The_Masque

Mr. Infinity 2011/PvP University
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  1. Voodoo, while almost anything is viable in PvP with the right build and funding. I would like people to make choices from the list of powersets on the PvP University Thread.

    One of the issues is if you have 3 psi blasters and 1 fire blaster, the fire blasters attacks 'hit' faster and can telegraph who the spike target is which can hurt a team. Likewise someone trying to play a dark as a healer will only hurt the team they are on.

    You will be given the choice to pick from a big list of possible characters and any other pvp character ideas you have, you can run by me and we can see if it sounds viable or not.

    The real reason for this hardline approach to powersets is I just want people to have fun not after 3 weeks go "wow, this toon really sucks in pvp, I quit".






  2. This post will be reguarding what AT/Power sets people should pick for this season of PvP Boot Camp.


    We can start with one of the easier 'categories'

    Damage:

    Blaster:
    Psi/em (Pure Damage)- Honestly one of the highest burst damagers out there. The 'air speed' of the attacks (they travel slower then other power sets) allows a player to stack multiple attack and have their damage occur almost simultaneously. If you were set on playing a blaster I would ask you to roll these power sets.

    Stalkers (To be successful with this AT, you must be able to move very well in this game, you won't be able to just put a target on autofire and wait for them to stop so you can AS them, you will need to be able to cut off targets and plan where they land for 0.3 secs and be there ready to get AS off, at higher levels you will be able to pick up sharks from Mako's PPP which will add to your damage output but seeing as how our league will be building to 50 not starting at 50, this may hurt you for most of the season):
    Primaries:

    Ele- Currently electric melee's thunderstrike is allowing some 'odd' results, it is criting multiple times.

    Spines- Has distance and some disruption/spike set up potential with immobilizes.

    Secondaries:

    WP- +HP is awesome and wp allows people to build cheaply for max hp.
    Regen- 2 heals and MoG its pretty good as well.

    (I would strongly recomend that people NOT play stalker in this league)

    Scrappers:
    while very viable in zones, in team matches they don't have the range of blasters/doms/corrs and don't have the disruption potential of tanks or brutes. For this season I would consider avoiding them. However, if you really want to build for dueling/zones consider:

    Primaries:
    Katana
    Kin Melee
    Martial Arts
    Spines(maybe, you will be basically be building a weaker blaster with less range but a whole lot more survivability).

    Secondaries:
    Regen

    Buff Characters:

    Each team needs minimal 2 buff/healers. I hope a few people will step up into this role, it can be one of the most challenging as you have to anticipate spikes and watch 8 health bars rather then just react to a spike on you.

    Empathy- Please read psoma's post on being a pvp emp.

    Pain Dom (corr)

    Thermals-I would consider avoiding these for this season of boot camp. They are great for zones/duels and can work on teams however thaw lacks the +perception that Clearmind, and enforced morale have.

    Popular powerset choices include:

    Illusion/empathy-controller
    Mind/empathy- controller

    Sonic/pain dom- corr

    empathy/??? maybe psi?- Defender




    Debuff Characters:

    These are the guys who make spikes hit harder, they can also play a roll in disruption (more on that later).

    Defenders:
    Rad/Psi

    Corruptors:
    Fire/rad -fast attacks
    sonic/rad- minus resistance

    Disruption Characters:

    Disruption means either taking one or more players out of a match, they can also often set up spikes. This is my favorite role to play on a PvP team.

    Taunt bots:

    Brutes:
    On a team you are really not the smashy smashy brute you play in PvE, your job is to keep a target Taunted (and once you hit 41+) webbed so they can't jump. You are affectively removing one of the opposing team's players from the match. Can this role assist with spikes, yes when your taunt target is called you can assist with spikes but your main purpose is to remove that person from the game. People who you perma taunt will hate you forever and remove you from their christmas card list.

    Powersets:
    SS/Elec- Electric has an inherent +movement speed which is great, psi resistance and also a heal. It is by far the #1 choice.

    SS/WP- You have a big old bag of HP, but no heal, and no +movement speed.

    Tanks:
    Same idea as brutes, one note, you will eventually want to go full villain to pick up web envelope from mace mastery. The benefits of playing tank is the higher HP which equates to more survivability. If you are going to play taunt-bot, I would strongly recomend tank over brute now.

    Powersets:
    SS/elec

    SS/wp


    Force Bolter:
    You are not a bubbler, you are not a force fielder, you are a force bolter. Force bolt when slotted can exceed 40 KB. This is going to take pretty much anyone in our league off their feet. This is important because while they are in their fall/get up animation they can not heal/hiber/pop greens. You can use Force bolt to keep someone off target/spike by just following them around and force bolting them as it is up. Essentially removing them from the game (see taunt bot). Also force bolt can be used to set up spikes/ assassin strikes or to keep a pesky emp/pain from healing during a spike.

