Victory PvP University


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Posted

I personally would go Taunt webnade regardless of fly or not. You disable jump, and do -range. Any ranged characters will not only be unable to kite due to jump animation canceling, they also have to move in very close to shoot, allowing a ton of opportunity hits. Regardless if you're not slowing them due to Super Speed, the inability to jump while shooting roots them. Taunt + Webnade is VASTLY powerful for a melee character.

You need to pick up Focussed Accuracy/Targeting Drone. Believe me, when you can't get an attack chain in on some eluding night widdow, or ninjitsu, super reflexes... you're gonna wish you had more acc.

Fire mastery is not a very good pvp choice at all. It's only slightly higher than dark mastery.

Also Caltrops, Cobra strike, and Resilience is useless in pvp. I don't throw the term 'useless' around often, but that I can say with certainty that it is very useless. If you don't take Phase shift, take tough instead. +resist all on a regen has its uses.

Grey Pilgram, the thing is, you need to know that the Mezing system does not work the same in pvp as it does in PvE. As a scrapper, all your stuns, immobs and such only last for 2 seconds in PvP. Then 15 seconds of mez supression kicks in.

And in PvP, all mez protection is gone, and Mez resist is in instead. So you can stun or immob someone for even LESS than 2 seconds, to a quick blip of mez and then you make them immune to mezing for 15 seconds.

Cobra strike deals crap damage, and stuns for 2 seconds, just as long as Eagle Claw... only Eagle claw deals massive damage. Drop cobra strike.

Do not take Thunder AND storm kick (Stick with just Storm kick). Pick up Crippling Axe kick. In a pvp environment, when damage is king... you can't fall behind. CAK and Crane Kick deal almost the same VERY high damage, and that's what you need.

Slotting because of Purple IOs... It does not fly in pvp anymore. Slotting for goals, such as +HP, +Recharge, ect is what counts.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

I wasn't aware that the Scrapper Provokes did -range, too. I was somehow under the impression that was only a Tanker Taunt feature. I can definitely see the bonus of that, then.

Not sure what to say about the accuracy stuff. I already have Tactics: are you saying you need Tactics + Targeting Drone? I also am planning on getting the Kismet +accuracy IO, and there's about +30% to accuracy. I can grab a bit more accuracy at the cost of some +hp... though I might be able to shuffle around some things I'm not seeing at the moment.

I pretty much only have Cobra Strike for the +recharge bonus in Stupefy. I'm capped out on the +5% bonus already, so I had to find other sets I had access to for more recharge. If you're seeing a better option than I am (that's not a Purple or PvP set, as I really can't afford those), let me know.

I know there is no mez protection in PvP, too. That's why I was asking if it was worth getting Combat Jumping or not. I can dump that if it's not much help, and that will give me back a pool power pick to get Tough. I could drop Air Superiority/Fly, but I thought having another KB/KU option would be a good thing to have. Hmmmm, speaking of which, would it be better to slot up Crane Kick for KB a little? I seem to have protection to mag 10 KB, if Mid's is right.

Not sure how much those last comments were aimed at me. I do have goals. I've been told Regen isn't affected by DR (and it's a major bonus of a Regen Scrapper), so I tried to get that up fairly high, as well as my HP. I also aimed for a good amount of recharge. I can pick up another Gambler's +recharge, but that'll be a good amount of work more. I'd also like to fit in Tough if I can, but it's butting heads with some other pool power choices.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Obviously things are different than my last forrays in zone PvP, so I'm curious how caltrops are "useless" in PvP now?

I used it religiously back in the day because it slowed noticeably, kept people from flying/jumping, and interrupted plenty of AS and interruptible powers. Once I got you on the ground, you were not going to get away or beat me unless you had help. What changed about it?

I currently have 70% inherent accuracy, on top of slotted accuracy. With the neutering of FA, the accuracy never seemed useful for PvE anymore, so I'm curious how it's still considered good to get for PvP where accuracy was never all that great compared to +ToHit?

"Sad" to hear about Xadin; he's the only one that had me coming back. And laughing.


I've already forgotten about most of you

 

Posted

Quote:
Originally Posted by VoodooCompany View Post
"Sad" to hear about Xadin; he's the only one that had me coming back. And laughing.
Heh, never laughed so hard going into zones with him around.


