The_Masque

Mr. Infinity 2011/PvP University
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  1. MP is correct.

    If after 3 rounds we are tied we will play a tiebreaker match.
  2. P3 can win if the take all 3 rounds. If they win 2 and tie the last round the scores are tied. If PH wins a round they win.
  3. Had a lot of fun yesterday with practice and KBing afterwards.

    For those of you who missed it- we had a short meeting where I passed out a draft of bootcamp2. I will try to email all the rest of you the draft as well as the proposed rules for next season.


    Next Friday is the final match- Currently PH is up by 10 pts over P3.
  4. Practice tonight- 9pm est- we will focus on TK.

    Short meeting to follow concerning Boot Camp 2.

    If people still have time and want to PvP we will run an open KB and invite all of Victory.
  5. I'll take a different route here. I formed tons of Kahns, LGTFs, and STF/LRSFs and honestly, it was kind of fun meeting players I had never met before. Even with team of 3 players I knew and 5 pick up players (we shall call them PuPs) the TFs were never longer then anticipated (I think I had a STF that went 47 mins).


    Sometimes it maybe that persons 1st time running a tf in a 'speedy' fashion and in those cases I usually try to communicate with that person via tells as what we are doing for the mission we are on as well as the next mission. I can't think of anyone who actively complained during the WTFs that we were speeding, I think most of the angst against speed runs is that people think they will end up face planting a lot while the team runs off and leaves them behind. This 'can' happen but it doesn't take that much longer to clear to objectives or tp people to objectives if they can't stealth.

    So yeah, I really haven't had any bad teams since these WTFs started.


    (Had a horrible 2.5 hour LGTF a few weeks before, but I'm trying to block that out).
  6. Beer has been around for thousands of years, and there is always another Friday. Besides who goes out at 9pm est on a Friday, thats still way to early.
  7. The_Masque

    To Victory!

    PvP in this game is 'interesting'.

    There is a bit of learning curve because there are two sets of rules in this game. Your character's powers/shields/resistances work one in PvE and another way in PvP.

    One of the nice things that has been implemented was the use of dual (now triple) builds. This allows you to have one character who has a PvE build and another build that could be spec'd for PvP.

    I find PvP in this game to be a great break from the same old PvE tactics. After a while fighting the same groups in the same missions resulting in the same outcomes can get a bit a boring. With PvP at least you are fighting someone who can(should) adapt and learn from your tactics and may act(react) in surprising ways.

    Currently, I would say there are three types of PvP in this game:

    1) Zone- there are large maps where anyone can enter and PvP against players of the opposite faction (there is one exception to this). These zones have different levels: 15-20 Bloody Bay, 20-30 Sirens Call, 30-40 Warburg (this zone is a complete free for all, you can attack your own faction as well), 40-50 Recluse Victory. Each zone has a 'mini-game' attached to it that can lead to nice temp powers. 99.5% of the time all the zones on Victory are a ghost town. Which honestly, I am ok with. Zone PvP in my opinion was always the worst PvP in the game. Sides were never even,and there was way too much broadcast PvP.

    2) Duels- some people call this fight clubbing. People want to test their builds 1v1 against other opponents. This is done in both zone or arena. In zone you are affected by the PvP rules of travel suppression, heal decay, diminishing returns as well as the PvP inherent resistances. While in arena you can turn all of these off except the PvP inherent resistances.

    3) Arena team PvP- team matches or free for alls, set up to run in instanced maps via the 'arena terminal' you used to have to travel to a specific location to access a terminal now it is in your options menu. I find this type of PvP to be the most fun, as you can play a buff/debuff/disruption type of character which may not be as successful in zone or duels, so there are a lot more options of what to play.

    Having said all that, success in PvP come from 4 things: Having the right build (this might be the most important part), skill (maybe the 2nd most important), 'gear' (this is what turns a lot of players off from PvP is the expense that it takes to fully outfit a character for PvP can be more then a casual player will ever see after years of playing the game), and luck.

    If you are interested in City of Heroes PvP I know those of us running PvP University and PvP Boot Camp would welcome you to our event which should be starting up in the next month or so. It will be low key, low cost, entry level pvp, designed to help people understand the differences between the PvE and PvP game.
  8. Friday 9pm est. Matches are every other week (for this season). We are down to our last practice then final match is slated for March 4th.

    PvP Boot Camp2 is in the works.
  9. The_Masque

    To Victory!

