claws or SS?
Super strength trumps claws in pvp anyday, anytime. PvP is not about DPS, it's about DPA (stay with me now, I've said DP a lot and know you're giggling like children.)
You need to output damage hard and fast, claws does follow up, and SS does rage, and that alone is good enough to NOT pick claws. And about attack speeds, claws is only slightly faster (we're talking only tenths of seconds here) on the low tier attacks. Not by enough to make it useful. As a matter of fact all the lower tier attacks still do less damage than super strengths lower tier attacks.
Let me give you a comparison... Claws has Eviserate as it's hardest hitting move, 2.33 animation time for a base of 96 damage in pvp... It's buffable by 30% damage with follow up.
Super Strength has knockout blow 2.23 animation time with a base of 167 damage, buffable by 80% to 160% with 1 or 2 stacked rages.
KB is slightly faster animating, for a whole buttload more damage. THAT is a move-by-move comparative you should be doing with pvp sets.
Let's not forget that stacked rage tacks on 20%-40% to-hit... and you don't need to first make the hit to buff yourself.
With that said, super strength is clearly the winner here. It's really no contest.
As far as secondaries, Invuln works, Fire aura works, Shield defense works, Electric armor works. WP is a little gimpy but you still have lots of HP... SR works kinda... just need to be in elude all the time. Energy aura, dark armor, stone armor just aren't pvp sets.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.
LSS lol claws...
and rage stacks..
LSS?
And about the post regarding evicerate vs knockout blow, every charecter that uses claws properly leaves out eviscerate because for the amount of animation time (which is the longest in the claws set) isnt worth the damage, its much simpler to spam focus twice in that time for instance.
However I do agree with you, it seems SS damage is simply a lot higher, plus follow up would need to be in constant melee range for it to be any use, which i didnt think of when i posted.
I have seen some wonderful things done with claws so there definately not laughable, but its more common and easier to build a decent SS charecter i think and the results are much better.
Thank you for the advice, now im just trying to decide between ss/fire and ss/invul, fire has me thinking about the possibility of more +damage because of fiery embrace and rage stack. Although I do think Invul will probably end up better defencively by far when slotted with sets.
Anyone have any help as to which they find the bigger pain in the butt to fight?
I figured a good way to start would be to make two sets of builds, one for invul, one for fire and show you what i would probably go for. So below is the fire one.
Few notes though, although people say taking fighting pool is pointless, i took tough anyway because of personal preference and had nothing better to take anyway, and i know temperature protection is in a bit late, i would probably switch that and tough around in the actual build. This build would be used for pve too thats why I have taken taunt and blazing aura, although taunt i find handy vs ranged anyway because of the range reduction, blazing aura i would probably not have active in pvp unless the taunt effect seemed to help a lot which i doubt it would. Also I took fly rather than SJ because of personal preference, most which has -fly has -jump as well anyway and although its slower theres a lot of advantages over SJ in ease of use etc.
I get a feeling a lot of people would say switch tough for SS but in all honesty, in pvp i work just as well without it on melee charecters, yes -fly powers suck, but with taunt active you can still hit them with hurl and web grenade anyway, web grenade stops them flying too as does hurl and yes they will have speed advantage but with less range what good will it do them other than to run away?
