PvP blaster- suggestions?


Altmer

 

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Ah i also meant top point out that energy is massively resisted (i think energy blast does smashing too, which is also resisted. my blaster has like 20 and 30% res to these). while some of the powers will cut through, i don't really notice it when fighting 'PvP specced' energy blasters. imo a blaster primary should offer good ranged control and damage and i don't really see energy doing this.

not meaning to say it's poo, but in zones and arena it's always energy manipulation that gets me, not blast, even some guy in warburg who was dive bombing and sniping me wasn't having any success whereas if he had just run up and bashed me I would have died :/.

ice/, elec/ and sonic/ ftw!

Plight

P.S. Can we have a duel then?

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Plight, of course you know that electric powers count as energy damage

[/ QUOTE ]of course, although I'd like to see someone escape the ranged holds of elec which drop players restistance toggles. When was the last time you saw someone fight an energy blaster at range and them say "Oh noes1 He are KBed my toggles offz0r! :'(" lol, elec has the control to not need anything but energy damage tbh, fire has the damage unresisted but nothing else so tends to be no good alomne (or at all) and ice has the cold/fast/hold that all help. While elec as a primary is well know to be nowhere near as damaging as Ice blast, it offers more utility and especially when combined with elec manipulation.

I know i bang on, and I don't think that elec/elec/elc is the be all and end all of blasters, I just that any set with a hold is usually more use than a set without, the more utility the better (apart from AR/dev which has all the utility under the sun but is still appalling in comparison to almost any other blaster).

lalalalala i pwn jo0

o and far fewer people resist end drain than KB, draining people from range with a bog standard PvE elec all range blaster isn't impossible with some endmods.

Plight


 

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Your a broken record plight... ! :P

Can you hold over a Brute or Stalkers mez resist? - No.

Can i knock back over a Brute or Stalkers mez resist? - Yes.

Therefore - is the status effect granted by Energy better than Electricity when fighting high mez resist characters - yes.

Want to talk about end drain, then thats something else.

Energy primary allows the glass cannon to stay at range and safe and allows PvP blasters to get out of the Blapper mindset.

EDIT - I should add, that Im not saying that Energy is better than anything else on a whole. Im just responding to your summary that Ice/Sonic are the best PvP choices.


 

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Your a broken record plight... ! :P

Can you hold over a Brute or Stalkers mez resist? - No.

Can i knock back over a Brute or Stalkers mez resist? - Yes.

Therefore - is the status effect granted by Energy better than Electricity when fighting high mez resist characters - yes.


Energy primary allows the glass cannon to stay at range and safe and allows PvP blasters to get out of the Blapper mindset.


[/ QUOTE ]actually yes i can hold a brute or a stalker thru their protection, i was just doing it in RV , also, whats the point in staying at range with relatively poor dmg, most toons use both theor 1. and 2. powrs to fight, saying that you shouldnt melee is like saying a defender shouldnt attack or a controller shouldnt debuff. once u have ur control, KB or whatever, you should be in there with the cannon half of your glass cannon, infact, hitting them with the cannon.

so when i respec i'll be able to hold thru tank protections, like to see stun do that as effectively

Plight P.S. offline ti llate now but bbl


 

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I never said you shouldnt melee... im levelling an Ice/Elec atm, which is ofcourse a melee. I think people have the misconception that the only good pvp blaster ATM is a blapper. However i have seen ranged blaster pwn. I have seen */ice pwn. I will see Energy/* (any none blapping 2ndary) do well. Since the knockback gives you the option of not having to melee.

I think BU/Aim/Snipe from max range is quite respectable damage too! Sure, wont down a brute, but a corrupter / mastermind (without bodyguard) / Stalker and Dominator will all be gasping for breath after that one.

I like ranged sniping. Its kind of opportunitstic approach. As i say, i dont like the common perception that Melee blaster is the only capable pvper.

Anyway - im stuck with my Ice/Elec blapper as i just dont have the time to lvl an energy/*. Would dearly love to now tho, since Chaplain's Energy 2ndary was very suprising in SC last night.


 

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However they have a ranged knockback that will eat any KB resistance you can muster...

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?? Powerpush now hits through mez protection?? When did this happen, and why can't Force Bolt do the same thing?


 

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Actually. It may have been my mistake. Instead i should say it eats Acrobatics. TOnight i wasnt having luck against brutes.

Nin Stalkers and Fire Brutes however still go flying it seems.

Just seems i was in an SC populated by Nin stalkers last night.


