PvP blaster- suggestions?


Altmer

 

Posted

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!


 

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a lot of people wud say ice/energy and a few are starting to say ice/devices now, personally i'd go fire/energy


 

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Fire/anything isn't PVP build, due to high-end AoE powers. AoE aren't needed in PVP, and fire has no secondary effect. Ice slows people down.

The best PVP blaster I've ever seen is Plight, and he plays elec/elec. The end drain on that is REALLY annoying, and useful. No-one can hit you if they can't recover endurance.

In fact, he'll probably be here to see "omg I pwn j00 all" soon


 

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Fire/anything isn't PVP build, due to high-end AoE powers. AoE aren't needed in PVP, and fire has no secondary effect. Ice slows people down.

The best PVP blaster I've ever seen is Plight, and he plays elec/elec. The end drain on that is REALLY annoying, and useful. No-one can hit you if they can't recover endurance.

In fact, he'll probably be here to see "omg I pwn j00 all" soon

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fire not good primary for PVP blasters? ROFL u are joking right?

edit: just to clarify fire/ has 1 more AoE than ice/

it also has the highest dmg snipe and blaze


 

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yeah so fire, fought fire/nrg the other week, won about 9-1 (the owner is a pretty darn good pvper actually imo), once u get past BFs then ice/ elec/ and sonic/ are really the only valid primaries (AR/ if you have stun powers).

top few imo are gonna be something like

ice energy
elec energy
ice elec
elec elec

epics wise, nothing is worth considering other than force or elec.

Plight

P.S. i laugh at blazing bolt, highest damage snipe means nothing unless its used to set u up for a 1 shot kill


 

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And I remember being called something like 'unoriginal' for being energy/energy myself..


 

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yeah so fire, fought fire/nrg the other week, won about 9-1 (the owner is a pretty darn good pvper actually imo), once u get past BFs then ice/ elec/ and sonic/ are really the only valid primaries (AR/ if you have stun powers).

top few imo are gonna be something like

ice energy
elec energy
ice elec
elec elec

epics wise, nothing is worth considering other than force or elec.

Plight

P.S. i laugh at blazing bolt, highest damage snipe means nothing unless its used to set u up for a 1 shot kill

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and that means what? 1v1s are as balanced as an elephant on a see saw, i've killed more regens with my kin than i can count including chives, does that mean spines/regen sucks? no not at all

for team battles my top 3 options IMO wuld be:
fire/energy
elec/energy
sonic/energy


 

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I dont know the exact animation times of sonic/, i think thats the thing Ice/ is really strong in; its very fast animationtimes of all his powers (not frostbreath).
Downside is its nova, where fire/ and nrg/ can do some really fun things, blizzard is more a tickle-the-enemy-power. And if you like to play with snipe in pvp, ice looses that too.

In bigger team pvp's, i notice my /nrg makes me kill more then my /ice side (ranged at start, moving in and finish it off with some /nrg punches), making the primairy in that case a bit less important.


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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.


 

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the OP didnt say team or duel did they? I think we can agree that ice elec sonic and energy are all good sets.

Plight


 

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The fire set is actually very very good in team PvP, as a sniper. Right now i'm testing with mesmer's blaster his ranged snipe with 3damage/range HOs and boost range. He's sniping over 100yards, so far that he can't target the opponent from that range.

Fire is very good range damage, and in issue seven, range is where its at.

Team PvP ice/devices is very good, high range single target damage and slows with webgrande for -jump. Your basically screwing up the opponents movement, and for a team that spikes that target is in serious trouble.

If you want general PvP for zones and duals pick */nrg. Ice, Fire and sonic are probably your best bet.

*/elec is good, but it shines with elec primary for endurance drain short circuit -recovery and power sink. I wouldn't stick it with ice/elec anymore, its good but ice/nrg is better.

*/elec lacks the self buffs.


 

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The fire set is actually very very good in team PvP, as a sniper. Right now i'm testing with mesmer's blaster his ranged snipe with 3damage/range HOs and boost range. He's sniping over 100yards, so far that he can't target the opponent from that range.

Fire is very good range damage, and in issue seven, range is where its at.

Team PvP ice/devices is very good, high range single target damage and slows with webgrande for -jump. Your basically screwing up the opponents movement, and for a team that spikes that target is in serious trouble.

If you want general PvP for zones and duals pick */nrg. Ice, Fire and sonic are probably your best bet.

