Everclear

Super-Powered
  • Posts

    586
  • Joined

  1. [ QUOTE ]
    No. Running works for movement with -jump - which is what i said.

    [/ QUOTE ]

    Your missing the point, devices also has caltrops which does slow, ice blast has movement component to it, so running doesn't counter the slow.

    [ QUOTE ]
    Of course - acrobatics - a 'resistance' to knockback - never thought for a minute about that one. Surely it's not possible to overcome resistances is it!!??

    [/ QUOTE ]

    I don't really understand what you mean here but the tone of your post comes across like oh hey blasters can't do anything against KB powers. Thats a counter to KB

    [ QUOTE ]
    Hehe. I have melee attacks too ya know - oh,and funnily enough ranged attacks work just aswell in melee!
    The only scrapper i won't stay in melee for even the minutest amount of time with is /regen...and even then i'll be running hell for leather to get away from the damn spines throw. Blappers though is an entirely different matter.

    [/ QUOTE ]

    You don't have toggle knocks anymore, melee on a blaster is situational.

    [ QUOTE ]
    Hence a perhaps in my comment and you can also slot for interrupts??


    [/ QUOTE ]

    It's still interuptible though.

    [ QUOTE ]
    This doesn't make sense Are you talking about the effectiveness of using a -jump power because 90% of these 'best pvpers' use it and you're playing a percentages game thinking that because they have acrobatics they are great PvPers? Or that SJ protects against slows? I for one never said web grenade was bad, just you can actually use other movement to get away even if you're still affected by the -jump.

    [/ QUOTE ]

    Let me make myself clear here, jump is the best mobility in PvP. It is a means to counter slows. Hence the reason most of the PvPers will take jump. Squishy blasters will also go the SJ route for acrobatics aswell. Well the reason why web grenade is so powerful, is that it takes away that movement, and movement is the core of PvP. You take away that, they aren't going anywhere without TP. The only other movement you can use vs -jump is tp. And listen when i mean -jump, i mean using it with slow, as web grenade also has a slow component to it, coupled with ice blasts and caltrop.

    [ QUOTE ]
    Personally i can use TP as long as i need to without running out of endurance. Have you ever tried it when slotted? The almighty superjump can only go so high so it'd have to be a flyer that caught up with fleeing tp'er - which it won't cos fly is so slow.
    I'd hardly say being able to use powers whilst floating is defenseless either. You are allowed to hit back you know!
    And i believe i mentioned having another travel power is 'handy' to have.



    [/ QUOTE ]

    Ah so you use TP as an escape power? fair enough. SJ is more offence then. Oh yeah if SJ can only go so high, well if the TPer is that far out of range, he's no longer a threat, so why bother chasing him?

    [ QUOTE ]
    Fine by me. A narrow viewpoint just gives those who think a little differently big advantages

    I do have to ask if you've ever played a blaster either in PvP or PvE though?

    [/ QUOTE ]

    It isn't a narrow viewpoint, i disagree with most of the points you've made. I've done a lot of arena and a lot of zone PvP, for a long time all types of PvP you name it. I've fought against plenty of builds, and can tell what is and what is not effective. Your means maybe effective, but it probably isn't the most effective method. And as the OP was looking for the "best" i was merely suggesting the optimal tactics.
  2. Your hurting my eyes with that font!

    Slap some accuracies into infridigate, just 2accuracy.

    Take frostwork, pick up stamina later.

    I'm generally a hurdle over health guy.
  3. <3 superspeed + 3slotted hurdle +Combat Jumping.
  4. I respecced into acrobatics, and i must say i found it very useful, i'd definately go for it. I have respecced my toon on live as full support PvP defender. Heres my build, works really nicely in teams.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Powernova
    Level: 50
    Archetype: Defender
    Primary: Kinetics
    Secondary: Energy Blast
    ---------------------------------------------
    01) --> Transfusion==> Acc(1) Acc(3) Heal(3) Heal(5) Heal(5) Rechg(7)
    01) --> Power Bolt==> Acc(1)
    02) --> Siphon Power==> Acc(2) Acc(7) Rechg(37) Rechg(39) Rechg(39)
    04) --> Repel==> EndRdx(4) EndRdx(37) EndRdx(37)
    06) --> Hasten==> Rechg(6) Rechg(9) Rechg(9)
    08) --> Swift==> Run(8)
    10) --> Increase Density==> DmgRes(10) DmgRes(11) DmgRes(11) Range(13) Range(13) Rechg(19)
    12) --> Speed Boost==> Run(12) Run(15) Run(15) Range(17) Range(17) EndMod(19)
    14) --> Super Speed==> Run(14)
    16) --> Hurdle==> Jump(16) Jump(39) Jump(40)
    18) --> Siphon Speed==> Acc(18) Acc(23) Rechg(23) Rechg(36) Rechg(36) Range(36)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Inertial Reduction==> Jump(22)
    24) --> Aim==> TH_Buf(24) TH_Buf(25) TH_Buf(25) Rechg(40) Rechg(42) Rechg(42)
    26) --> Transference==> Acc(26) Acc(27) EndMod(27) EndMod(29) Rechg(29) Rechg(31)
    28) --> Assault==> EndRdx(28)
    30) --> Tactics==> TH_Buf(30) TH_Buf(31) TH_Buf(31) EndRdx(34) EndRdx(34)
    32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34) EndRdx(46)
    35) --> Combat Jumping==> Jump(35) Jump(40)
    38) --> Super Jump==> Jump(38)
    41) --> Power Build Up==> TH_Buf(41) TH_Buf(42) TH_Buf(43) Rechg(43) Rechg(43) Rechg(45)
    44) --> Temp Invulnerability==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(46) EndRdx(46)
    47) --> Total Focus==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) Rechg(50)
    49) --> Acrobatics==> EndRdx(49) EndRdx(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Vigilance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  5. [ QUOTE ]
    [ QUOTE ]
    With a team that spikes targets, it can lay the hurt big time, and make it easier to do so.

    Oh yeah did you miss all the other things i said earth has going for it, apart from the immobilze?

    [/ QUOTE ]

    so what if the pet can't be killed i wont start attackign a pet anyways. he is poo at doing damage and poo at controlling, only thing going for the pet is the ranged knockback. Everybody runs acrobatics nowadays so earthquake isn't too good and a breakfree will protect you from knockback/knockdown. Pvp is all about movement i don't see how people will stand in the aoe hold for long, unless the team with the earth troller forms a turtle inside the aoe thingie.

    [/ QUOTE ]

    not A breakfree, 3 break frees is needed to res knockback/down. Thats a considerable amount. For the people that actually don't have acrobatics, earthquake is effective.

    Yeah your right there PvP is all about movement. You forget about quicksand? Quicksand takes away that movement, it ford -jump aswell as slow. Stick down quicksand and volcanic gases your taking away there movement and making them stay in volcanic gases.

    I'm just proving my point that earth is not gimp in PvP.
  6. [ QUOTE ]
    [ QUOTE ]
    break free doesn't give resistance to -jump, a break free doesn't give resistance to slow from caltrops or ice blast or web grenade.

    [/ QUOTE ]
    Run still works just as well for movement though!

    [ QUOTE ]

    Ice blast has medium range, but it has very high single target damage, with very fast animation times, making it the highest DPS, and it has slow secondary which synergises with devices very well.

    [/ QUOTE ]
    True, but try blasting whilst you're constantly knocked up (so to speak)

    [ QUOTE ]

    Go against chilling embrace? its movement slow i can still jump out of range.


    [/ QUOTE ]
    See how fast and far you can jump when caught in CE...it aint far - and it's easy to follow - or maybe a TP foe back!
    [ QUOTE ]

    Go against devices you can't jump, your literally going no where unless you have TP.

    [/ QUOTE ]
    What's the fascination with not being able to jump? There is other velocity!
    - if you go /ice, TP is the travel power of choice - though it's always worth having another for easier movement.

    [/ QUOTE ]

    Eh?? running still works for movement? oh yeah being slowed so much you can hardly move left or right is good movement to you? you couldn't be anymore wrong. I presume you have a */ice blaster? I thought you'd know how effective slows are. I guess this isn't the case.

    "Try Blasting whilst your constantly knocked up"- Eh dude seriously, any half decent blaster will have acrobatics. That counters your knockup idea. Oh yeah just fyi 3break frees gives res to knockback/up effects.

    I've been in CE before dude, tell you this combat jumping is enough to get away from it. Is this really your tactics stay in melee? Are you going to stay in melee with a blapper or scrapper? If you are i'm sorry but you need to rethink your tactics. Oh hay yeah, tp foe is also interuptible.

    -jump is one of the most effective tricks in the game, Super jump is the only effective travel power that counters slow, look at all the best PvPers in the game, 90% of them will have jump, as its such an effective counter. If you take jump away from them there is no escape, its better than having a hold as they can't even resist the effects. */ice's travel of choice is tp? oh this is new, you know tp is bad to have, it will only take you so far as your endurance lasts, also you know that after you tp your left there floating defenceless, your going to have to be nuts to use tp.

    I really can't help but t disagree with everything you've said there.
  7. break free doesn't give resistance to -jump, a break free doesn't give resistance to slow from caltrops or ice blast or web grenade.

    Ice blast has medium range, but it has very high single target damage, with very fast animation times, making it the highest DPS, and it has slow secondary which synergises with devices very well.

