PvP hero biased


Alvan

 

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I still think poison can be real good in PvP, it can top any debuff numbers dark has, as long as it hits which is where dark gets some headway with tar patch.. Dark just gets the AoE heal which so [censored] good with MMs its unbelievable and I think should be *cough* nerfed.. But poison is pretty much -everything (except -fly and -jump..) which I like so much Weaken is like a reverse power boost and it doesnt end there..

I wish Id get my poison MM lvled some day..


 

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I still think poison can be real good in PvP, it can top any debuff numbers dark has, as long as it hits which is where dark gets some headway with tar patch.. Dark just gets the AoE heal which so [censored] good with MMs its unbelievable and I think should be *cough* nerfed.. But poison is pretty much -everything (except -fly and -jump..) which I like so much Weaken is like a reverse power boost and it doesnt end there..

I wish Id get my poison MM lvled some day..

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I love poison in pvp, and have had some success with it in most the pvp zones (I missed sirens call with my MM), Its a lovely mix of debuffs and has good recharge speed too.

That and there is something funny about watching a hero stuck in goo vomiting as your minions kill em


 

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I hate that animation

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And the best thing is...You can make your allies vomit by rezing them


 

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lol, more people complaining about overpowered scrappers, while a decent dark/ MM would take down any scrapper, regen, the lot

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andhave you tried to fight a Mastermind with a fast heal, and bodyguard? no matter what you are your toast..MM are the most powerful PVP AT's in my opinion, if used well.

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My BS/SR destroys MMs through bodyguard

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Heavy single target damage for t3h win I'm thinking. ... oh and SR of course meaning MM's likely debuffs/heals (especially Twilight Grasp) really would have trouble hitting.

Chiefette

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Having fought a number of scrappers in RV (usually due to them spotting me while attacking turrets):
Yes they have difficulty dealing enough damage due to bodyguard, but I, with my pets, have just as much difficulty dealing any significant damage to them. The thing people are forgetting is the fact that the pets are all lower lvl so seem to hit even less often than I do. It usually ends up being a case of:
(a)- run away
(b)- wait for back-up
(c)- get stunned/slept/held and stand there and die since I now have no resistance/defence boost as all those powers are toggles hence I'm now taking a lot more DPS.

Some scrappers don't even get near the red, in terms of HP, when I've a heavy as well as the rest of my pets!

As for the heal I hit more often against EBs than players and that's with 2xACC SOs in it so it's not that great, maybe a 33% chance to hit...
PPP - most PvP heroes seem to have some form of decent Mez resist as I've yet to successfully hold a hero, so the immobs/holds are pretty useless, even though I regularly have to pop break-frees when fighting against heroes. So from the PPP the only worthwhile power for PvP is the defence. And again I feel I should point out that I regularly managed to immob/hold EBs, often achieving a near perma-hold, when I had these powers (dropped them in respec for the LRSF) so it's not for want of accuracy/recharge. I'm doubtful that most heros have more than 2 holds and 1 Immob power so I can only assume it means they have better resistance to such powers than me or theirs are all autohit.
Think the only place MMs are overpowered in PvP is Bloody Bay (does kinda need addressing) since heroes have yet to get access to so many of their powers while we're already a one man gank squad, already having most of our pets (the key to all our damage dealing/taking potential).


 

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I'm doubtful that most heros have more than 2 holds and 1 Immob power so I can only assume it means they have better resistance to such powers than me or theirs are all autohit.

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The "autohit" effect you might be witnessing is the fact that heroes are sporting more +ToHit powers (Aim, BuildUp, the like. Defender with Tactics gives a lot of +ToHit compared to any villain with the same) and that Controller/Dominator single target holds have inbuilt +Accuracy. (with 2 Accuracy SOs they're at 50% * 1.86 = 93% hit probability if no ToHit or Defense powers are in effect)

About the resistance, 2 Holds break acrobatics so that's not hard to get through. Tankers, Scrappers and some rare others (Defenders with Psi epic) have better form of hold resistance. Immobilize is broken by Combat Jumping, which is quite common. And there are Break Frees and Strength of Wills that help a lot as well.

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As for the heal I hit more often against EBs than players and that's with 2xACC SOs in it so it's not that great, maybe a 33% chance to hit...

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Base ToHit in PvP is 25% lower than it's in PvE and most enemies are running some form of defense.

Against an enemy who is running no defenses and when you're not running any ToHit Buffs, your real probability to hit is 50% (base) * 1.66 (accuracy enhas) = 83%.

Any +Defense has horrible effects on this - 25% defense boost halves your chances of hitting. 45% boost (not all that hard to reach) brings your hit probability to about 8.3%.

But according to Finagle's Law, as your need for the heal to hit approaches 100%, your tohit approaches 0%.


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About the resistance, 2 Holds break acrobatics so that's not hard to get through. Tankers, Scrappers and some rare others (Defenders with Psi epic) have better form of hold resistance.