*/elec is good, but it shines with elec primary for endurance drain short circuit -recovery and power sink. I wouldn't stick it with ice/elec anymore, its good but ice/nrg is better.

*/elec lacks the self buffs.

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agree with all that, elec has the snipe and ranged nuke, the thing with fire is not only the snipe but if u go in close for the /nrg melee attacks u can add blaze to the attack order which is extremely damagin and very fast, it all depends on how u play really


 

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Oh yeah how could i forget blaze, you know what that makes fire? Lethal at range and in melee.

Elec primary from looking at the powers, it lacks serious single target damage, it has a hold a snipe, which is nice but it doesn't haev any decent range attacks to have a nice chain. I'm not a fan of pets so i don't rate voltaic sentinel that much. Elec is awesome paired with elec secondary however- awesome synergy.

I know i may knock down elec set, however as X said its how you use them. Just look at plight trawler and gatling, those dudes use them insanely well, and show how great they work.


 

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Team PvP ice/devices is very good, high range single target damage and slows with webgrande for -jump.

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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.


 

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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.

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.

Go against chilling embrace? its movement slow i can still jump out of range.

Go against devices you can't jump, your literally going no where unless you have TP.


 

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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.

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Run still works just as well for movement though!

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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.

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True, but try blasting whilst you're constantly knocked up (so to speak)

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Go against chilling embrace? its movement slow i can still jump out of range.


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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!
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Go against devices you can't jump, your literally going no where unless you have TP.

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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.


 

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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.

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Run still works just as well for movement though!

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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.

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True, but try blasting whilst you're constantly knocked up (so to speak)

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Go against chilling embrace? its movement slow i can still jump out of range.


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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!
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Go against devices you can't jump, your literally going no where unless you have TP.

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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.

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all travel speeds are suppressd by -speed, EXCEPT suer jump, so jumping is the only way to travel fast in all -speed asituations usually.

Plight


 

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I'd say Elec, fire or archery /devices for a ranged blaster or Elec or Ice/ Energy or Elec for an blapper type.


 

Posted

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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.

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Run still works just as well for movement though!

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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.

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True, but try blasting whilst you're constantly knocked up (so to speak)

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Go against chilling embrace? its movement slow i can still jump out of range.


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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!
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Go against devices you can't jump, your literally going no where unless you have TP.

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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.

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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.

"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.

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. Oh hay yeah, tp foe is also interuptible.

-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. */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.

I really can't help but t disagree with everything you've said there.


 

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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.


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No. Running works for movement with -jump - which is what i said.

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"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.


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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!!??

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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.

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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.

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Oh hay yeah, tp foe is also interuptible.

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Hence a perhaps in my comment and you can also slot for interrupts??

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-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.

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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.

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*/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.

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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.

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I really can't help but t disagree with everything you've said there.

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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?


 

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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.

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Fly negates slow from caltrops, and web grenade doesnt prevent superspeeding, but when you put two together..


 

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No. Running works for movement with -jump - which is what i said.

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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.

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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!!??

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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

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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.

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You don't have toggle knocks anymore, melee on a blaster is situational.

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Hence a perhaps in my comment and you can also slot for interrupts??


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It's still interuptible though.

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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.

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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.

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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.



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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?

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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?

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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.


 

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No. Running works for movement with -jump - which is what i said.

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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.

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Which wasn't a point you made that well as you were referring to -jump which was what i was replying to.

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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!!??

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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


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Acrobatics is a resistance to knockback power which can be overcome.

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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.

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You don't have toggle knocks anymore, melee on a blaster is situational.


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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.

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Hence a perhaps in my comment and you can also slot for interrupts??


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It's still interuptible though.


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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.


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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.

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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.

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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

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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.



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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?

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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.

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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?

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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.

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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!


 

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Web grenade has a built in slow. Acrobatics can be overcome like most mes protection, but its still increases your surviability. As i said melee attacks are situational. Slotting tp foe that much is a waste of slots imo. Break frees can be used up, hold res worthless? it can still res a blaster hold. Hover can be effected by -fly. It isn't a different proposition dude, web grenade has a slow with it, its also available with caltrops, so it isn't a different proposition. I really can't be bothered quoting by quoting the whole post again, but i think you need to look at the powers and the situation more closely. I really think with the methods your proposing against good PvPers your going to have a hard time getting those results, but i could be totally wrong i have a scrapper levelling on union, so will soon find out


 

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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!