    Defenders: (highest possible KB values)
    FF/psi

    Controllers:
    Ill/FF- You are adding in some additonal disruption by having 4 pets out that are targetable making it harder for the opposing team to lock.

    Grav/FF- You can now also wormhole people which causes a short stun again taking them briefly out of play.

    Colds:

    You are not a shielder- you are a debuffer/disruption toon extraordinaire.

    Infrigidate- The -recharge will greatly affect and remove the ability of a toon assist with heals/spikes and so on.

    Benumb-(Copy-pasting from Wiki) A benumbed target's damage and regeneration rate are greatly reduced. Additionally, the affected target's secondary power effects are all weakened. The target's powers' effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more, are all weakened. So you can see that one defense against a Force bolter is to bring a cold and keep that jerk benumbed.

    Heatloss- Does minus end, minus resistance. This is great for keeping healers out of the game. If they don't have end they can't heal if their resistance is down you can spike them easier when their end drops and they can't phase/hiber.


    Grav/TA
    This controller is so awesome it gets its own category. This build allows you to sandbox an opposing character. Sandboxing means wormholing a target into anything with 4 sides they can't run out of (think trash bins, planters, the reflecting pools around atlas plaza) you then web arrow them so they can't jump. Now you have a target who can not evade spikes.

    TA also bring a few other tricks to the party-

    Acid arrow- does minor damage over time, this can keep stalkers out of hide long enough for the team to lock and spike the target.

    Glue arrow- you can really slow down a target by dropping this on them, if used with web arrow you can really put a damper on people's travel powers.


    Dominators:
    I'm not sure if I want to call these guys damage or disruption they do both really. They can easily set up a spike with a well timed hold. They do very nice damage. A pretty nice PvP AT.

    Primaries:
    Mind- Nice holds, psi damage, some disruption with confuse.

    Earth- Earth has a long stun (I will need to check to see how long it is, it was on the order of 8 seconds, which if you cant spike a target in 8 seconds they must have a great emp).

    Secondaries:

    Fire- fast attacks

    Energy- Power boost, power push and TF.




    Ok thats it for now- start thinking of what you will want to play. When we fill all 20 spots I will make a list of the positions we have to have (healers). Then we can start picking what we are going to play this season.


    Example of what the Character choice sheet will look like:

    1) Healer
    2) Healer
    3) Healer
    4) Healer
    5) Damage
    6) Damage
    7) Damage
    8) Damage
    9) Damage
    10) Damage
    11) Damage
    12) Debuffer/Disruption
    13) Debuffer/Disruption
    14) Any
    15) Any
    16) Any
    17) Any
    18) Any
    19) Any
    20) Any
  3. Quote:
    Originally Posted by The_Masque View Post
    Current list:

    1) Ryxx
    2) Flux
    3) MP
    4) Sunny
    5) Pyro
    6) Voodoo
    7) Lin
    8) Justaris
    9)Bambi

    updated: participants please read the Victory PvP University thread:
    http://tinyurl.com/pvpuniversity

    There are a lot of the basics there that we will be talking about. Also I will be posting some of the builds you should choose from when you are ready to pick what you want to play in the league.
  4. Current list:

    1) Ryxx
    2) Flux
    3) MP
    4) Sunny
    5) Pyro
    6) Voodoo
    7) Lin
    8) Justaris
  5. Quote:
    Originally Posted by Mental_Giant View Post
    I'm in... wait a minute:



    Crap... count me out.
    You aren't even the real mental giant you are just stealing his account while he waits for i19... away ye troll!
  6. 1)Ryxx
    2)Flux
    3)MP(female)
    4)Pyro
    5)Sunny

    15 more to go!

    At this point guys think about what you want to play (dont think by AT or by power set) what you want to pick from for now is:

    Buff- think emp/pain
    Debuff- Think rad/cold
    Damage- think stalker/blaster/dom
    Disruption- Taunt bots/cagers/Force bolters/Trick arrows

    We will be rolling 1 toon per person, unless you have the ability to gain quick levels on your own in which case if you want you can roll 2 or more just please keep up with us on the levels.
  7. Quote:
    Originally Posted by VoodooCompany View Post
    Static day? Time frame per session? Actual start time on whatever day? Clue me in on the 20 slot thing and only having 2 teams.......?

    I like prizes. If I think of it like a carnival game, it might be fun.....

    Time frame for the season is looking to be about 16 weeks (if that gets to be too long we may cut it down as needed)

    There won't be a static day for the gaining of accelerated xp, as that will be fitted into both the players and my schedule.