    Go against chilling embrace? its movement slow i can still jump out of range.

    Go against devices you can't jump, your literally going no where unless you have TP.
  8. With a team that spikes targets, it can lay the hurt big time, and make it easier to do so.

    Oh yeah did you miss all the other things i said earth has going for it, apart from the immobilze?
  9. Sorry to see you leave, frost you guys have been great. I regret not being able to make it to many of the test server nights due to RL. But i've heard the stories and still talk to many of the french players in game.

    All i can say is you guys are definately some of the best players in game, and its a pleasure to have met you and had a chance to battle with the best.

    Good Luck to wherever you go


    Powernova
  10. Oh yeah how could i forget blaze, you know what that makes fire? Lethal at range and in melee.

    Elec primary from looking at the powers, it lacks serious single target damage, it has a hold a snipe, which is nice but it doesn't haev any decent range attacks to have a nice chain. I'm not a fan of pets so i don't rate voltaic sentinel that much. Elec is awesome paired with elec secondary however- awesome synergy.

    I know i may knock down elec set, however as X said its how you use them. Just look at plight trawler and gatling, those dudes use them insanely well, and show how great they work.
  11. The fire set is actually very very good in team PvP, as a sniper. Right now i'm testing with mesmer's blaster his ranged snipe with 3damage/range HOs and boost range. He's sniping over 100yards, so far that he can't target the opponent from that range.

    Fire is very good range damage, and in issue seven, range is where its at.

    Team PvP ice/devices is very good, high range single target damage and slows with webgrande for -jump. Your basically screwing up the opponents movement, and for a team that spikes that target is in serious trouble.

    If you want general PvP for zones and duals pick */nrg. Ice, Fire and sonic are probably your best bet.

    */elec is good, but it shines with elec primary for endurance drain short circuit -recovery and power sink. I wouldn't stick it with ice/elec anymore, its good but ice/nrg is better.

    */elec lacks the self buffs.
  12. Herding with hurricaine!

    Anchor an enemy in the middle of the group with snow storm, gale all the groups into a corner, keep hurricaine on and lightly brush them into a tight group. Hit your group control powers. (Wormhole then AoE immobilze) or group hold.

    Done!
  13. Damnit guys you leave as soon as i get a mic, and downloaded ventrilo

    Sad to see you guys go, you guys were really a great laugh to team with and an awesome SG to be apart of on villains. Sorry if i haven't been in contact in a long time, i left the game for a couple of monthes odd, when i got back i sorted of deserted CoV, and tryed some toons on union.

    Good luck with crafting shoes in World of Warshaft.

    Take care!
  14. [ QUOTE ]
    [ QUOTE ]
    You can never have a "gimped" controller combo. Controllers don't have any "bad" PvP powersets.

    [/ QUOTE ]

    i think earths is quite gimped in the arena, only thing going for it is quicksand, that's about it.

    [/ QUOTE ]

    Oh hay yeah, quicksand is the ONLY thing going for the set, lets just ignore the hold, and the single target immobilze which also does -fly. Oh yeah that targeted AoE hold, which constantly stacks with itself is very gimp. OH WAIT don't get me started on that gimpy knockdown power aswell, lol oh you whats the worst thing? The pet which has insanely high res to damage. Yup earth is gimped.....

    And i agree with botty 100% Player always counts above build.
  15. Yup, if there were greater team numbers and an addition of a kinetic, i'd drop the invul/em and slap in an ice/en tank.
  16. Nice team imag, except i'd go,

    Spines/super reflex/body scrapper
    Forcefield/*/mind defender
    Invul/em/body tanker
    Ice/devices/ice blaster
    Illusion/empathy/primal controller.
  17. Everclear

    Jum leaving.

    Always sad to see a player leave, take it easy bud and come back soon!
  18. Not to group fly.

    1)Nope you don't have the endurance for it
    2)Yup
    3)This is where i don't know the numbers offhand, but the -acc is a bit annoying.
  19. I should bring my fire/storm back out, he's the ubah AV killer and will soon be FoTM, if he already wasn't.

    FoTM GO!!!!!!!!!
  20. you have no -resistance or +damage for your team, it should suck.
  21. Everclear

    MoG

    8 yellow inspirations isn't "some" its a lot, you don't even have to worry about that, lots of yellow inspirations negate all defence powers. Does that make defence powers bad? no how often do people carry that number of yellow inspirations?

    I will say, the two main problems with MoG which chels has highlighted are that you can't heal and the typed defence.
  22. Now that i've thought about it, yup your totally right.

    Well in unthing
  23. My money is on the katana/sr vs a claws/sr. Divine avalanche really does limit claws options.

    The claws could pack lucks, but so can the katana scrapper thats where its stalemate.