tanker epics for pvp
Oops well I would pick either primal (focused accuracy and conserve power) or ice (ranged pretty good damage + slows)
seeing as im super strength i want to be able to break down squihsies epic shields as i wont do much with them up.
the plan is stun with handclap or stalagmites (if infact it works) super speed over to them hit firey embrace and rage knock out blow then a haymaker, or hurl if they popped a bf and are runnin away.
FA and CP are great but iv got 2 (soons to be 3) scrappers who already have it i want some variety
"an eye for an eye can only lead to blindness"
"am i a clown for wearing a smile...or are you a fool to try and stop me?"
Degzy_G ProductionZ inc
Super Strength gets good disorients in its main two single target attacks already (Knockout Blow and Haymaker) and you can Knockdown Fliers with Hurl. You really don't need any more mezzes if you get good unsuppressed movement (slotted hurdle and Combat Jumping are the usual favourites). I'd not bother with Hand Clap as it has a 20% accuracy penalty and Knockback is heavily resisted.
The main reason for the Primal Epic Pool would be Focussed Accuracy. Even with Perma-Rage running and two Acc SOs in your attacks you'll still miss consistently on the higher defense ATs. Focussed Accuracy helps a lot, and gives +perception which can help vs. stealthier toons.
Ice's Ranged Blast and Immobilise can be spammed, they both do -recharge and slow and allow you to catch up to kiters much more easily. Cold damage is also hardly resisted at all villain-side.
The Fire Pool is basically hopeless for pvp, Fire damage is well resisted and has no mez worth talking about. The Stone Pool has accuracy penalties, stalagmites requires contact with the ground to work and only has a 10% chance to cause disorient anyway.
haymaker cannot disorient only jab can.
knockout blow is infact a hold which can be resisted by most with acrobatics.
and you dont wana have to to use you best attack to drop toggles/shields. as when you do. You will have to wait for recharge to finish them off.
hand clap doesnt just knockback is disorients and i have slotted it 3 acc and i have perma rage that makes up for the -acc it is. the only thing its might miss is a stalker/or defense set, and it wouldnt work on them anyway so i wouldnt bother.
thanx for anwsering my quesitions about the fire and earth epics sets, i wont be taking FA im not sure i could handle the end cost and fight for the long times i want to. hasten and rage both have end crashes.the two of them will bring me down to about 1/3 end and consume doesnt work very well in 1 on 1 situations. The end recovery needs 2 foes to bring u back to full end.
ice does sound very good now though, when thinkin about the slows & -recharge
the only power in the earth mastery set now that looks good is salt crystals i no it has a 10% acc penalty but 2 acc's + rage would compensate and once again id only use it versus squishies. who tend not to have +defense anyway. salt crystals has a HUGE AoE 30 feet which is double the size of hand clap and it uses sleep so squishes cant resist it. the downside is that foes have to be grounded .for it to work.
thnx again that defo cleared some of my questions up
would you pick the hold in the ice mastery, and what are your thoughts on ice storm?
"an eye for an eye can only lead to blindness"
"am i a clown for wearing a smile...or are you a fool to try and stop me?"
Degzy_G ProductionZ inc
As far i know, KO blow has a mag3 hold. Forgot the exact rules of mezz, but doesnt KO blow hit through Acro? (if equal = hold right? - base1 +2 from acro) Add to that the epic hold (stone has) and a blaster really wont resist that unless he pops a BF (but still you go mag6).
And all the earth epics do -def too
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yes theres no way he can resist the 2 holds without a break free.
il explain in a example scenario
tanker 1 uses knockout blow on blaster 1
blaster 1 resists 30% of the damage as his epic shield is up
tanker 1 uses a epic hold power.
blaster one is now held.
blaster 1 toggles has fallen
tanker 1 is waiting for knockout blow to recharge.
blaster 1 is free of hold
tanker 1s knockout blow has recharged
basicly u want him held before you use knockout blow to take him out or your waiting for the recharge and in that time he would have escaped
"an eye for an eye can only lead to blindness"
"am i a clown for wearing a smile...or are you a fool to try and stop me?"
Degzy_G ProductionZ inc
You do have other attacks outside KO blow though Although less damaging, chaining them while the blaster is hold its going pretty fast.
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im making a pvp tank to and im torn between epic pools
im a fire/ss tank
im im wondering i should pick pyre mastery (fire ranged attacks) or earth (control powers mainly)
the single target ranged attack from the fire set seems pretty weak i was hoping for more tbh. i havent tried it in pvp though can someone give me a rough number of how much it does to someone with no fire resistance please?
and according to hero builder the single attack is more powerful than the AoE which is to be expected but i cant be sure as my hero builder didnt give the right numbers on it to begin with.
in the earth mastery set. everythin is pretty good excpet stalagmites. in pve it isnt a 100% guarrenteed stun on any of the targets it hits and that includes minions. i assume this is because its low mag?
so im wondering will it definately stun a unprotected squishy in pvp im thinking it wont but maybe someone knows for sure.
and for the powers in earth mastery does your target need to be on the ground of any of them to work? as it doesnt say on her builder or the power descriptions
"an eye for an eye can only lead to blindness"
"am i a clown for wearing a smile...or are you a fool to try and stop me?"
Degzy_G ProductionZ inc