 

Posted

Quote:
Originally Posted by VoodooCompany View Post
Obviously things are different than my last forrays in zone PvP, so I'm curious how caltrops are "useless" in PvP now?

I used it religiously back in the day because it slowed noticeably, kept people from flying/jumping, and interrupted plenty of AS and interruptible powers. Once I got you on the ground, you were not going to get away or beat me unless you had help. What changed about it?

I currently have 70% inherent accuracy, on top of slotted accuracy. With the neutering of FA, the accuracy never seemed useful for PvE anymore, so I'm curious how it's still considered good to get for PvP where accuracy was never all that great compared to +ToHit?

"Sad" to hear about Xadin; he's the only one that had me coming back. And laughing.
I'll answer this one first.

Go back to my previous post in this thread about Travel suppression.

Only really does 1 of the 3 things you mentioned. It does NOT slow people, it simply causes Travel Suppression like normal attacks do. People can walk in and out of it freely.

Yes it still prevents jumping and flying, but it does not slow land speed.

As far as stalkers assassin strike, the fact of the matter is, it will still make them think twice before doing Assassin strike. They can still jump at you and crit you. But the main problem here is level 50 stuff.

Stalkers have a ranged equivalent of Assassin Strike, and that is... you guessed it, Sharks!

From a range, stalkers can dish out 2 strikes from far beyond the 10 foot stealth cap, and deal more damage than a solitary assassin strike.

Sharks base damage 154.57 vs players
crit for another 154.57
Total 309.14 with an added 4 ticks of 5.56 damage.

Assassin Strike (For ALL powersets), 139.03 damage
if hidden another 250.25 damage
Total for 389.28

Also sharks recharge in 6 seconds, while AS 15 seconds.... Sharks have an 80 foot range, while AS has 7 feet. Both have a 3 second cast time, but Sharks are not interruptable. AS costs 14 endurance, and if you get interrupted you waste another 14, and sharks only use 6.5 endurance.

It's not that hard to see why stalkers prefer the sharks, and follow up with Spirit Shark Jaws to make them bleed heavy DoT.

To answer the question. No, most stalkers at level 50 wouldn't really care about Caltrops. For the 'have not's' Sure they'll use Assassin strike.

To answer this question:
Quote:
I currently have 70% inherent accuracy, on top of slotted accuracy. With the neutering of FA, the accuracy never seemed useful for PvE anymore, so I'm curious how it's still considered good to get for PvP where accuracy was never all that great compared to +ToHit?
The answer to that one is Diminishing Returns. Knowledgeable blasters know that when they boost their tohit, it caps out at 20% for pvp. Some like to alternate aim and build up for defense targets. Some like to use both for damage spiking only.

When I13 was first indoctrinated, they came out with this 'solution' to sucky defense sets. Elusivity.

This was a sort of... Anti-accuracy formula. At first it was insanely high, making Defense sets king of pvp. But since they toned it down, most just perform about average.

Elusivity directly effects Accuracy. It's sort of like how diminishing returns works, the more you try and add on, the more Elusivity tries to even you out.

There is a point though, where enough Accuracy could still mean reliable hits on a defense based character. And since Tohit is capped out so low, having high accuracy is still the best and most reliable way of hitting a defense based character.

So Voo, your high Accuracy character is still very good in pvp. I hope that answers your questions, just lemme know if you have any more.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Thanks for the reply; it really doesn't sound all that different from way back when IMO though. Super Speed is still king, and yeah, Caltrops didn't ever do much to that on it's own.


RE: Stalkers....eh, they weren't the ones that could ever kill me anyway. I honestly don't remember when the last time I heavily zone PvP'd anyway, but at least Sharks weren't ever an issue at the time.


I've already forgotten about most of you

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I wasn't aware that the Scrapper Provokes did -range, too. I was somehow under the impression that was only a Tanker Taunt feature. I can definitely see the bonus of that, then.
Yup. It applies to Brutes, Scraps, and Tanks Equally. However Scraps have a 3 second recharge on the taunt. Easy to make perma on someone. Only thing is the actual taunt effect doesn't last nearly as long as the brute or tank. However the -Range debuff lasts equally as long on all 3.