As you can see this is pre-set bonuses as well because its just a guideline until i get the cash to go into set bonuses.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(43), EndRdx-I(46)
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(5)
Level 2: Haymaker -- Acc-I(A), Acc-I(40), Dmg-I(42), Dmg-I(43), EndRdx-I(43)
Level 4: Healing Flames -- Heal-I(A), Heal-I(5), Heal-I(7), EndRdx-I(7), RechRdx-I(9), RechRdx-I(9)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), EndRdx-I(13), RechRdx-I(15)
Level 10: Hover -- DefBuff-I(A)
Level 12: Taunt -- Acc-I(A), Acc-I(15), Taunt-I(40), RechRdx-I(42)
Level 14: Fly -- Flight-I(A)
Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(19)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Rage -- ToHit-I(A), ToHit-I(23), ToHit-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 24: Consume -- Acc-I(A), Acc-I(29), EndMod-I(29), EndMod-I(31), RechRdx-I(31), RechRdx-I(31)
Level 26: Hurl -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), EndRdx-I(34), RechRdx-I(34)
Level 28: Burn -- Dmg-I(A), Dmg-I(34), RechRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Kick -- Empty(A)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 38: Tough -- ResDam-I(A), ResDam-I(39), ResDam-I(39), EndRdx-I(39)
Level 41: Web Envelope -- Acc-I(A), Acc-I(42)
Level 44: Focused Accuracy -- ToHit-I(A), ToHit-I(45), ToHit-I(45), EndRdx-I(45), EndRdx-I(46), EndRdx-I(46)
Level 47: Blazing Aura -- Acc-I(A), Acc-I(48), Taunt-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Temperature Protection -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
and same as above but for invul, no tough in this build because i decided aid self is much better.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), EndRdx-I(43)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(39), ResDam-I(40)
Level 2: Haymaker -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(43), RechRdx-I(46)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), ResDam-I(5), EndRdx-I(7)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), EndRdx-I(11), RechRdx-I(15)
Level 10: Hover -- DefBuff-I(A)
Level 12: Taunt -- Acc-I(A), Acc-I(13), Taunt-I(13), RechRdx-I(15)
Level 14: Fly -- Flight-I(A), Flight-I(43)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(48)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Rage -- ToHit-I(A), ToHit-I(23), ToHit-I(23), RechRdx-I(34), RechRdx-I(34), RechRdx-I(37)
Level 24: Resist Elements -- ResDam-I(A), ResDam-I(25), ResDam-I(25)
Level 26: Hurl -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(33), EndRdx-I(33), RechRdx-I(34)
Level 28: Invincibility -- ToHit-I(A), ToHit-I(29), Taunt-I(29), Taunt-I(31), DefBuff-I(33), DefBuff-I(48)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(31), ResDam-I(31)
Level 32: Aid Other -- Empty(A)
Level 35: Aid Self -- IntRdx-I(A), Heal-I(36), Heal-I(36), EndRdx-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Tough Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Dull Pain -- Heal-I(A), Heal-I(45), Heal-I(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Web Envelope -- Acc-I(A), Acc-I(48)
Level 49: Focused Accuracy -- ToHit-I(A), ToHit-I(50), EndRdx-I(50), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
i didnt look at this build... but it looks like u took out tough for fly... not a good idea... at all
So after a few 'tests' of my claws/fire scrapper in arena duels, i started asking people about what they found in particular a pain in the butt to deal with in pvp currently with brute, a lot said willpower which surprised me.
My claws/fire scrapper pretty much flattened before i could deal effective damage although in my defence i havent fully setted it out, but still, a blaster with more resists and more damage than me was kind of disturbing.
Im guessing the influx of psy blasters are why people are saying willpower is becoming a pain for them, and i know rise to the challenge detoggles but it has got me thinking a bit because WP has its stats so well balanced between regen/defence/resists, its going to get hit less by Diminishing returns i figure, because the lower the number the lower the effect, where as its spread about more so they still roughly equal the same amount.
This is just theory however, anyone have any thoughts on this?
well without fly i wouldnt have a travel power.... with a lack of pool power slots available i really didnt have much choice. I could drop hasten i guess but i would lose damage there.
well without fly i wouldnt have a travel power.... with a lack of pool power slots available i really didnt have much choice. I could drop hasten i guess but i would lose damage there.
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this is not pve.
standard pools: fitness, ss, sj.
the fourth is the one that's up for discussion.
until you realize that, go farm more behemoths.
nice flame....
anyway back to my original post which if you have bothered to read would have said why i took fly. I said i took fly from personal preference, which as any player who doesnt use a favorite of the month charecter knows is down to the player, yes its going to give me a slight disadvantage, but lots of people dont even understand the advantages either.
Im not getting into an arguement about fly so either contribute something constructive or go back to pre school please.
nice flame....
anyway back to my original post which if you have bothered to read would have said why i took fly. I said i took fly from personal preference, which as any player who doesnt use a favorite of the month charecter knows is down to the player, yes its going to give me a slight disadvantage, but lots of people dont even understand the advantages either. Im not getting into an arguement about fly so either contribute something constructive or go back to pre school please. |
nice flame....
anyway back to my original post which if you have bothered to read would have said why i took fly. I said i took fly from personal preference, which as any player who doesnt use a favorite of the month charecter knows is down to the player, yes its going to give me a slight disadvantage, but lots of people dont even understand the advantages either. Im not getting into an arguement about fly so either contribute something constructive or go back to pre school please. |
it was constructive and any player that is engaging In PvP knows the advantages/disadvantages their character and yours has. you well get webbed and it's going to suck. especially as a melee, you're going to want to be moving.
but whatever do your personal preference thing and get wrecked. glhf
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
sigh, please either make a constructive comment or leave. I already stated twice that fly was not the purpose of the post, please comment on something else if you are going to, if not please just leave.
Im not up for a flame war with the forumites today who spend more time on the boards than actually playing, yet claim they know absolutley everything about the game, thank you.
Fly has its advantages simple as, players can only jump so high, yes it has obvious disadvantages but thats my choice so please leave that one out instead of trying to incite a flame war.
I'd try to fit in Phase, preferably over Tough on the /FA, because at least then you have the opportunity to get away to hit Healing Flames. Even if they Phase after you, I'd still say its more useful than the S/L Resists you get from Tough.
Also, why are you slotting Temp Protection for resists? If the other armors have resist enhancements in them, Temp Protect doesn't even need any slots to cap Fire Resistance.
And about taking flight over leaping, you've got ZERO KB resist on the SS/FA. On a PvP build, you want at least 41 points of KB protection. Preferably 45. You'll be spending a lot of your time on your back against anybody with any amount of Knockback, and lots of KB powers are enhanced for PvP. A Forcefielder's Force Bolt has like Mag 18 KB unenhanced.
That's not even considering the other problems taking Fly is going to give you. People aren't necessarily starting a flame war when they say this. Not only will you get webbed, but you won't have any vertical movement. Even if you try to web them or hit them with Hurl for the -fly... they're going to have SJ for their vertical movement. It doesn't matter if you can fly higher than a person can jump, because you're going to get grounded before you can do so. Even if you manage to fly higher than anybody can reach, what're you planning to do then? If you try to web someone, if they're smart they'll just ground you. You can't hit them with Hurl because you need to be on the ground.
Take Barrier's advice when he says take Fitness, SJ, and SS. They're used by people for a reason. If Fly worked for PvP, more people would take it.
Unless you plan on fiteklubbing, where you can just stand there with another melee toon and bash each other in the face until one dies or you can fly away.
Predatoric, I like to think I'm the voice of reason for the most part. Yes I'll make stupid off topic posts at times but if you really want the truth, I'll give it to you straight.
It is not barrier's or any of our intents to flame you but the travel power issue IS a big deal for us.
Well everyone here has given you reasons not to take Fly, ONLY. We're not saying NOT to take fly, just do not take fly ONLY. Super Speed needs to be in there simply for movement.
Allow me to share a few ideas and subjective ideals why though.
#1. Your build is not team friendly.
I am primarily a support and disruption player, my point of view is for stopping the other team, not necessarily killing them. It is your role to ease the higher damaging AT's from getting spiked or teamed on by too much damage. You do this obviously through your taunt and absorbing the damage thrown your way.
Do you have taunt? Why yes you do. But tell me... how are you going to use it if you get single-handedly webbed, and grounded to snail speed and I have 3 attackers on me way out of your reach?
Well regardless of getting webbed, you and the 1 guy who's webbing you are going at it, meanwhile I'm outnumbed. Well Super speed comes into play where even IF you are webbed, you can still reach us and come do your job, pull taunts and webs on these multiple attackers.
But by choosing not to, you fall very far behind everyone and end up being dead weight on a team. It's not very considerate to team play.
#2, Travel Suppression: Just in case you didn't know it, Travel supression in pvp works as such; you get attacked, your jump, run, and fly speed get reduced to (x) ammount.