    Most arena matches will occur on the weekends- again this will have to be very flexiable due the nature of this being a team event.


    20 players divided into 2 teams of 10. We can call them red/blue for now. I am hoping that by the end of the season we still have between 6-8 on each team.
  8. We will get rolling once all 20 slots are filled.

    Oh one more thing, having Mids will help you a lot.
  9. Took much longer then I anticipated to gather up the funds for the "Boot Camp" event.

    During this event it may be difficult to run both it and VFN, but I will try to get the ball rolling on this again.


    "Its not about being the best, its about having fun"- Victory PvP

  10. Requirements/Eligibility/Rules:

    · As this event will be used to increase the interest and players PvPing on Victory, this event will be open to players from the Victory Server only (unless all 20 spots do not fill at which time we will open it to anyone willing to roll a new character on Victory).

    · You must have an open character slot to roll a new character.

    · The season will last for 8 matches (note: this is not weeks as we will take breaks for holidays).

    · We will be gaining xp/levels at an accelerated rate so participants must be willing to either participate in the accelerated xp gaining teams or be able to keep up with the current team threat level on their own.

    · Participants must be willing to follow some drop/roll/marketing guidelines so they will be able to fully slot their PvP character by the end of the season.

    · Participants must be willing to come to practice/events (missing 2 or more practices without clearing it with the team captain may (but doesn’t not have too) lead to being released from the team and dropped from the event.

    · As with any event I host, sportsmanship will be key. There will be no tolerance for trash talk, degrading, mocking of other participants.

    · This event is designed for new players, and as such if someone who is deemed a veteran player may not be eligible to participate at the host’s discretion. (While this eligibility requirement is very subjective and I hate to have it, I am trying to grow the current population of PvPers on victory and having people who already PvP would not increase the current population size.)


    Design of Event:

    · All participants will roll a new character specifically for the purposes of PvPing. Builds and advice will be offered by the host.

    · Participants will be divided into two teams by the event Host. All effort will be made to make teams balanced with regards to: potential skill/buffers/debuffers/damage dealers/disruption.

    · Team rebalancing will occur at least once during the season.

    · The season will last for 8 matches (Note: we will be taking breaks for Holidays)

    · For the first 4 weeks both teams will be coached by the event Host (or guest coaches), after which both teams will elect a team Captain to lead their respective teams.

    · Every other week the teams will battle in various PvP arena matches as designated by the commissioner, these will consist of: 1v1 duels, team fights, free for alls, and zone events.

    · Points will be given to the teams as follows:
    1 Point for each player on a team that shows up for the event.
    10 points for the team that wins that weeks PvP match.

    · Prizes will be awarded weekly to the winning team in the form of influence/infamy/recipes/crafted IOs.

    · Further prizes will be awarded at the end of the season.

    · If we fill all 20 slots and there are additional players interested I will keep a list of these players and if people drop from the league, the interested players will be able to join at that time. These players will be considered the ‘free agent pool’ and will be eligible to participate in the accelerated xp teaming along with the active players.

    Prizes:

    · As stated, prizes will be awarded after each match to the winning team.

    · In addition, prizes will be awarded to players who show marked improvement, take over leadership roles, or randomly.


    · The total amount I have personally set aside for this event is in excess of 4 billion influence. Additional prizes have been offered and will also be given out.

    The ultimate goal of this event is to allow anyone who is interested the ability to have a functional pvp character, without having to endlessly grind for xp/recipes/inf. While having fun and learning about PvP.


    “So you are saying you will PL me a 50 and fully outfit it with purples/pvp ios and make me a l33t pvper?”

    No, I am offering everyone a chance to join some accelerated xp gaining teams (we may not reach 50 by the end of the season). I am stating that by following some simple guidelines anyone should have a ‘fuctional’ (not purpled/pvp’d) pvp character with specifically designed pvp build, by the end of the season with “MINIMAL/NO” cost to themselves. We will not be designing characters with purples (unless the player wants to invest their own funds or has them stored up already).
  11. I was thinking of evading more.
  12. Does boost range work on teleport? This has pvp potential.
  13. The_Masque

    Fight Night

    Smallz buy me a few sets to finish up my psi/em, thanks!
  14. The_Masque

    Empathy Opinions

    AP- great power, I've been able to make some clutch saves using alternating AP/heal other on 2 different characters. The most recent example that comes to mind was on a recent STF, Scirc did his little nuke and hit most of the team, 3 players dropped instantly to red(almost dead) I was able to fire off heal other on one and AP on another then heal other on the final target. If I only had heal other I'm guessing it would have taken me close to twice as long to heal all three of them.

