-
Posts
702 -
Joined
-
[ QUOTE ]
I think there are some real PvP gems to still be found, including 1 or 2 from the Blaster sets. Happy hunting.
[/ QUOTE ]
Too right...ice/fire is up next for me! -
I will have a go at fitting grant invis earlier - i'm gonna have another play about with this build and there are a few powers i want to try out. I'm gonna see if i can fit in both TB and VS - but i may have to drop one. The sentinel i might need though as my damage output isn't as strong and the extra 'blaster' is quite useful.
This is a '50' build though so i've got some time to fine tune. -
Screech is the mutts.
I never liked sirens song tbh and ive no idea about Frozen Aura - but i have a respec sat there and could try it out on test if you don't get anything useful here.
Tier 9 sonic though - Dreadful wail - is excellent for PvP. Very quick animation and does a huge amount of damage. -
Nother good thing about fire and it's aoes is the mastermind pet dropping capabilities.
-
So this is the something along the lines of the build i was thinking for this blaster.
I'm still not sure about Voltaic Sentinel and may swap Thunderous Blast back in as i find VS a bit of a pain to use. This is an all round PvP (zones, duels, arena) and will work equally well in PvE..or should do.
I'm not sure i can do any better slotting wise or powers wise due to the combination - Grant Invis is there for duoing in RV with another blaster with stealth and grant invis, but i'm not sure that it'll make much difference with all the +per going around
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: Dismiss
Level: 50
Archetype: Blaster
Primary: Electrical Blast
Secondary: Ice Manipulation
---------------------------------------------
01) --> Lightning Bolt==> Acc(1) Acc(3) Rechg(3) Dmg(19) Dmg(19) Dmg(21)
01) --> Chilblain==> Acc(1) Acc(5)
02) --> Charged Bolts==> Acc(2) Dmg(5) Acc(7) Dmg(17) Dmg(36)
04) --> Ice Sword==> Acc(4) Acc(9) Rechg(9) Dmg(17) Dmg(34) Dmg(36)
06) --> Frozen Fists==> Acc(6) Dmg(7) Acc(11) Rechg(11) Dmg(15) Dmg(37)
08) --> Teleport Foe==> Acc(8) Range(13) Acc(42) IntRdx(45) Range(50)
10) --> Chilling Embrace==> EndRdx(10) EndRdx(13) Slow(15)
12) --> Hurdle==> Jump(12) Jump(39) Jump(39)
14) --> Teleport==> EndRdx(14) EndRdx(21) Range(23)
16) --> Health==> Heal(16) Heal(23)
18) --> Aim==> Rechg(18) Rechg(25) TH_Buf(25) TH_Buf(27) Rechg(36)
20) --> Stamina==> EndMod(20) EndMod(27) EndMod(29)
22) --> Build Up==> Rechg(22) Rechg(29) Rechg(37)
24) --> Zapp==> Acc(24) Dmg(31) Dmg(31) Dmg(31) Range(40) IntRdx(43)
26) --> Tesla Cage==> Acc(26) Acc(33) Acc(33) Rechg(40) Rechg(40) Hold(50)
28) --> Ice Patch==> Rechg(28)
30) --> Short Circuit==> Acc(30) Rechg(34) EndMod(37) EndMod(39) EndMod(46) Rechg(50)
32) --> Voltaic Sentinel==> Dmg(32) Dmg(33) Dmg(34)
35) --> Stealth==> DefBuf(35)
38) --> Combat Jumping==> DefBuf(38)
41) --> Char==> Acc(41) Acc(42) Rechg(42) Dmg(43) Dmg(43) Dmg(45)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(46) EndRdx(46) EndRdx(48)
47) --> Shiver==> Acc(47) Acc(48) Acc(48)
49) --> Grant Invisibility==> EndRdx(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Empty(2)
--------------------------------------------- -
[ QUOTE ]
*snip*
I don't think that I will take /Energy, because I think a blaster that's trying to melee is.. well... funny. Blasters are really squishy, so to be in melee range, when those evil scrappers can hurt us? I say not :{...
[/ QUOTE ]
/energy has boost range - makes you even more of a 'blaster' so to speak - no need to slot for range in your primary. You don't 'have' to take the melee attack powers. -
[ QUOTE ]
no messing, respec done on unyeilding with mostly +4s and with 4 mobs spawned in the final wave.
only two deaths, one due to an over excited blaster nuke and myself due to using aoe immobilise instead of aoe hold by mistake as an opening attack
good team thanks everyone.