This (x) variable is no different for AT's, and remains a constant. If your current speed is OVER (x) ammount, the remainder is considered when calculating speed debuffs.
Example: I am running 100 mph, TS kicks in and brings me to 15 mph, the remaining 85 is still there.
Now I am stuck with a glue arrow, which, diminished and all takes away about 70 mph.
For the sake of example we'll just take the 70 from the 100, and your remainder is 30. The 30 is still higher than the (x) limit of 15, so you will not see a difference in speed.
Now I know this is NOT exactly how it works, but it is fairly similar. But the point of this math exercise is to say that super speed, even when you get stuck in patches like quicksand, caltrops, tar patch, ect... you will not get slowed. And can move in and out at normal Travel supression speeds.
However, NOT taking super speed results in a Travel supression AND you will get slowed to a crawl, and stuck inside nasty debuff patches.
#3. We are the voice of experience, make no mistakes or delusions about it.
No we are not trying to flame you in any way. Maybe you have this idea that we're all a bunch of snarling blue meanies
But we have been out there, playtesting the builds, finding out what works and why, testing the obscure builds and powersets.
And when a large majority says "Yes, this is going to be awful. Like... Having Bea Arthur trying to seduce you in a bikini kind of awful." Then it's probably a good idea to listen to the voice of reason.
We're asking you to be reasonable. Yes we realise that fly can go higher than jump. Big whoop. It also happens to be the slowest form of travel, have the lowest speed cap than SS and SJ, and it's Travel Suppression (x) factor is also the slowest. Piece all that together and it's not hard to see why it is not recommended in the slightest to use this ONLY.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.
I'd try to fit in Phase, preferably over Tough on the /FA, because at least then you have the opportunity to get away to hit Healing Flames. Even if they Phase after you, I'd still say its more useful than the S/L Resists you get from Tough.
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Also, why are you slotting Temp Protection for resists? If the other armors have resist enhancements in them, Temp Protect doesn't even need any slots to cap Fire Resistance.
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And about taking flight over leaping, you've got ZERO KB resist on the SS/FA. On a PvP build, you want at least 41 points of KB protection. Preferably 45. You'll be spending a lot of your time on your back against anybody with any amount of Knockback, and lots of KB powers are enhanced for PvP. A Forcefielder's Force Bolt has like Mag 18 KB unenhanced.
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That's not even considering the other problems taking Fly is going to give you. People aren't necessarily starting a flame war when they say this. Not only will you get webbed, but you won't have any vertical movement. Even if you try to web them or hit them with Hurl for the -fly... they're going to have SJ for their vertical movement. It doesn't matter if you can fly higher than a person can jump, because you're going to get grounded before you can do so. Even if you manage to fly higher than anybody can reach, what're you planning to do then? If you try to web someone, if they're smart they'll just ground you. You can't hit them with Hurl because you need to be on the ground.
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Take Barrier's advice when he says take Fitness, SJ, and SS. They're used by people for a reason. If Fly worked for PvP, more people would take it.
Unless you plan on fiteklubbing, where you can just stand there with another melee toon and bash each other in the face until one dies or you can fly away. |
Fiteklubbing fails lol. Fly does work, Ive tried and tested it, but not with a melee charecter im guessing.
Thank you for the none flaming way of putting it, I was begining to think it was a lost hope in this thread.
Predatoric, I like to think I'm the voice of reason for the most part. Yes I'll make stupid off topic posts at times but if you really want the truth, I'll give it to you straight.
It is not barrier's or any of our intents to flame you but the travel power issue IS a big deal for us. Well everyone here has given you reasons not to take Fly, ONLY. We're not saying NOT to take fly, just do not take fly ONLY. Super Speed needs to be in there simply for movement. Allow me to share a few ideas and subjective ideals why though. #1. Your build is not team friendly. I am primarily a support and disruption player, my point of view is for stopping the other team, not necessarily killing them. It is your role to ease the higher damaging AT's from getting spiked or teamed on by too much damage. You do this obviously through your taunt and absorbing the damage thrown your way. Do you have taunt? Why yes you do. But tell me... how are you going to use it if you get single-handedly webbed, and grounded to snail speed and I have 3 attackers on me way out of your reach? |
Well regardless of getting webbed, you and the 1 guy who's webbing you are going at it, meanwhile I'm outnumbed. Well Super speed comes into play where even IF you are webbed, you can still reach us and come do your job, pull taunts and webs on these multiple attackers.
But by choosing not to, you fall very far behind everyone and end up being dead weight on a team. It's not very considerate to team play. |
Standing still and expecting a brute, which isnt the most defencive charecter to begin with, to soak all damage up isnt exactly good team playing either. Its not a tank, as you mentioned its a disruptor/damage dealer.
#2, Travel Suppression: Just in case you didn't know it, Travel supression in pvp works as such; you get attacked, your jump, run, and fly speed get reduced to (x) ammount.
This (x) variable is no different for AT's, and remains a constant. If your current speed is OVER (x) ammount, the remainder is considered when calculating speed debuffs. Example: I am running 100 mph, TS kicks in and brings me to 15 mph, the remaining 85 is still there. Now I am stuck with a glue arrow, which, diminished and all takes away about 70 mph. For the sake of example we'll just take the 70 from the 100, and your remainder is 30. The 30 is still higher than the (x) limit of 15, so you will not see a difference in speed. Now I know this is NOT exactly how it works, but it is fairly similar. But the point of this math exercise is to say that super speed, even when you get stuck in patches like quicksand, caltrops, tar patch, ect... you will not get slowed. And can move in and out at normal Travel supression speeds. However, NOT taking super speed results in a Travel supression AND you will get slowed to a crawl, and stuck inside nasty debuff patches. |
#3. We are the voice of experience, make no mistakes or delusions about it.
No we are not trying to flame you in any way. Maybe you have this idea that we're all a bunch of snarling blue meanies But we have been out there, playtesting the builds, finding out what works and why, testing the obscure builds and powersets. And when a large majority says "Yes, this is going to be awful. Like... Having Bea Arthur trying to seduce you in a bikini kind of awful." Then it's probably a good idea to listen to the voice of reason. We're asking you to be reasonable. Yes we realise that fly can go higher than jump. Big whoop. It also happens to be the slowest form of travel, have the lowest speed cap than SS and SJ, and it's Travel Suppression (x) factor is also the slowest. Piece all that together and it's not hard to see why it is not recommended in the slightest to use this ONLY. |
I just dont like the flaming way comments were put above such as 'go farm behemoths' etc, theres no need for crap like that in a post where someone is asking for help. Its idiotic posters like that, that put people off pvp in the first place, along with the 'im leet i beatz you wit mi 250 bill slotz buildz nub' such as stuff thats already been posted on other parts of the pvp area.
Lets face it, no one likes being called a noob, even if they are one, and although im not by far, I do still make some noobish mistakes as do most people. We are only human, theres no need to abuse people because they pick a power you dont like. Feel free to explain why you wouldnt take it ofc, but telling them to 'go farm behemoths' and basically acting like there scum of the earth is just unneeded.
I wouldnt be here asking for help if i wasnt open to opinions, I just dont respect people who have the idea everyone must follow there build or you will fail at everything. Thats never the case with any build. If that was true by now everyone would be playing Psy blasters lol.
It would rely on getting taunt in before you get webbed, in which case they would be forced into range of taunt to attack and you keep that up whilst combined with hurl and your own web grenades. As mentioned above though, its not the most practical strategy, and was made as a choice from experience with my ranged charecters rather than melee, i will probably have to reconsider or do a second build to accommodate both SJ/SS.
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Originally Posted by Predatoric
In all honesty there though, if the other guys have SS/SJ whats stopping them coming to me if they want protection? Yes its inconvienient I understand, but if there just willing to sit there and soak damage then its there own fault to begin with and no matter how much taunting is going to happen, there still going to die.
Standing still and expecting a brute, which isnt the most defencive charecter to begin with, to soak all damage up isnt exactly good team playing either. Its not a tank, as you mentioned its a disruptor/damage dealer. |
I know you're not a tank. No one's gonna stand still and expect you to soak all the damage. That's unreasonable and unrealistic. What they are going to expect is for you to be pro-active, not reactive.
