PvP rookie needing some advice
ice is good go with ice, build for + HP, SS is the way to go right now.
ice/ss or fire/ss hands down.
for the defender go rad/psi rad/sonic or Storm/sonic
For the currupter go sonic/rad dark/ice dark/rad
Nothing wrong with a sonic/dark corr. In fact, it would be better than sonic/rad in many situations. #1, the heal is much more. Thanks to DR, you need to heal in bigger chunks less often.
#2, to hit debuff. Rad is great with rad infection, but /dark has two in fearsome stare and darkest night. Moreover, fearsome is a click and not a toggle.
The drawbacks of /dark vs. /rad is that it would not have as much damage as the /rad, or mez resistance. Also, for very high def targets you got rad infection.
I've been running my sonic/dark for quite sometime in RV. There is no opponent that really scares me. 1 on 1 and could take most anything except very well built, well played toons.
I am built to hit. I am sitting around 65 global acc and about +20 or so to hit (not including AIM). My attack powers (and twilight grasp) are around 95 acc. For a sonic/dark, this is critical.
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
the heal requres a to-hit check which is risky as to-hit roll is a luck game. The main -to -hit is a offinsive toggle easily over come with a bu+aim which is also true about Radiation Infection but it has a -deff on it. Sonic/dark isn't bad but not nearly as good as sonic/rad.
/Dark over all is a good set and can work like Rad can work. but Rad has more perks then dark.
[ QUOTE ]
Sonic/dark isn't bad but not nearly as good as sonic/rad.
[/ QUOTE ]
QFT. I've never had any problems with dark corrs. If their heal misses once, they're pretty much screwed.
I'd consider useing one on a team setting but not in PVPsrsBuzns setting.
I run a storm/elec defender on freedom, it is a pretty solid toon, it's major draw back, however, is being ganged up on by stealthed stalkers. You will have to learn to stay in constant motion with this build, so as to try to prevent this from happening.
As far as the corruptotor build goes if you don't mind playing the end drain game I would recommend playing an elec/thermal. Combining heat exhaustion with all of the other end drain effects will make you almost unbeatable.
Avalon
ok you had many questions and If I fail to answer them all just PM me and I'll input my 2 cents.
First the Cold armor/ Super Strength is a great tanker build for PvP, so you're in great shape with that.
now with tankers vs. Scrappers. Tankers get more hp and can survive longer, but scrappers get the deadly critical strikes, and regen scrappers can max out at 2409.5 HP.
I have a regen and have tanken down more then enough to put me at Rep cap.
For stalkers, yes the sneak and attack are a mainly their one way of fighting, they have less HP then hero side scrappers, but with hid and placate they can usually get the jump on most things, just don't expect them to take down any tanks or brutes 1 v 1.
honestly I would stay away from defenders in PvP. not enough damage or hitpoints for my likings, but to each their own. Blasters are a great replacement for hero side ranged and I'm enjoying my sonic/energy melee blaster. another great PvP blaster build is Psy blast/ Mental manipulation. can eat through almost anything and grants you the drian psyhce power.
Corruptors are another fav of mind. and yes a Dark blast/ cold domintation corrutors are fine to PvP with. I have one infact. Also other good corruptor build is a rad/therm.
If you have any PvP questions feel free to contact me ingame @ninjavmpyre, which is my global.
Thanks for the feedback everyone.
As far as scrappers are concerned, would Martial Arts or Broadsword be the better primary? Most of the scrappers I see in PvP are spines. I don't really like that set, and would like something alternative.
I've been PvPing with my MA/Regen since like i8 or 9 don't recall, when it was a crappy set when compare to everything else. Since the recents buffs I love my MA even more, Eagle Claw hit like a brick and have a nice stun to. With taunt and web nade range toon shouldn't be a problem. I recomend Martial Art over Broadsword but I'm also a little bias.
@Intro lolPvP
I'll start off with Broadsword. Heavy hitter but come with a catch 22; heavy end cost. You'll only basically use 3-4 attacks from the BS set on a PvP build, but the end drain on each of those powers can be too much for a toon not proporly built.
Martial Arts is less end cost but less damage then broad sword.
Both sets have a build up power and both sets have heavy animation times compared to Claws/Spines/Fire/katana.
it's more or less your own preference, would you like powerful hits with more end drain, or would you like a faster attack chain with a tad less damage.
I have a Claws/ Regen Scrapper that I love. to me it's the prefect balance due to short animation times and little to no end cost. might not be the heavy hitter, but I have the staying power to take down almost anything that goes toe to toe with me.