Oh and it's the Pool Power that does not have the -range.

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Not sure what to say about the accuracy stuff. I already have Tactics: are you saying you need Tactics + Targeting Drone? I also am planning on getting the Kismet +accuracy IO, and there's about +30% to accuracy. I can grab a bit more accuracy at the cost of some +hp... though I might be able to shuffle around some things I'm not seeing at the moment.
Read my post on accuracy above this one, I answer Voodoo's question on that.

But here's something you may not know... Targeting Drone and Focused Accuracy changed so that it only gives like 5% tohit, and 20% accuracy instead. Tactics increases tohit only, FA/Targeting Drone does little tohit and a LOT of accuracy.

But mostly you can self-cap perception against stalkers using Drone, Tactics, and Perception IO. But if you're not interested, that's fine too. I dunno how many Night widdows you'll run against. Those are probably THE hardest to hit AT in the game. Granted they can't take many hits, but it's still hitting is the problem.

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I pretty much only have Cobra Strike for the +recharge bonus in Stupefy. I'm capped out on the +5% bonus already, so I had to find other sets I had access to for more recharge. If you're seeing a better option than I am (that's not a Purple or PvP set, as I really can't afford those), let me know.
Recharge is good on a regen. You have Reconstruction, and Dull pain up very quickly. But taking that power to do so... Not the best option. You could pick up Tough, or replace it with the taunt.

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I know there is no mez protection in PvP, too. That's why I was asking if it was worth getting Combat Jumping or not. I can dump that if it's not much help, and that will give me back a pool power pick to get Tough.
This one's kinda tricky. It's a matter of personal taste. Personally I'd go with CJ because even during Travel Suppression it can still move at a decent speed, without using the endurance from Super Jump. I have a keybind I use for a quick switch /bind (anything you want) "powexec_name Combat Jumping$$ powexec_name Super Jump"

That bind makes it so when I press a button it switches between the two.

Mostly I'd pick it for the Proc slotting. LOTG +recharge, or Kimset.

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I could drop Air Superiority/Fly, but I thought having another KB/KU option would be a good thing to have. Hmmmm, speaking of which, would it be better to slot up Crane Kick for KB a little? I seem to have protection to mag 10 KB, if Mid's is right.
Ah, knockback. Another good subject. You will probably NEVER knockback a fellow melee character. When someone is mezed, unlike PvE, their toggles still work. There was a bug where you could still get knockbacked while you're mezed. I believe that's fixed now.

Ok the thing is, you have 10 points of KB protection. However if you look, you also have 10,000% knockback RESIST. So for example. I have a mag 56 knockback in my forcefield's Force Bolt (Yea I enhanced it for knockback). When I hit, the knockback resist kicks in and reduces it not to a negative... but to a .01 or something... even less than that.

But the point is, Knockback RESIST is what sets you apart from squishies. While they use acrobatics and KB IO's, you have resist to keep you completely safe.

Crane kick is only a mag 6 knockback. Enhancing the knockback (to about mag 14 max) would only be enough to get past Acrobatics. Yes, you can do this to a few shlubs, and I think it would be kinda funny. Against people who use knockback proteciton IO's... not gonna work.

So my personal opinion is it's not worth it. You've got a good amount of tools at your disposal as it is, stuns, immobs, webnades.

Quote:
Not sure how much those last comments were aimed at me. I do have goals. I've been told Regen isn't affected by DR (and it's a major bonus of a Regen Scrapper), so I tried to get that up fairly high, as well as my HP. I also aimed for a good amount of recharge. I can pick up another Gambler's +recharge, but that'll be a good amount of work more. I'd also like to fit in Tough if I can, but it's butting heads with some other pool power choices.
Not trying to say you don't know what you're doing. I do believe you know how to make one hellova build. My point is that there are certain things you should be aiming for when it comes to PvP, whether or not you knew or I was just being redundant.

Slotting for +regen on a Regen is just fine. But understand that previously when you fought someone, you fought with pretty much 0 resist to all vs whatever damage type, And using their PvE damage values.

