flying in pvp
Hurl and most -fly powers have -1.4 protection to fly. Fly is only 1 mag. But Hover is 4.
The -fly will stack. Mids says hurl has -fly for 15 seconds. Use it once every 15 seconds and nobody will be able to fly away, unless they use hover, in which case you just stack it 3 times, overcoming the mag 3 fly.
Web grenade, web envelope and entangling arrow have a -10 fly protection for 15-30 seconds. They are much more useful.
If you are a flyer and are basically useless/dead when grounded, i suggest you pick up teleport to get away when someone drops you. If you are attacking a flyer, keep using hurl.
@Sentry4 @Sentry 4
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Well the concept for a new pvp toon I had was a very long range flyer that used -fly to keep foes grounded. I was thinking Grav/Rad troller, Mind/TA troller, or Grav/Ice Dom, though I'm leaning more towards the Grav/Rad. It very important that the -fly stacks and doesnt get suppressed because I'm trying avoid getting hit by anything but snipes or similarly very long range set-ups.
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[QUOTE=Crim_the_Cold;2308098]Is there a timer on -fly in pvp?
QUOTE]
You mean is there suppression? No, there isn't. You can keep a flier grounded permanently with continuous applications of -fly (as long as the -fly mag overcomes the fly mag).
This is why fly by itself is pretty much a death sentence in PvP. You need to combine it with super speed or teleport if you want to not die every single time you get -fly on you.
On the build I'm planning out (in my head currently, still at work) I planned on using phase shift for running if someone gets the drop on me and grounds me. Grav/rad is the combo I'm thinkin up. Gives me something pleasant to think about at work.
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"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno
If you go grav make sure to pick up dshift. Its also a hell of an escape power. Its extremely handy for coming out of hiber if you have it.
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I've worked out my ranges could use some corrections on numbers if I'm wrong. (still at work) My 2 single target mezzes and lift gonna be at around 124ft range. Not gonna use propel due to its range being too short at 93.6ft. My toggles I can get to 109ft. I'm not too sure what the standard pvp set-up is for ranged powers. I'm hoping these ranges will be far enough to keep anyone without a snipe from hitting me.
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"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno
Any /em blaster will hit you easily, but I guess that's only in arena or warburg. Other than that, anybody else that specifically slots for range (like you) will also probably hit you.
But still, +range is a big deal and helps a lot. In regards to phase, it works, but if that's your only escape from -fly, you'll die anyway. -fly lasts 30 seconds for some powers. So does phase. When phase drops, you're still sitting in the same spot as before, with the same people there to kill you. And that's assuming they DON'T simply turn on phase themselves and kill you right through yours.
Really, if you plan to use fly, you also need super speed or teleport for the times you get webbed. That combined with phase, and you will not die much.
I gotta wonder if I phase and then they phase and then I hit them with dim shift if they unphase or if they go to a different phase.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TL

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno
Is there a timer on -fly in pvp?
Example: SS/Invuln tank chucks a rock at flying blaster grounding him.
In the example can the tanker continue chucking rocks at the blaster to keep him grounded or does the -fly have a timer after its applied so that you cant keep a flying permanantly grounded after engaging him?
Thanks in advance for the info.
Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TL
"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno