-
Posts
773 -
Joined
-
Quote:More like:
Large Arena matches (best to worst)
Psi blast (that delayed dmg is sick....for spikes)
Sonic blast (the -res is nice help out with team dmg and the stun is 80 foot..archery is only 60...)
Archery ( has a stun and 80 foot heavy hitter)
Fire blast ( Lack of heavy hitter makes it so low...blaze is stupid on how they did the dmg)
Psi
Fire
Rad
Sonic
Arch
Ice
Elec
AR -
-
This is a slightly modified version of what I use. The empty slots are for glad jav procs.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1407;704;1408;HEX;| |78DAA593CB52134114867B72311012420C09E1268404010381EC54ACF2826069114| |D1164A5522319C350713295842AF1FE00AED4D29557CACB2B582E7C046F5B173E86| |1B2B9E73FE0EBA770AFEAFBB4FF739FF9C49176E9C0E2975FFB832C20B55B3D1583| |F45DAB4EAFE8259B137FC25BB6A37034AA97EBDBEBE623A15AB9C5BB2EB16F6A6DB| |91D2B6EBD6EACDDCA263D52B3BEB05D3B1DDEDAAD9B46B4EF4ACB369D52DA7996B0| |F42C55AAD4A599A8ED568046552722DAB8CF565CB746DA712694FCA56BDB169BBD1| |45D7DEC82DD4AA65CACE357792646D8AFE4FA8F6D3F2AB63049F576576897995792| |398782B987A0FB4E851D7FF3D75D323815B8243B7813BC05DC1CC3DC149DA6FE853| |86AEE541110F8AA4DF01A895915A351A7B71CAE77D2E897C2F8097827DAF805D809| |AEE972A2DC33F29793A80318A0490C80864110112B4DC8988B7336EF052F037CD86| |55F09720F543722FD2A44B5BE9829510AC8460A51B567A60254D69C3DA4A789EDF5| |7A91E640A5028A2439135A9983E4798504BB416D54D8A4ECBE6FD33404E909C150C| |E40529E95107A58B219D2FF65402BD4F808782C4239C7D2CE8A3ED715D3D3E8F0F9| |180B12485FA10527D29E94E9496FA75DFFAD19D01B4254691415D7610FD18423F86| |D08F51F423F55A70460EE1D5863F4BEE035F80AFC037C1E877FCF03E097AA9C8882| |E3F82F2A328DF241DD35EC7F025B749C7F5171ABF264B072BC026B085DC597154A1| |1FD624B6AB49BCED4FBAD5596D327B41CA4D2F0305A02898390F240DB66253A21C4| |E7972589A8D03F0BA451BE6F486B98B72345F02560543BEBD2BE55570DE0DE7B370| |9EB705CB7FF7D11F7FFCA26FEF5A2923239B52BEF6556BFDD7F321D4CED3B912245| |D652992186B3CBAC47299A7577864F2E82ACB064F5B1F436DAB91C36CE808CB5196| |799607BC29C0F7A98B25C41266E96689B0F4B0C458122C032CCF585A7F00139D04D| |5| |-------------------------------------------------------------------|
-
While differences in the power sets of emps are pretty marginal, ill/emp is the best for team matches.
I can't view the build because I'm too lazy to update mids. Just make sure you have over 1500 hp, 41 KB res, and around 40-50 recharge.
Slot your travel powers well so you can get to people to heal them. Make sure to slot your heals with at least one range IO. -
-
Quote:Frankly, I doubt you've met many actual "elite" PvPers. Most of them were pretty indifferent to the rest of the community. You probably ran into PvPers who claimed to be elite. Those are fairly common.Hilarious.
Well, the first 10 posts or so were helpful at least. Being an uber leet PvPer is no excuse to be a jerk.
In my experience, the hardcore PvP crowd tend to be elitists that brag about how awesome they are when they win, and accuse you of cheating when they lose. Not all of them are like that, I'm not going to paint with too big of a brush here.
I'm not exactly the type to start droppin' knowledge on people like I actually know anything, but just for the sake of hopefully being constructive:
To new PvPers: Note that CoH PvP has always been a game where logistical know-how is key. Know what is happening around you - and know what the implications of those things happening around you are. Come to have an understanding of the dynamics of the game. Knowing what you are doing is overpowered. Yes, the skill required to PvP is minimal compared to what it once was, but whatever. You are here now. Do your best and try to have fun. -
Quote:I've been PvPing since i4 beta. That doesn't really matter, though - more important is the actual experience one has had in different areas of PvP.Because I also know what I'm talking about?... err, been PvPing since i10... I currently have an arch/em, sonic/em, psy/em, fire/em, rad/em, fire/mm all slotted out... I must have made a total of 50 blaster builds since I started with all the damn changes... And simply because my opinion is against what.. 3 other people have said makes it not count? People cry about the placate proc heaps, yet with assault running it merely makes u lose target, u can get it back up the next second with barely a pause in attack... Then theres taunt resistance too... until someone gives a proper reason why maneuvers tops that then I'm going to argue the point.
Quote:That implies that they have another aspect now except damage? I played blasters long before i13 came as well, and to be honest they are killing just as fast these days as they did before... Maybe not in a team setting on spikes where generally they were buffed to the roof pre13.
As for team effectiveness pre-13: Buffs were not the driving force behind blaster effectiveness in team matches pre-i13- not as far as damage went, anyway. Much more important to damage were debuffs (also exponentially less effective under the new system). The only times team damage buffs made a HUGE difference were when Veng stacking was popular, when blasters had 30% unresisted damage, and when people ran multiple Rad/psis and did regular AM gathers.
Reasons for maneuvers over assault: With maneuvers you can slot an LoTG and a KB IO. The placate proc's effectiveness is only aperent in 1v1s... and loli13 1v1s. Not to mention, taunt resist isn't that important, given that taunt has no suppression, and a decent taunter will keep you perma-taunted anyway. -
Roll a stalker. They are cheap, and viable in all aspects of team pvp.
-
Toons with the aura-heal type powers should really never die in most 1v1 arena situations (Emps/Pains/Rads/Therms).
-
-
The res debuffs from Blaster sonic blast have always been minimal - and are even more so with the DR system.
Psi is the burst damage specialist - mainly due to delayed damage.
Fire is more reliant on consistent damage - making it more ideal for finishing.
Given that ALL BLASTERS ARE TERRIBLE BECAUSE THEIR DAMAGE IS A JOKE, spikes are not so clean as they used to be. That said, a combination of Psi Blasters and a Fire Blaster mixed with a Dom/Stalker/FF is probably your best offensive squad. -
-
Damage gets slammed by DR. Even when it didn't the best blasters didn't take Assault. Take Maneuvers.
-
Frankly, using a blaster for a stun spike isn't the way to go. Fire/em or Psi/em for team matches. Dominators and FF controllers are better for setup.
-
20/30% is a good marker of when to use it - pending on what you are fighting. I'd use it before DP or IH generally. Don't get caught up in a certain method though. Tailor your play style to the situation. MoG is sometimes best used offensively, like when fighting a player with a targeted heal.
-
Quote:Confront is REALLY good.New build, tried to keep recharge as high as possible, dropped boxing, tough, confront. Picked up Hurdle, Health, Stamina. I picked up FSC because it has some really nice bonuses and in the occasional PvE I want to have one AoE.
A. It allows you to be useful in team situations
B. It has a -75% range effect, which is amazing
Also, Scorch >>> Fire Sword. -
When I say that a regen played right is unkillable in a 1v1, I really mean it. Being a veteran player only means so much. As one could be a veteran in a field with not-so-diverse PvP experience. I've played regens in zone fightclub, the test server ladder, and casual arena since i4 beta. Trust me, you do not need tough - and in i13 you really "cant be bet".
-
07-12-2008 22:45:33 [Tell] -->Myk?: if you want to shut vert up call him a "big lion" ... he hates it like hawtsauce
07-12-2008 22:46:09 [Arena] Myk?: someone said you're a big lion vert
07-12-2008 22:46:21 [Arena] Myk?: areumadnow
07-12-2008 22:46:33 [Arena] Silit Re-MiXed: (lolhesmad) -
Unfortunately, my Regen build on Mid's is really old, and so is my Mid's.
My regen has like 80% recharge - over 90 if I dropped PvP IOs in it.
Here are some suggestions though.
Fire Sword: Drop it for scorch; replace the crushing impacts with 4 makos and two procs
Confront: 4 slot it with perfect zinger
SS: drop the zephyrs, you don't need end redux. Just drop one generic run speed IO in it.
Combat jumping: add a kismet proc
Targeting drone: remove the chance for BU
MoG: Take out the kismets. Trow 4-5 red fortunes in it, depending on how many 5% rech sets you have
Incinerate: Drop it unless you plan on doing alot of melee vs melee action. I have it on my build, but I'd probably drop it if I ever bothered to respec.
Swift: drop it for hurdle, and two slot it since you don't have SJ (same as my build; SJ is what I'd drop incinerate for).
GFS: Drop the heca Dam/end for the proc
Hasten: just two generic recharge IOs should do it -
In the arena you generally can't use the temp phase. As for numerical proof, you your self implied that you are relatively new to PvP. Numbers are nice to understand, but they never never been the driving force behind PvP dynamics. There have been tons of ideas that worked perfectly on paper and terribly in application. A Regen with fitness/leaping/speed/conceal is simply more survivable and offensively capable than one without fitness.
-
-
Quote:Yes, it was. Spiner and Rystorm both had Tough in their builds back then - as did most other prominent Regens of the age.
PvP wasn't even around back then and Regenerators didn't need Tough or Weave back then because Instant Healing was a toggle and you could solo tank the hamidon with the retarded amounts of passive regeneration you could get.
\
The point still stands, that in a 1v1 situation, a Regen scrapper is potentially unkillable, regardless of whether it has Tough or not. There is no build capable of killing a competent Regen scrapper in i13 PvP. -
-
Numbers are seldom so two dimensional in application. This certainly is no exception.
The point is: If you already can't die, why take more defensive powers? The weakness in a Regen scrapper is in its offense, not its defense. Focus on improving your offensive abilities.
The only time the best Regens took Tough was before HOs got nerfed and ED was instated, as you could get 75% resistance to smashing/lethal damage. Since then I have never seen a great Regen who lives by Tough. I don't think I've ever seen even a good Regen who used a parry power either.
Health marginally aids in survivability. Stamina aids greatly when fighting an end drainer, mainly due to the extra performance shifter proc. Hurdle makes it easier to land melee attacks while running CJ.
With DR I'm pretty sure Tough gives you alot less than 30% resistance, too. I could be wrong.