Super Strength in PvP


Globey_EU

 

Posted

I have an invul/ energy melee Tanker.

He can hold his own in PvP against most types except the obvious. But:

I also have an Invl SS Tanker and my question is, can he?

I'm comparing the two. If you take my energy melee damage output it's far greater than Super strength. SS can't compare to energy transfer and total focus combo.

Especially with build up added on.

Yet even those two arent enough to put an enemy down necessarily.

So how can super strength? Especially when every two minutes you get the 10 second rage drop. Surely any enemy can use those ten seconds to take the advantage.

It seems to me that Super strength doesnt have enough suprise in it to be a valid contender in the Pvp stakes.

It is what it is.

I'm debating whether to bring my SS Tanker into PvP so what do you think?

Am I wrong?


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

SS can do ok in PvP zones. Afaik we got a regular PvPer Ianroar who is Invul/SS that apparently he is immortal.In fact it has reached the point that everyone skips him as a target by now because there is no point attacking what you cannot kill

Sorry Ian but its true


Damage wise dont expect too much tho.Fire/SS does far more decent.


 

Posted

O yea I agree, SS is meh in PvP.
And no comment about the other stuff.

SC


 

Posted

Glad to see you're taking an interest in PvP Lionsbane.
And to the point - it's pretty decent, with set bonuses Invul can get perma Dull Pain, reaching a permanent 3.2k health. Which, like TG said, it's extremely hard to take down.

But we're talking about Super Strength here - not Invul. It's definitely PvP able, especially against Blasters, considering most go Cold Mastery which offers no smashing resistance. I think it'll shine mostly in Siren's Call, more so than your Invul/NRG, since there you have Knockout Blow and Rage. Super Strength also has Hurl, which, despite it's painful animation time - it still a ranged attack, and a pretty good one at that. You've also got alot of knockback attacks, so get slotting those Force Feedback procs!

If you're looking for some variation and you want to PvP with both, I suggest having TP Foe on your Invul/SS for Masterminds, and maybe tactics on your Invul/NRG for mild stalker "hunting". Or maybe have one PvP, and one PvE.


 

Posted

[ QUOTE ]
Glad to see you're taking an interest in PvP Lionsbane.
And to the point - it's pretty decent, with set bonuses Invul can get perma Dull Pain, reaching a permanent 3.2k health. Which, like TG said, it's extremely hard to take down.

But we're talking about Super Strength here - not Invul. It's definitely PvP able, especially against Blasters, considering most go Cold Mastery which offers no smashing resistance. I think it'll shine mostly in Siren's Call, more so than your Invul/NRG, since there you have Knockout Blow and Rage. Super Strength also has Hurl, which, despite it's painful animation time - it still a ranged attack, and a pretty good one at that. You've also got alot of knockback attacks, so get slotting those Force Feedback procs!

If you're looking for some variation and you want to PvP with both, I suggest having TP Foe on your Invul/SS for Masterminds, and maybe tactics on your Invul/NRG for mild stalker "hunting". Or maybe have one PvP, and one PvE.

[/ QUOTE ]

Heya Pet. The trouble with your suggestions lead me to a second point.

See they're great if you want to redo your char to be PvP centric. Which I don't. That means anyone who plays pvP as their thing, will always have the advantage over players like me, because no matter how good or powerful my char, he's built primarily for PvE.

I wouldn't add tactics for example, yet a PvP dominant player might.

So, as the two things require such differing skills, it strikes me they should allow a limited "respec" that activates when you enter a PvP zone.

My Invul/en mel (who you know well) is fine at PvP. Wins more than he loses unless I'm up against psionics for example. That's without customising him for purpose.

But my SS? Without the changes you suggest, I dunno. Guess there's only one way to find out but I just can't see him doing anything significant, for reasons I outlined.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

In my experience, Superstrength does have a few things going for it:

- Large ToHit from Rage makes opponents using defense as their primary mitigation much easier to deal with.
- Very reliable PbAOE stun in Handclap allows you to finish off unprepared opponents that lack mez-protection, since they cannot run. If your opponents like to huddle up, so much the better.