In PvP now, the vast majority of damage output has gone up even higher. As a scrapper you automatically get 10% resist all damage in pvp. If you work in Tough, you can tack on another 17 to 20 some-odd percent resist to ALL damage.

I'm saying this because the damage you are going to be taking in a short amount of time is going to be much higher than before. If +Regen is your goal, that's fine. But also please make room for +HP as it will keep you alive during Dull Pain's downtime, and +Recharge because more often than not, it will be Reconstruction saving your life than direct regen.

And Regen IS diminished, but no one can reach that cap solo. Not even with IH on. Hit point bonuses are NOT diminished at all.

Oh almost forgot... Travel suppression... Don't ask me why, you can take this up with Castle... While in Travel suppression, you lose your BASE regeneration value.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by VoodooCompany View Post
Thanks for the reply; it really doesn't sound all that different from way back when IMO though. Super Speed is still king, and yeah, Caltrops didn't ever do much to that on it's own.


RE: Stalkers....eh, they weren't the ones that could ever kill me anyway. I honestly don't remember when the last time I heavily zone PvP'd anyway, but at least Sharks weren't ever an issue at the time.
I know what you mean. I remember there was a number of the */Devices blasters who would TP foe into the caltrops. It would slow, and slow enough to hit all the mines he set.

Edit: And I just remember that was equally satisfying to see when someone kept doing that to Xadin


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Crazy... Sharks sounds a little broken then, if it's as good as AS, only from range.

Wow, so when you are suppressed, you lose your base regen (I'm assuming this is your regular character regen, not counting all your powers and bonuses)? That's... just bad. I know I get annoyed when Malta titans use that one power and drop your Regen to zero, even though you're a fracking Regen Scrapper, but that's pretty limited, not every fight you are in.

That almost makes me feel like not bothering with this. I know I'll still have all the heals and all that, but little things like that do have a tendency to bug me more than they should. I was going for more HP, too. I think I'm at about 1880 or so with that build, but I can monkey with things to see what I can get... hitting the rule of 5 with some of the +hp bonuses as well, though.

If Knockback is so useless, wouldn't Air Superiority also be bad (I know it's KU or whatever, but I don't think the number is high enough to get around meleer's KB resists)? I could go with CJ/SJ and then have room for Tough if I dumped AS/Fly. I'd like to get Tough, as I know it makes it a lot easier for a Regen to have time to hit their heals (I encountered that in PvE, so I'm sure PvP will be the same), so I'm trying to find some way to get it in there.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
If Knockback is so useless, wouldn't Air Superiority also be bad (I know it's KU or whatever, but I don't think the number is high enough to get around meleer's KB resists)?
Yes, air superiority isnt so good iz only 0.75 mag KB so 1 kb protection io or acro could block the kb on it. i think slotted it isnt much higher tho either


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Wow, so when you are suppressed, you lose your base regen (I'm assuming this is your regular character regen, not counting all your powers and bonuses)?
The regen you lose while suppressed isn't a huge number is only a few tho i havent checked on all AT's but itshouldnt be alot. tho for regen scrappers when they enter zone they lose some regen rate due to DR.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Crazy... Sharks sounds a little broken then, if it's as good as AS, only from range.

Wow, so when you are suppressed, you lose your base regen (I'm assuming this is your regular character regen, not counting all your powers and bonuses)? That's... just bad. I know I get annoyed when Malta titans use that one power and drop your Regen to zero, even though you're a fracking Regen Scrapper, but that's pretty limited, not every fight you are in.

That almost makes me feel like not bothering with this. I know I'll still have all the heals and all that, but little things like that do have a tendency to bug me more than they should. I was going for more HP, too. I think I'm at about 1880 or so with that build, but I can monkey with things to see what I can get... hitting the rule of 5 with some of the +hp bonuses as well, though.

If Knockback is so useless, wouldn't Air Superiority also be bad (I know it's KU or whatever, but I don't think the number is high enough to get around meleer's KB resists)? I could go with CJ/SJ and then have room for Tough if I dumped AS/Fly. I'd like to get Tough, as I know it makes it a lot easier for a Regen to have time to hit their heals (I encountered that in PvE, so I'm sure PvP will be the same), so I'm trying to find some way to get it in there.
Oh you don't lose regen bonuses, like from IO's, fast healing, or Integreation. You lose your base regen, like from starting regen. It's still a sizable chunk. Regen is still king of scrapper pvp, regardless.

Knockback isn't useless. It's actually very good when your character has a few dedicated knockback moves.

Like in my example, my force bolt was mat 56 knockback. The most I've seen on a squishie was mag 51 knockback protection. That was a buttload of KB protection IO's, and acrobatics. And the force bolt would still keep knocking him over.

Force bolt, Power Push, and Power Thrust have such high knockback numbers, enhanced it's enough to get past acrobatics + multiple KB protection IO's.

Just to strengthen my point, here's a pvp match... "Travel Suppression Off", but this guy is Vindizzle. He's using a very high knockback Power Push. He sets them up and the 2 stalkers follow him waiting on his knockback to go off. Here


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Franziska Von Karma says you will listen to every word I say.

 

Posted

OK, this thread has peaked my interest in pvp a bit. I used to pvp with a dark/nin stalker and a dark/cold corr. My dark/cold was a killer in duels, but now that slows are useless, I guess she'll stay shelved.

But how about the Dark/Nin? I also have an Enr/Enr blaster that I was just beginning to work with when i lost all interest in PvP. SO my question is, which on is more viable in Zone?


" I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why."

 

Posted

Quote:
Originally Posted by YouWish View Post
OK, this thread has peaked my interest in pvp a bit. I used to pvp with a dark/nin stalker and a dark/cold corr. My dark/cold was a killer in duels, but now that slows are useless, I guess she'll stay shelved.

But how about the Dark/Nin? I also have an Enr/Enr blaster that I was just beginning to work with when i lost all interest in PvP. SO my question is, which on is more viable in Zone?
Now wait a minute, slows yes do not slow people unless you're stacking it insanely high, but -recharge still works fine and dandy. Even if they can move around, they still will have no recharge on a Dark/cold.

Also -tohit caps at 20% just the same as regular tohit does.

Dark/Nin is still good in zones. Energy/energy has some high mag knockbacks in both primary and secondary. Take a look at the video I posted above to see the usefulness of both an energy/energy, and high mag knockback in team pvp.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by Xury2 View Post
Now wait a minute, slows yes do not slow people unless you're stacking it insanely high, but -recharge still works fine and dandy. Even if they can move around, they still will have no recharge on a Dark/cold.

Also -tohit caps at 20% just the same as regular tohit does.

Dark/Nin is still good in zones. Energy/energy has some high mag knockbacks in both primary and secondary. Take a look at the video I posted above to see the usefulness of both an energy/energy, and high mag knockback in team pvp.


Ahh ok coo, I DO love that Corr, I'll start working her up again. I assume +HP is the way to go for set bonus priorities?

Gonna check your vid now!


" I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why."

 

Posted

Here's another pvp video I wanna show you guys, it's from M3zm3r1z3, who I consider to be the best dom I've ever seen. This is the few Issue 13 footage he has, most his stuff is before the changes though.

The point of showing you this is to show you how having a high damage character, and good support is important in pvp. Dominators are pretty much the redside blasters. Just look at how much damage he deals.

Here is is. (Watch in HD)


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by Xury2 View Post
Oh you don't lose regen bonuses, like from IO's, fast healing, or Integreation. You lose your base regen, like from starting regen. It's still a sizable chunk. Regen is still king of scrapper pvp, regardless.
Yeah, the -regen of the base amount is part of the "suppression" temp power you get applied to you. When you are suppressed, you get this power applied to you - and that is also why slows do not work the same way. IIRC, this power sets your travel speeds, so while it is applied, you can't be movement slowed to a lower amount.

It maybe changed since then, but that's how I remembering it work in the I13 beta - frankly, I have not played a lot of anything since those changes except arena - with suppression OFF.


 

Posted

Quote:
Originally Posted by Xury2 View Post
Now wait a minute, slows yes do not slow people unless you're stacking it insanely high, but -recharge still works fine and dandy. Even if they can move around, they still will have no recharge on a Dark/cold.