    Hey, welcome to Victory.
  10. Quote:
    Originally Posted by B_Witched View Post
    invuln is easy to build with high resist since 3 of the shields are not end drains. my ss inlvuln has 90% psi res and near perma dull pain

    On mids or in arena/zone? I have an elec/ss that I couldn't get close to 90% psi in pvp due to DR. I think when all was said and done it was like 54%.
  11. I said it after our matches but it really deserves repeating, you guys really impress me. You have made tremendous strides in locking, evading and over all just thinking about the PvP aspect of this game.

    Great matches tonight, by far, the closest matches we have had all season long.

    Steel- 5:4 P3 over PH
    Graveyard- 8:9 PH over P3
    Skyway- 2:6 PH over P3


    Next weeks practice I'd like to run some target calling drills and maybe talk about TK and how we can use it more effectively.


  12. Friday 2/18/11 @ 9pm est. 5th round of matches for PvP Boot Camp.



    This week’s matches will be 6v6's (we will run 8v8's if both teams can field 8 players).


    Rules:

    1) Common/Uncommon Alpha slotting is allowed, however, no rare (t3, level shifted) alpha boosts.

    2) Matches will be set to SHW, with Heal Decay and Travel Suppression turned off, small inspirations only.

    3) Any and all characters that a player has (on their global account) is eligible for this event, you are not limited to just the PvP U character you created. Stalkers will be limited to 2 per team per round.

    4) All players must be played at least once.

    5) The following maps are playable: Atlas, Steel, Skyway, Cargoship, Perez, Outbreak and Striga.


    6) Resets on maps due to crashing/zoning errors/vent crashes are allowed once per round, per team, within the first 2 minutes of the match.

    Points:
    Win= 5 pts
    Tie= 2 pt
    Loss= 0 pts

    Note: there will no longer be attendance pts.


    Both teams will submit lineups via private tell to me, once both teams have submitted a lineup I will broadcast it and the teams will take turns listing the event and selecting the map.


    We will have a coin toss to decide home team for this week's matches. Winner will select list and have map selection for the 1st match.
    The second round will be listed by the other team and the third round will be listed by the home team but the map will be set to random.

    Prizes this week:

    Each team will bank 200 million per win, 125 million per tie and 50 million per loss. These funds will be divided up equally amongst the team members who show up for all 3 rounds (if you have to leave early or show up late, it will be up to your team captain as to if you will receive your portion of the funds).
  13. Quote:
    Originally Posted by BrandX View Post
    Yeah. I usually play taunt bot with Recluse when I run STFs, and while Taunt is autohit, it doesn't seem to be while the towers are up.

    I figured he had taunt protection of somekind.

    Usually, this isn't a problem, but every now and again, with enough misses, the duration will run out and he'll run off, just taunt him back.

    Of course, that could be hard to do when he runs up to a shield scrapper.

    The blue tower gives LR an 'unaffected' state for a brief period during this time tanker can and will lose 'taunt' on him. It doesn't last long and it doesn't happen often (maybe once every 5 mins?).
  14. Sounds like a good idea to me.
  15. The_Masque

    The Tally

    I watched 6 movies, took the family out to dinner twice, did a bunch of cleaning around the house and got my garden ready for spring.

    In game, I did a bunch of pvp practice, ran a 2.5 hour lgtf, a khan, a posi part 1 and 2 and a freakspec. (Oh I think there was a stf in there as well).

    I am begining to really dislike double xp weekends, I think that 2.5 hour LGTF killed it for me on Friday morning. I had a few tfs where the people on it were unslotted or "my enhancements just turned red" and then they felt they best served the group by following behind and not really doing much.

    I am glad its monday.
  16. I honestly have not played or played against that many KM stalkers, however looking at the numbers, it should be decent.


    Both of the assassin strikes hit for 139 pts of damage (unslotted) however, if you look at the next 'good' melee attack for KM concentrated strike hits for 179 pts of damage while thunderstrike is 193 pts of damage. CS will make your build up recharge while thunderstrike can crit multiple times.

    As far as seondaries-
    wp is pretty awesome for stalkers as it gives max hp and a self heal.
    regen is nice if you build for hp and rechage because you have a self heal, a max hp)+heal) and a +regen.

    Looking things over, I'd either try a km/wp or a elec/wp... I'd lean towards km as thunderstrike maybe a broken power and might get fixed.
  17. The_Masque

    XXP Results:

    Quote:
    Originally Posted by CriticalKat View Post
    cold/sonic defender -- have 1 at 50
    fire/cold corr -- Mmmmm mebbe interesting These rock for PvE, cold buff/debuffs and fire exotic damage.
    kat/invuln scrapper -- had one and deleted it -- hate melee toons
    ele/rad controller -- have one stuck somewhere in praetoria lost in the tunnels Throw the chance for +mag 2 hold lockdown in choking cloud, and energy manipulator chance fo rstun in the elec aura and you have massive amounts of melee mitagation.
    wp/fire -- hate melee toons

    (those are for pve kat).


    km/elec-scrap -- hate melee toons
    cold/dark- def --- have a cold/sonic and cold/ngy so ehhh Dark is way different then sonic or nrg because it has a self heal.
    fort-- deleted one at 50

    (pvp)

    Oh hi.
  18. Out of the builds you listed, I would guess the easiest to play would be KM/Regen. KM/Ele is what I built due to higher psi resists. I could also see a KM/wp being decent if you built for +HP and had an escape power like phase.

    While there are a few people out there who pvp on claws the damage output on this powerset is a little lower then what most people are looking for in pvp.


    In anycase, I always try to build for +hp, try to proc your attacks, and pick up something that can immob/hold/mez your target so you can close on them and get into melee.

    Taunt is also nice, as it does a decent -range, and if you are on a team with a squishy you can keep them from being spiked.
  19. Quote:
    Originally Posted by Shadows Strike View Post
    -So Elec/WP? stalker for pvp?
    -would km/wp or km/regen work for pvp
    -what would you pair with earth/???

    Yep- i have a ele/wp stalker you can come to one of our practices and see how it works.

    kin/wp and km/regen should work.

    I like earth/nrg- for powerboosted stuns, but some go earth/fire for more damage.
  20. The_Masque

    XXP Results:

    Quote:
    Originally Posted by CriticalKat View Post
    I guess I could log in and worry about getting some Xp if someone could tell me what builds I don't already have at 50 that I could possibly want to play?

    cold/sonic defender
    fire/cold corr
    kat/invuln scrapper
    ele/rad controller
    wp/fire

    (those are for pve kat).


    km/elec-scrap
    cold/dark- def
    fort

    (pvp)

    go, make more kitties.
  21. Quote:
    Originally Posted by Shadows Strike View Post
    Was looking into starting pvp and was thinking about going with the damage role.
    -Was looking for stalker or dominator or maybe blaster combo, but preferrebly stalker or dom
    -Would Elec/Nin Stalker,Thugs/Poison MM, Earth/earth dom or Dm/sr be any good at pvp?

    Thank you in advance
    Elec/Nin stalker-

    Electric Melee is one of the top picks currently for stalkers. This is due to
    thunderstrike critcal hitting mulitple times with one application. Honestly though, since stalkers were given spirit sharks, most people who play stalker, try to AS then placate and throw a shark, then throw another shark... then... yeah. Another primary that are popular include spines (due to the ranged attack of impale).

    Ninjutsu however isn't so great for pvp anymore (my 1st stalker was em/nin) because it is defensive based and defense gets DR'd so heavily in pvp now. It does have a self heal which is good. Really the only viable way to play any defense based 'armor' now is to try to only figh tin your t9. So you have to build for massive amounts of recharge and when your t9 drops you need to use accolades (demonic) and insp to try to keep yourself alive till its recharged again. However most people would tend to go with WP for stalkers (mostly due to the +hp of high pain tolerance) another popular choice is regen for the self heals.

    Thugs/poison MM-

    Honestly, I don't know much about MM's, I don't play them. I do know that thugs/poison used to be a huge pain in the rear in zone pvp and duels. I am sure for the most part it is still viable as a pvp option.

    Earth/earth dom-

    I really like earth control for dominators, fossilize hits like a truck and the real gem of this power set is stalgmites, its stun duration is crazy long.

    Earth Assault- I am not a fan of it. 1st off most of the attacks are melee, and of the ranged- stone spears (the target has to be on the ground), hurl boulder (good attack) and fissure (20 ft range, and its a target AoE so the damage is poor). Now I could see an earth/earth doing well in zone or duels by stunning an opponent and rushing in for melee attacks. For team pvp however, I am still not a fan. (One positive is /earth has power boost which will give even more duration to your already long stun from stalgmites).

    DM/SR scrapper (I am guessing, however stalker would be the same) I actually made a dm/sr as my 1st hero "pvp" toon. I thought that -to hit and the def of sr would be pretty awesome. It was somewhat viable for duels however that was pretty much trashed after i13 and DR. As with /ninjutsu you can pvp on a /sr and just fight in elude and when it drops use insp and accolades and play defensive till its up again.