 

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i agree snipes arent bad dmg, but as i have posted in pve guide threads lots and lots of times, whats the point of essentially wasting aim and BU then spending 3-5 seconds getting into range for blasts/melees. if you want to place the range game then its far better dmg to use a chain of the standard range ST powers, maybe open with snipe, but you list proper squishy ATs, not even blasters have much to fear any more from snipes.

i agree melee blasters (full blappers) are not the only capable PvPers, they are pretty poor actually against faster opponents and those with higher HPs, i think what im trying to say for the millionth time is that blasters too often neglect half of their build, some go all range, some all melee, both of these have severe weakness imo. personally my blaster has 3 ranged attacks and 3 melee attacks, he has 2 ranged forms of control and 2 melee forms of control (holds and drains) plus other things. as i said before you wouldnt catch a troller not using their secondary and still doing well usually, nor any other AT, so i dont see why blasters should be all about the primary or all about the secondary, but about both... and just as a thoguth before someone chimes in that my argument revolves around ATs focussing on their primary and using their secondary as support, in many cases this isn't true, and especially for blasters; 'why?' i hear you ask. because the blaster secondary essentially doesnt exist anywhere else in the game, sure the melees belong to tanker secondaries, but there's plenty going on in the blaster secondaries that you don't see many other places, and mainly combined in the way they are, which i think is the most important thing im trying to get at.

bah, blasters should have stacks of dmg in melee and at range, those that cant control do not fare as well as those who can. lalalaa ored of myself now :/

o and Chap, GL with the ice elec, they do quite well from what I've seen

Plight


 

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Nin Stalkers and Fire Brutes however still go flying it seems.

Just seems i was in an SC populated by Nin stalkers last night.

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Yeah, but their mez protection doesn't cover knockback/knockdown. Unless they get acrobatics. I don't think it's possible to hit through that either though. As far as I know knockdown doesn't have a mag level so I don't think there is such a thing like higher, or lower level of knockdown protection.

It would be awesome though. That would make FF more useful


 

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It must have a mag level, because i hear one of the high lvl Heros sends you flying through any sort of knock back resist. It also explains why 3 break frees stop knock back.

Need to test this, however, whether its hitting through acro or nin or fire brutes dont have Acro, whichever way round it is, they dont have much chance to melee me. Looking forward to trying it at 50 with chap, as he has powerbuild up. Could be an amusing 5 block knockback!

ANyway. Off to St Albans for the weekend. Look forward to SCing some more when i get back.


 

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knockback does have mag, iirc acro is a mag 3 KB resist but might be wrong.


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

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i agree snipes arent bad dmg, but as i have posted in pve guide threads lots and lots of times, whats the point of essentially wasting aim and BU then spending 3-5 seconds getting into range for blasts/melees.

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This is where interrupt reducers and slotted sprint and combat jumping come in. Power boost/Aim/Bu, start snipe, small pause, leap into melee with your target. Time it right and you hit them with your snipe and Bonesmasher(or whatever) pretty much simultaneously and still have time for one more attack during the aim/BU period. Works a treat in PvE too - my Nrg/Nrg can take out 3 orange minions in 10 seconds with this method (depending on their resistances).

I agree with Plight on the rest tho - a balanced mix of range and melee will let you unlock your full SMASH potential in both PvP and PvE.

That said, i'm running my Archery/Nrg in Pvp atm as a pure ranged blaster at the moment and its a heap of fun. Learning how to kite effectively with the animation times on archery is a real challenge but taking our runners with a range enhanced blazing arrow is a joy Only trouble is the damage outside of Aim/BU ranged shot/blazing arrow is kinda pathetic so i'll likely be respeccing energy punch and bonesmasher into the build at some point.

Had my first Pvp whines about my archer the other night, so i must be doing something right Apparently two-shotting stalkers from the roof of our base in SC is 'talentless'


Union 50s:
Crimson Cannon: NRG/NRG/Force
Tara Thorn: Archery/NRG/Elec
Damatria: BS/SD/Body
Defend the Earth from Aliens in my MA Arc: ID:57186

 

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When I actually had snipe I could go from out of aggro range to melee range with one interrupt reducer with only single slotted sprint (not saying woo go me, just that slotted swift etc is for melee intense builds mainly imo, not so much the intred snipe approach), now i have a lot more slots and movement enhancing powers I'm more dangerous i think.

Plight


 

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I'd prefer it if they would just have interrupts actually shorten the animation times of the snipes, in the same way that you can shorten interruptable powers in WoW. Then it might even be usable in an attack chain. Slotting for interrupt doesn't really help much if the animation still roots you for 3-5 seconds, but if you could shorten the charging/aiming animation of the snipe by slotting for it, it would actually be a lot more useful.


 

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Don't know about other sets but the energy snipe's 'firing' anim (i.e. at the end of the interrupt time) is very very short - so much so that i think if i can get an Acc/Dam HO in place of my acc enhancer and drop a 3rd interupt reducer into it then my snipe wil actually be my lowest rooting time ranged attack - i just have to wait a bit till it goes off...