[/ QUOTE ]
A mission without at least one defeat a blaster i would not be!That and i keep forgetting i'm not an ice tank.
-
I've never seen any in game either...are they all 'day' time players or do they just hang around in Dreck missions?
-
Its def 4.
Make sure it's on heroic then and we should be fine, especially with Rocky's troll on board too. -
[ QUOTE ]
Signing up Dismiss...lvl 34 possibly 35 by then elec/ice blaster.
[/ QUOTE ]
Level 36 now...but as there are not enough peeps signed up is this going ahead now? -
[ QUOTE ]
I also take a bit of a sick satisfaction in attacking people doing missions. They're not there to experience the content but for the greed of the extra XP PvP missions offer.
Also, knowing the 'risk V reward' ethos, that's exactly why they're higher XP so they're fair game IMO.
PvP aggro is what they risk by taking the easy XP in those missions
[/ QUOTE ]
The missions are fairly easy to get to in the 25 seconds you've got when entering the zone and just as easy to get back to 'base' when leaving the mission. It's quite funny sometimes seeing peeps pointlessly trying to bash the living daylights out of you. -
I was gutted last night that i had to stop drinking as early as i did - feeling sprightly today though and now i'm not regretting it!
Drinking to drunken Eden though has got to be a must! -
Signing up Dismiss...lvl 34 possibly 35 by then elec/ice blaster.
-
If this is coded correctly then it should work out as less debt as PC's tend to do more damage than NPCs. (except for those damn psionic tarantulas...and the AV's obviously)
Keeping it simple.
Player A has 100HP
Player A takes damage for 50HP from an NPC
Player A is healed back to 100HP
Player A is hit for 50HP by NPC
Player A is hit for 25HP by PC
Player A is healed for 50HP by self.
Player A is hit for 25HP by PC
Player A is hit for 50HP by NPC and is now dead.
Now if this is done as a percentage of total HP
100 + 50 + 50 = 200HP
NPC = 50 + 50 + 50 = 150 HP
PC = 25 + 25 = 50 HP
Player gets 3/4 of full debt
If it was the other way round...i.e. swap PC for NPC then we would see 1/4 full debt.
So it wouldn't matter how many times you are healed it should never be more than full debt.
Old way would give
1) Full debt - defeated by NPC
2) No debt - defeated by PC
So if you died twice, once by an NPC in this instance, once by a PC, the overall debt would be the same as previously.
Basically the more damage an NPC does to you the more debt you will get, but for each death it will never be more than a full death debt....but if at any point a PC damages you, the debt you get will be reduced.
Of course, i could be completely wrong and they don't keep a running total.
Long fights could be interesting depending on the integer sizes they use if they store running totals...blue screen of death anyone! -
[ QUOTE ]
keeping in relation to the OP, /ice is a poor choice of secondary for zone, duel and team pvp
[/ QUOTE ]
Personally i don't think it is - i've done pretty well in PvP zones with it...duels against something else might be quite a bit different - but the zone experience is a good jumping off point.
[ QUOTE ]
acrobatics is great against the ranged and melee holds...
[/ QUOTE ]
Fine against blasters (those that don't try and stack that is), but poop up against trolls and dominators.
[ QUOTE ]
chilling embrace, any blaster who PvPs will have at least 2 heavy melees and probably make u poo your pants if you get close enough for CE, at least I would do my best
[/ QUOTE ] Frozen Fists and Ice Sword come to mind. They aren't quite as 'heavy hitting' as CB/HP or EP/BS but they do have a very nice slow component which when combined with CE means you aren't moving much.
[ QUOTE ]
and with regard to "most enemies are chasing you" or somesuch, I find most enemies are doing anything BUT chasing me, watching a regen scuttle off with no end and SS on is one of the most boring things I can think of, sometimes i wish I had the web nade and caltrops
[/ QUOTE ]
Heh. That's you though...which reminds me, how do you manage to drain so much endurance? -
[ QUOTE ]
[ QUOTE ]
Hi there, my copy if City of Heroes is on it's way ^^. I would like to play a PvP Blaster. Is there any good/preferred build going on? I would really like to know it if there is on ^_~.