[/ QUOTE ]Defender epics don't give mez protection, it's controller psi epic that does.


 

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I have tactics slotted with 2 ACC Buff SOs and MMs are supposed to be pretty high on the scale of the buff modifier so I don't think that's all there is to it either.
Aim and Build-up perhaps as MMs can't get those powers.


 

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The one thing dark has going for it is AoE heal, which boosts BG effectiviness a lot. Other than that... Not really better than poison for PvP.

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What are you talking about?! Tar Patch is incredible if you have TP foe to get people onto it! -res, -jump and -fly means that it's really easy to just have your pets bash people up.

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And the ToHit Debuff on Darkest Night. Oh, and the ranged Stun. And the +Res from Shadowfall, which when combined with the PPP Shield (if it's res based), which is nothing to be sniffed at.

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This is probably the one combo that comes close to winning a duel against a /ice blaster. Gotta love seeing all those pets flopping up and down on an ice patch though!


 

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Each arch type has a role in PvP. Half the time villains only loose because there are more heroes in sirens. I have a SR scrapper with all the defeences + tough and still have been 1 shot killed by stalkers. Stalkers also get critical hits once they are discovered.

If everybody had an invincible archtype it would not be much fun. All archtypes have a role in PvP some are however more instramental than others.


 

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Each arch type has a role in PvP. Half the time villains only loose because there are more heroes in sirens. I have a SR scrapper with all the defeences + tough and still have been 1 shot killed by stalkers. Stalkers also get critical hits once they are discovered.

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Only if the opponent is held


 

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You can't be 1 shotted by a stalker, As was nerfed to prevent this, but for some reason it's fine for a scrapper or blaster to one shot a stalker.

The melee damages a /energy blaster can do using Aim and build up is just wrong.


 

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You can't be 1 shotted by a stalker, As was nerfed to prevent this, but for some reason it's fine for a scrapper or blaster to one shot a stalker.

The melee damages a /energy blaster can do using Aim and build up is just wrong.

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I thought that was an overall change, where you cant be knocked off with one hit from any attack as long as you have full health. I do feel that some heroes have burst damage from uninteruptable powers which feels like an AS with a stun effect. I've even ran into /EM and /Elec blasters who played exactly like a stalker. Maybe this is what happened to you.


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Anything that does 2 types of damage (and can do enough damage) is going to one shot you afaik.


 

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Each arch type has a role in PvP. Half the time villains only loose because there are more heroes in sirens. I have a SR scrapper with all the defeences + tough and still have been 1 shot killed by stalkers. Stalkers also get critical hits once they are discovered.

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Only if the opponent is held

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When an opponent is held or slept, the stalker has a 10-20% chance of critical...same goes for stalker AoE attacks...10-20% chance of critical whetever you are hidden or not.
If you ask me this is a rubbish crit chance compared to scrappers....even in PvP.

Countless times Ive been 2 or 3 shotted by scrappers because of criticals landing in a row.

When it comes to blasters */EM.......its ridicously high.
Build-up+Aim and they can take down a squishy in about 3 seconds.....I was hit for about 430 from only one attack by a blapper (305 something smashing and 130 something energy) and that was outside of defiance...he had almost full health.


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If you ask me this is a rubbish crit chance compared to scrappers....even in PvP.


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Hmm, felt like asking as I've always wanted to know,
Does anyone know the rough critical change of a scrapper?
Or even better - have the numbers?

Chiefette


 

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Anything that does 2 types of damage (and can do enough damage) is going to one shot you afaik.

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Thats what I thought too, certainly most stalkers that hit my blaster usually kill him with ease.

But that is their role

Blapping is a mixed bag in pvp, sometimes I have good luck sometimes I dont, overall though my blaping only works if my stun attacks have worked.


 

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My hero scrapper was in sirens and was either an exploit or a 2nd combo that i just didnt notice happened on 3 occasions from the same stalker though. Generally this game is well balanced. I have a controler and it will hold most toons as for killing them, not a chance. The sad fact is more heroes play in PvP.

CoH has a functional PvP system it is not fair because there is no such thing. In most peoples eyes fair is that they never die and always win.

Every toon has a role and depending on who you are fighting depends on how effective you are. Team work and tactics are few and far between. The perfect instance of this is how many stalkers have stealth? most of them. If every stalker had grant invis and hunted in teams to push and pull heroes out of position. Taking off Hide and inviting a chase so colleagues could kill straglers. All these would help stalkers would reign supreme.

Groups of people play CoH/CoV very few are Teams.

PS My stalker is getting grant invis for sirens anybody else wanna join me?


 

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PS My stalker is getting grant invis for sirens anybody else wanna join me?

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Which server?
I had the same dilema with mine. Think I took GI (or at least intend to) I also have a corruptor on each server built for pvp support. (well, the one on defiant WILL be built for pvp support when he's a bit bigger :O))


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