YMMV of course, but my snipe is a big part of a lot of my attack plans. Gotta love blasters, so many different ways to make em

On the Knockback thing, i've been messing around with slotting 3xKB in power thrust to try and see if KB distance IS KB magnitude and therefore you can overcome resistance with enough enhancers (and a bit of vanguard and power boost) - seemed to be knocking back a lot of people with it in pvp today who weren't getting KBed by my (non KB enhanced) blasts. Don't know if they were all /nin stalkers and /fire brutes but it was definitely noticeable - normally against stalkers and brutes i forget about KB altogether.

Could be worth a more scientific look


Union 50s:
Crimson Cannon: NRG/NRG/Force
Tara Thorn: Archery/NRG/Elec
Damatria: BS/SD/Body
Defend the Earth from Aliens in my MA Arc: ID:57186

 

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Don't know about other sets but the energy snipe's 'firing' anim (i.e. at the end of the interrupt time) is very very short - so much so that i think if i can get an Acc/Dam HO in place of my acc enhancer and drop a 3rd interupt reducer into it then my snipe wil actually be my lowest rooting time ranged attack - i just have to wait a bit till it goes off...

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Thing is though, right now the interrupts do not shorten the aiming animation at all, so in this case you could clearly see the advantage if it did. You'd be sniping much quicker, with certain slotting.

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On the Knockback thing, i've been messing around with slotting 3xKB in power thrust to try and see if KB distance IS KB magnitude and therefore you can overcome resistance with enough enhancers (and a bit of vanguard and power boost) - seemed to be knocking back a lot of people with it in pvp today who weren't getting KBed by my (non KB enhanced) blasts. Don't know if they were all /nin stalkers and /fire brutes but it was definitely noticeable - normally against stalkers and brutes i forget about KB altogether.

Could be worth a more scientific look

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You'd be surprised how many people forget or don't even have their mez protection in zones like Siren's. They usually underestimate it's usefulness until they get held/knockedback a million times in the PVP zones.


 

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IntRed reduces the time neded to be stationary so much that you can snipe at range and be in melee range by the time the snipe goes off was the original point i believe, although personally I would expect the interruptable powers to act more like you suggest they are, coding issue i presume :s

and I barely ever get knocked back by energy blasts with acro on, nor force bubblers iirc.

Plight


 

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Something you might be able to help with Plight. What is the endurance draining potential of the elec secondary? I was considering an Ice/Elec build to combine up front high burst damage with hopefully a decent amount of endurance drain (for prolonged fights).


 

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IntRed reduces the time neded to be stationary so much that you can snipe at range and be in melee range by the time the snipe goes off was the original point i believe,

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You're right. It feels a bit weird though that you're able to move while an attack is still in the middle of activation. I doubt this is working as intended.

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although personally I would expect the interruptable powers to act more like you suggest they are, coding issue i presume :s

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Meh, i don't see this as much of an issue coding wise. It shouldn't be too hard to fix. Just have the power use 2 animation cycles, one for the interrupt phase and one for the firing phase. As the animation on the interrupt phase is very very simple(probably not more than 2-3 frames of animation looped over), they should easily be able to set the duration of it in the code and then have the duration be shortened by slotting. There are much more complex problems in the game than this.

The thing I don't understand though, is why they haven't done this yet. I'm guessing it has to do with the power of Snipes pre ED, but seeing that Snipes can't one shot anything anymore now, I don't see why they can't get a bit of a boost this way. It would improve some of the more underpowered sets as well and it would also require heavily specialized slotting, so they would never be too uber.


 

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theres a full list on the thread about my build posted by powernova (although elec fence is a factor of 10 too high), basically elec fence is ok but only DoT, CB and HP are nice single hit drains, TS doesnt drain and neither does LC, LF isnt worth the drain, its less than 5 per tick so 8 odd per tick slotted i dont really feel is worth it slotwise and SG drains 25 in DoT iirc, which is great although it has high damage over time and a good hold duration, so i wouldnt personally enhance it for endmod. PS drains 35 at base which is lovely in pve sometimes, although this is only something like 17.5% in PvP (maybe 25 based on actual xp of it) but it has no -rec, the whole problem with /eelc is that it has no -rec at all, same as all the elec brute powers .

and to mesmer, although it isnt working as anyone with common sense would expect, i think the interrupt thing is WAI :/

Plight


 

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and to mesmer, although it isnt working as anyone with common sense would expect, i think the interrupt thing is WAI :/

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I think you're right, but that won't stop me from complaining about it until it get's changed