The entire point I'm trying to make is this... Were YOU doing everything you could, regardless of team deaths, to help with that disruption and damage play?
The brute that I want is the one that's front and center, even if everything and everyone is spread out. If the team wipes, can you say "Hey I taunted, and webbed, (so and so), and we killed (this many) guys." Or will you say "Sorry guys, got webbed and couldn't make it."
Originally Posted by Predatoric
I wasnt aware it didnt slow at all to be honest, I always thought it slowed by a percentage of your total speed every hit of a slow power, so you gradually get slower and slower, and travel supression was applied over the top of that. Thus SS could still be nullified fairly easily. Maybe that was the old rules though.
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This effectively makes speed buffers and debuffers pretty moot in pvp simply for super speed. While other powers get the web like Fly and Super Jump, Super speed is the fallback power that keeps your movement even with multiple applications of slow movements on you.
Having no super speed is the only reliable way to have slows work on you (And I mean those lingering slows, like glue arrow, or Lingering Rad). Otherwise there's hardly a noticeable difference in movement.
Originally Posted by Predatoric
I understand that, I respect experience, im not completly new to pvp myself however and Ive seen the benefits it CAN have, im not saying it doesnt have massive drawbacks, it does.
I just dont like the flaming way comments were put above such as 'go farm behemoths' etc, theres no need for crap like that in a post where someone is asking for help. Its idiotic posters like that, that put people off pvp in the first place, along with the 'im leet i beatz you wit mi 250 bill slotz buildz nub' such as stuff thats already been posted on other parts of the pvp area. Lets face it, no one likes being called a noob, even if they are one, and although im not by far, I do still make some noobish mistakes as do most people. We are only human, theres no need to abuse people because they pick a power you dont like. Feel free to explain why you wouldnt take it ofc, but telling them to 'go farm behemoths' and basically acting like there scum of the earth is just unneeded. I wouldnt be here asking for help if i wasnt open to opinions, I just dont respect people who have the idea everyone must follow there build or you will fail at everything. Thats never the case with any build. If that was true by now everyone would be playing Psy blasters lol. |
Issue 13 surely lowered the bar. Understanding why is a different story. Nowadays having the ZOMG 200billion dollar build!!!!1 actually DOES make a huge difference, where actual skill... not so much.
And everyone does play psy blasters. And everyone does do particular builds and sets for pvp. Issue 13 was not kind at all. I'm a fan of alternate builds myself, but even I have my limits on what I will and will not use in pvp. "Not FOTM" is not a rule I live by, "Does it work, and do I enjoy using it regardless if it's FOTM?" is more like what I follow.
Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.
Barrier gives good advice, ignoring the snark it is a constructive post. SS is the most important travel power in PvP, SJ is #2. You could conceivably make SS and Fly but fly alone will get naded and good luck with that.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
LSS = Long Story Short.
SS > Claws.
Rage increases your accuracy. This helps both Taunt & Web Grenade (The only attacks you'll really be using as a brute.)
I understand brute fury would help with this but are there any other powers that help taking down the FoTM regens?
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And regens aren't FoTM. They've always been popular because of Wolverine.
As for powerpools: I'd go Fitness/Speed/Concealment/Medicine if you're going Invauln. You were right to take Mace Mastery.
im thinking between a claws or a super strength brute mainly for pvp, which one of the two would have highest DPS? I know someone did a study and posted the results somewhere of all powersets DPS but I cant remember the name or find the post, search hates me
Perma rage is good, however super strength has a lower attack speed, where as follow up has a lower boost, but hits faster from what i understand.
Also as a brute which secondary would fit best with these two with pvp in mind? I was edging towards invul, but i wasnt completley convinced after seeing the totals pre-IO set bonuses as I dont just want to pvp after i hit 50 and spend so many billion on it.
I have experience with both super strength/invul tankers and claws/fire scrapper, both are very good at what they do, but both have drawbacks, the biggest for tanker is coming up against people with high resists/regen, I understand brute fury would help with this but are there any other powers that help taking down the FoTM regens?
Any input here greatly appreciated as I'm at a loss of which to start