Weaknesses would be:
- Exclusively smashing damage, which makes fights against smashing-resistant opponents dependant on luck and the opponents behaviour. If they stand and fight and are not too resistant, you can whittle them down as your average damage output is not bad. An opponent based on Willpower or Invulnerability will probably not go down at all however. Still, fewer characters are resistant to smashing damage than you would think.
- Rage drop greatly decreases damage output for a short while, and also affects your defenses and endurance. Still, nowadays you still get full use of the mez effects in the Superstrength powers (Handclap, Taunt, KO-blow, et.c.). It should be noted that damage from veteran powers, temporary powers and IO procs is not affected by the damage debuff. Saving these for the drop will prevent your damage output dropping too much. On the other hand that damage is not boosted by the +80% Rage buff either.


In comparison to Energy Melee, spike damage is poor. KO-blow does a good job, though not at the same level unless you manage to double-stack Rage which can be rather tricky (depending on your build and other factors).
Energy Melee also has access to good stuns, and is able to stack them better than Superstrength does since only Handclap has a guaranteed stun application. Jab only has a very low probability to apply a stun.

On the whole I would say that it is trickier to win against your average opponent using Superstrength than Energy Melee, although this should be taken with a grain of salt as I have not personally played an Energy Melee to any significant level. The exception should be very high defense opponents, where a Superstrength tanker/brute slotted for accuracy will hit through even soft-capped defense very reliably while Rage is up. "Very reliably" should be roughly 70% net to hit, if I got the numbers right. Outside of Buildup, Energy Melee will not manage anything close to that, although the difference between the two will decrease once set bonuses and other powers are added into the mix.




PS

For the "70% net chance to Hit" number I assumed
- "soft-capped def" was equivalent to 45% Def
- about 0.9 power accuracy from enhancements
- Rage fully slotted for ToHit

DS


 

Posted

yep, hurl alone makes it viable, not for the ranged damage, but the ranged -fly.

Rage is great, considering 10secs downtime is nothing in comparison to a 2 minute buff when all others last 10 secs (cept fiery embrace which is 20secs for fire based attacks).
Also, the downtime can be used to taunt away in team matches.

SS is the next best thing after EM, and in somemany respects it is better.

Just that damned recharge time of KOBlow...


 

Posted

ATM, i am seeing if it is viable to build a fire/ss with the fire epic for pvp. Endurance is the big issue, but im hoping with IO's i can sort that, as FE+rage+fireball/fireblast/hurl/blackwand and char would give decent ranged damage.


 

Posted

SS is there for the extra tohit. SS makes the tank best for taunting which is a tankers job in teams


 

Posted

You won't kill anything with SS, but if you plan on taunting and not scranking then SS is probably the best set going.


 

Posted

[ QUOTE ]
You won't kill anything with SS, but if you plan on taunting and not scranking then SS is probably the best set going.

[/ QUOTE ]

what i was trying to say lawl


 

Posted

[ QUOTE ]
You won't kill anything with SS, but if you plan on taunting and not scranking then SS is probably the best set going.

[/ QUOTE ]
you will lol!

in fact, I find it easier to kill with SS in team pvp, over EM!

Yes team tanking is all about the taunting and very little scranking, however, if I see a squishy on 30% health they are getting a koblow, before i go back to taunting. The reason i find SS gets me more kills, is the range component to KOblow. Vastly overlooked, in a fast and frantic team pvp match, this gives it a huge edge over EM. With EM you have to get truly up close and personal for ET to hit, which will cost you time trying to catch an agile opponent.


 

Posted

SS is decent in pvp, its damage is significantly blunted at high level with all the epic sheilds but arguably shares second place for pvp melee attacks with stone melee.

SM has better burst damage, super fast animations and a mag 4 hold in seizmic smash that knocks off acrobatics that KO blow cannot do, SS has rage and the bizarre 10ft range in KO blow.


 

Posted

KO has 13 feet range according to mids, that 8 feet extra helps alot