NinjaVampyre:
In all seriousness, duh what?
Correct me if I'm wrong but:
Head Splitter is the highest burst damage attack of Broadsword at lvl 50 unslotted: 214 damage, 13.5 End, 2.33 activation time, 14s recharge
The 2nd Highest attack is Disembowel at 155 Damage, 10 End, 10s recharge, 1.8 second activation.
The 3rd Highest attack in Broadsword is Whirling Sword at 141 Damage (AoE), 13 End, 2.67s activation, 14s recharged
Compared to the pool powers of:
Flurry at lvl 50 unslotted: 427 damage, 5.5 End, 3.07 activation time, 3s recharge.
Air Superiority: 257 damage, 6.5 End, 1.5s activation, 4s recharge.
Kick: 288 damage, 5 End, 1.83 s activation, 3s recharge
Boxing: 199 damage, 4.5 End, 1.07s activation, 2.5s recharge
Seems to me that Flurry, Air Superiority, Kick is a far superior attack chain.
Just to add insult to injury, numbers for your defender using the Melee Pools:
Flurry: 237
Air Superiority: 143
Kick: 160
Boxing: 111
It's sad, but assuming no criticals: Broadsword guy produces 510 damage in 7 seconds (actually 6.8 but counting server ticks, etc.) , unslotted discounting criticals. Defender melee-fender: 540 damage in 7 seconds (actually 6.4 but counting server ticks etc.)
The melee-fender has the lowest melee damage modifier (as I recall) of all heroic ATs, and his/her melee chain is not only better burst damage (excluding criticals), but significantly less endurance intensive, and is chainable forever out of the box.
Please tell me I'm wrong Mr./Ms. PvPEC Organizer. Please tell me that melee primary powers are better for melee primary AT's than pool powers for the least melee powered AT. I'll happily eat crow. But unless until Castle or Positron has a major design rethink, this is PvP. Where Pool Powers > Secondary > Primary. Where the most important thing about a melee primary is its "build up" (read Rage) and its range (read Impale, Hurl Rock). Where the default rule of power choice for those who can't or won't take the time is "If you would absolutely take this power PvE, chances are pretty good it's worthless PvP. And If you would almost never consider taking this power PvE, chances are pretty good that it's overpowered in PvP"
If you care to test it, I think I have some characters on Pinnacle I haven't used in ages, I'll free spec into a Pool Power Paragon of Pugilistic Potency and we'll see in the Arena. I'm serious about that. I really do hope that Mids and my limited experience post I-13 with air superiority is wrong.
Globals @Even Flow. Look forward to hearing from ya.
Peace
Mids is completely wrong on the pool powers. I have no idea why, but it's been wrong ever since I13 came out, and it's just not being fixed.
The power pool attacks are, indeed, strong. But not quite that strong. They don't do MORE damage than powers like headsplitter or knockout blow, as mids would imply. They do less. But the thing with them is, they recharge in like 2 seconds. While those actual primary set powers recharge in 10-20 seconds. Essentially it means a scrapper could just put flurry on auto and use no other attacks, because it basically has an instant recharge and uses like no endurance.
It won't have as much burst as, for example, headsplitter....but it probably WILL do more damage over time...like in a fight club scenario.
Supermax,
Thanks for the correction. (gleefully eats crow with tartar sauce), I still think its completely it's a poor design. But hey maybe I'll get more pvp badges by going afk, respecing into flurry?
Mids has been wrong since the i13 update. I went through the whole flurry phase when i13 first came out.
I fear to many people are realying on mids data to make their case on these fourms. I have created my own spread sheet of data that I've collected for unslotted melee damage/activation time/ end usage in zone PvP @ lvl 50. I've also stated another spread of pool powers.
I sent you a PM about your request and also an in game tell.
Looking forward to seeing you in the arena.
NinjaVampyre
Hello everyone. I'm aiming to have atleast one melee/one ranged on both Hero and Villain side. I'd like some advice as to what I can expect from the types of characters I have chosen.
1) How good is Ice Armor for a tanker? I have read good things about super strength for the secondary, but I'm having trouble with deciding a primary. I've also considered Dark Armor as well. Also, how do tankers compare against scrappers as far as PvP goes? On the villain side, do stalkers exclusively rely on getting a sneak attack to win their battles or can they dish it up face to face if they have to?
2) Defender- of the two, which is more suited for PvP: Storm/Elec or Storm/Ice? On the villain side, I'm trying to decide between Ice/Dark, Dark/Dark, or Sonic/Dark for a Corruptor.
Any advice would be greatly appreciated. Thanks.