    Heal Spam? Eh, if you don't have any good attacks and you have already finished your buff cycle why not throw out a heal other, you never know when some softcapped squishy is going to get a bad roll. Spaming Healing Aura doesn't make you a bad player/emp unless you are standing next to me at WW.
  15. Quote:
    Originally Posted by MadamePistacio View Post
    I personally have not had much luck with the sleeping the AV method, but I know a lot of other people have. When I run it, I just use two solid tanks (or brutes) and load them up with insps and have them both run in and switch off taunting when they need to (this is a particularly good set up for invuln or willpower). But, if you have a really good dom, the sleeping method is very effective!
    I've run this a few times on my mind/psi and I can tell you that ONE mind/psi without any outside buffs will be very unlikely to keep all the Heroes slept throughout the entire episode. I am not sure if there was some 'stealth' patch done a few issues ago but for some reason even at a recharge of 200%+ and stacking sleep eventually one or two of the Heroes will pop out of sleep and charge off to attack the group.

    What I have seen work is:

    2 mind doms- that way if one misses synapse, hopefully the other will hit him and he wont go TF someone in the face.

    SBing the Mind/dom so they can stack enough sleep that even if they miss on one application the next one will hit the target.

    Fort/forge/stacked tactics-Keeping the acc of the mind dom as high as possible so it doesn't miss with sleep.

    Also, this maybe a bit of a bug, but if the mind dom has that stupid placate proc in its mass sleep I 'think' it actually causes aggro when the sleep wears off, not to the mind dom but to the next closest player. My advice would be for anyone trying this to respec and get rid of the placate proc.

    Anyways, good luck on the MLRSF.
  16. The best part of that story was the only person who got killed was bluejay when he was leveling up.
  17. Quote:
    Originally Posted by Brakner View Post
    Isn't the Enzyme Exposure you have in your toggles Defense Debuff not Buff? I think its bugged in Mids and showing as Defense in the totals.

    Nope Enzymes give def buffs.
  18. Quote:
    Originally Posted by Fulmens View Post
    I burnt the whole billion I had allocated, but I'm willing to throw in another 200 million. What are your normal play hours?

    My hours vary because of work and being on call for work, I will try sending you a pm ingame when I get home today and see if you are around.



    Also, as stated by others, thank you for doing this, it is much appreicated.
  19. I forgot new HP cap is what 3500? I probably need to see if we can push the HP up even higher on that build.
  20. Hey Lin-

    This is what I came up with:
    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    WFTanker: Level 50 Technology Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    ------------
    Level 1: High Pain Tolerance Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), Aegis-ResDam/EndRdx(5), Aegis-ResDam(5), Aegis-ResDam/Rchg(34)
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 2: Fire Sword KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(13), Mako-Acc/Dmg/EndRdx/Rchg(29)
    Level 4: Combustion Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-%Dam(27), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg/EndRdx(48)
    Level 6: Fast Healing Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(21)
    Level 8: Mind Over Body Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21)
    Level 10: Rise to the Challenge Numna-Heal(A), Numna-Heal/Rchg(25), Numna-Heal/EndRdx(25), DisWord-ToHitDeb(27), DisWord-ToHitDeb/Rchg(43), DisWord-ToHitDeb/Rchg/EndRdx(46)
    Level 12: Quick Recovery P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-End%(40), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(46)
    Level 14: Taunt Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt/Rng(45), Mocking-Rchg(46)
    Level 16: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 18: Heightened Senses SW-Def/EndRdx(A), SW-Def/Rchg(19), SW-Def(23), LkGmblr-Rchg+(33)
    Level 20: Indomitable Will LkGmblr-Rchg+(A)
    Level 22: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(23)
    Level 24: Maneuvers LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(50)
    Level 26: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
    Level 28: Weave HO:Enzym(A), HO:Enzym(37), LkGmblr-Rchg+(37)
    Level 30: Fire Sword Circle Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(48)
    Level 32: Strength of Will S'fstPrt-ResDam/Def+(A)
    Level 35: Incinerate Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
    Level 38: Greater Fire Sword KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Dmg/EndRdx(39), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 41: Conserve Power RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection Mrcl-Heal/EndRdx(A), P'Shift-End%(45), Mrcl-Heal(48), Mrcl-Heal/Rchg(50), Panac-Heal/+End(50)
    Level 47: Super Jump Jump-I(A)
    Level 49: Combat Jumping LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl Empty(A), Empty(17)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|



    Still HP capped (when you accolade the tank)
    Pretty darn close to softcap to all:
    S/L: 44.6%
    F/C: 44.3%
    Nrg/Neg: 45.5%
    Psi:29.1%

    I'm not sure if you are really set on salt crystals, if not I changed you to body mastery to pick up a little more regen and recovery (plus CP). I threw in the pan proc for random minor heals, its a fun little thing, I have it on my sr scrapper and it helps a bit.