I would be very thankful if you help me with this one ^_~..
Thanks in advance!
[/ QUOTE ]
Go Ice/nrg. Easy to lvl up solo.
[/ QUOTE ]
Yet i found extremely boring to play one. -
Whoops...my bad. Tis what i meant.
Was checking out shiver at the time i wrote this! -
Goes back to the age old argument about build over skill really.
I've got acrobatics on another blaster...still get held constantly by trolls. Even against another blaster it's not great as 2 holds will do - which alot have. Or praps a ranged disorient - AR, Sonic and Archery - nothing another blaster can do then except pop a breakfree - playing the percentages they work out better value and work against more ATs powers.
Slotting tp foe imo too is a waste but it's a 'possibility' depending on how you play.
Oh, and web'nade has -regen not slow.
Every build has a counter - some are just easier to counter and others are just easier to play as they have 'natural' synergy. Spines/Regen anyone! -
[ QUOTE ]
[ 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 ]
Which wasn't a point you made that well as you were referring to -jump which was what i was replying to.
[ 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 ]
[ 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 ]
Acrobatics is a resistance to knockback power which can be overcome.
[ QUOTE ]
[ 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 ]
One thing i never relied on on any of my blasters is toggle dropping. There are plenty of other ways to skin a cat.
It is tougher now and range is a much bigger factor that blasters need to use - but they still have big hitting melee attacks.
[ QUOTE ]
[ QUOTE ]
Hence a perhaps in my comment and you can also slot for interrupts??
[/ QUOTE ]
It's still interuptible though.
[/ QUOTE ]
Of course it is - but that doesn't mean it's not possible - 2 or 3 interrupt reduction and only DoT or a very early strike will do it.
[ QUOTE ]
[ 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 ]
Totally agree with the movement bit. Unless you have a very tight build then it's often as good to get 2 travel powers for PvP. Fly and Tp, Fly and SS, SS and SJ, SS and TP all work very well together. But SJ does give the best all round for the least power cost and useful other power powers.
I disagree about the acrobatics though. Hover does the same job for kb and the hold resistance is all but worthless in PvP - a tray full of b/fs for me.
If when you mean -jump you also mean using it with slow and caltrops then say so. It is an entirely different proposition.
There are counters to everything tho - and tp is the solution against this one tactic
[ QUOTE ]
[ 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 ]
At the moment no, i use it as is. I don't need to move so much as you'd normally expect for PvP. Any blaster that can hit me i can hit them...except for really long range snipes.
As for TPing and following...people do tend to chase you..and they are still a threat as they are still alive.
[ QUOTE ]
[ 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.
[/ QUOTE ]
What do you define as most effective. For me it's staying alive and making sure everyone else is defeated. I'm by no means suggesting that the methods you suggest aren't effective, and it's an 'easy' method which requires little thought, but that there are other methods that are as effective and often with counters to lots of things you have mentioned.
Happy to agree to disagree! -
[ 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.
[/ QUOTE ]
No. Running works for movement with -jump - which is what i said.
[ QUOTE ]
"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.
[/ 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'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.
[/ 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 ]
Oh hay yeah, tp foe is also interuptible.
[/ QUOTE ]
Hence a perhaps in my comment and you can also slot for interrupts??
[ QUOTE ]
-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.
[/ 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 ]
*/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.
[/ 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 ]
I really can't help but t disagree with everything you've said there.
[/ 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 ]
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 ]
Team PvP ice/devices is very good, high range single target damage and slows with webgrande for -jump.
[/ QUOTE ]
Ice doesn't have high inherent range...it's the same as sonic...will not outrange energy, fire, elec or archery.
As for web grenade - a simple b/f and you're gone. Go up against chilling embrace and ice patch and you're not going anywhere unless you defeat the blaster. -
There are lots of good combos for blasters in PvP, whether you team or solo.
Having played an nrg/nrg and sonic/electric to 50 i'm now really enjoying my elec/ice. And it rocks in PvP. Pwned villains all over the place in Sirens and i can't wait to take it into RV in 6 levels time. -
[ QUOTE ]
[ QUOTE ]
Try a /ice blaster...they can tank quite easily...take on 8 minions couple of lts and a boss no problem.
[/ QUOTE ]
And that's before clicking on Force of Nature.
[/ QUOTE ]
Damn me for not conforming and planning on going for pyro mastery this time.