles.
Quite a few amusing tussles with Stryker as well, its funny I don't remember 'debuff magnet' being on my power list description as a brute. Stealing movement speed from a stone brute is just mean, as well as my endurance
Not going to be around tonight, possibly not on tomorrow either but I should be around in saturday daytime for some head pounding. -
Yup was good fun, nice to see a few new faces around. The battle went back and forth a bit, unusually last night there were more heroes than villains, usually it seems to be the other way around.
A couple of moments that made me smile where against the stormy (eir I think it was), first time I thought right I need to get a bit more accuracy so popped a yellow, did build up and miss, miss, miss with the punches in the hurricane. Short and swift retreat followed (or death can't remember which) :P
Next time I ended up stood next to them I just thought ah well and took a single swing with stun, no accuracy boost at all. *hit* stormy stunned...woooo! Don't think I killed them but still made me smile the randomness of it sometimes heh.
The other great moment for me was running out solo into the middle of about 8 heroes with super speed on, no mez protection just humble rock armour. I zipped in and out and around the group about 5 times, with everyone just turning around to watch where I was going. I assure you I had no plan at that point, it was not a cunning tactic, I had no insps at all just wanted a suicide run with there being no villains near by. What amazed me was the amount of time before someone fired a shot at me, it was like 'what an earth is that idiot brute doing, should we kill it?!', then 1 shot fired from someone and everyone just launched in. Swift face plant followed.
Really getting annoyed with tp in the water btw. It really doesn't work. As you can imagine being stone I don't really have a lot of choice in travel power if I want to move around a fight under my own steam and have mez protection at all. It simply won't allow you to target a spot on the ground in the deep water, so I couldn't tp next to someone to hit them.
Hope they get that bug sorted soon, its a real pain, that coupled with people just dissapearing while swimming means its a big tactic gone for self tp'ing.
Still an excellent night of PvP didn't hear anyone complaining from either side whatever the outcome of the fight. Good stuff