Also -tohit caps at 20% just the same as regular tohit does.

Dark/Nin is still good in zones. Energy/energy has some high mag knockbacks in both primary and secondary. Take a look at the video I posted above to see the usefulness of both an energy/energy, and high mag knockback in team pvp.
To point out: +tohit doesn't cap at 20%. It's higher than that (I know I've pushed past 105% on my Corruptor) but I don't know the exact DR cap for it, or whether that DR cap varies based on AT. For example, defense caps at around 20% for squishies, while Stalkers/Scrappers/Tankers/Brutes/VEATs can still push up to around 50%, though that requires crazy amounts of non-DR'd defense to do (65% defense on my Bane gets DR'd to around 40%). The resistance cap for squishies is lower as well - you won't realistically get much past 50% (probably not much over 40% on your own, and external buffs will only add a few percent as you stack them), but again, some melee characters can get higher. For example, my friend's SS/Fire Brute had 87% fire resistance after DR, but he was running Fire Shield, Plasma Shield, Temperature Protection, the 10% base PvP resist bonus, and had two sets of Therm shields on him. Even if none of those powers were enhanced for resistance, they still would've been 107.5% resist before DR (and assuming ED-capped slotting for everything except Temp Protection, it was probably more like 150%).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by TehHippeh View Post
Yeah, the -regen of the base amount is part of the "suppression" temp power you get applied to you. When you are suppressed, you get this power applied to you - and that is also why slows do not work the same way. IIRC, this power sets your travel speeds, so while it is applied, you can't be movement slowed to a lower amount.

It maybe changed since then, but that's how I remembering it work in the I13 beta - frankly, I have not played a lot of anything since those changes except arena - with suppression OFF.
The main reason movement slows are largely worthless is because they removed the -maxrunspeed attributes (probably because they felt slows were too powerful, and because they would've caused massive issues when combined with the -maxrunspeed in travel suppression). If you stack enough slow, you can still slow someone to pre-I13 levels, but the number of builds which are able to do this is very small.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I might just be thinking of just -tohit mac. See last test I ran, I had 3 hurricanes, first one took me to -22% tohit, 2nd one to -25%, all 3 at once was -26%.

And that was on a corrupter. I'm fairly sure nothing has changed as far as that goes.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
Originally Posted by macskull View Post
The main reason movement slows are largely worthless is because they removed the -maxrunspeed attributes (probably because they felt slows were too powerful, and because they would've caused massive issues when combined with the -maxrunspeed in travel suppression). If you stack enough slow, you can still slow someone to pre-I13 levels, but the number of builds which are able to do this is very small.
Thanks for the explanation. I have to admit I missed that detail. Probably because of the tears in my eyes related to my kins.


 

Posted

For you folks doing the more high-end stuff, I have a question on spiking.

With the change to phase, does the standard group of spikers have one person who flips on phase after the initial attack? Since you can now attack phased targets, I have been curious if attackers would try to leverage that and finish people off before they could use a green/get away.


 

Posted

Phase-on-phase kills happen much more often in zone than in arena matches simply because of the imbalanced nature (numbers, mostly) of zone PvP. Someone wants rep and someone just phased in front of them with a sliver of health left. Heal decay and travel suppression means they can't afford to stop and heal up, so they've gotta run - and that means you can take the opportunity to phase and finish them off (I've hit someone with Thunderstrike on my Stalker only to find they were phased, so I phased, placated them, and finished them off with AS because they were too stupid to move).

This doesn't happen in the arena much because the mez changes and diminishing returns (and delayed Psi damage from the Blasters) mean you're not nearly as survivable as you were before, and you're going to want phase saved as a defensive power rather than an offensive power. Basically, you can phase after your target but there's no guarantee you'll get the kill, and you've just wasted your phase and are pretty vulnerable for a few minutes. Most Blasters (common team spike targets these days) run Cold Mastery so they've got Hibernate anyways, making phase kills a non-issue.

Either way, not much will be living through spike from 4 or 5 Psi Blasters (plus the token Rad if the team's running one) assuming the spike is clean.

EDIT: I uploaded my recording of two of the 8v8 matches from the league on Freedom to my Youtube page (here and here) if you're interested in taking a look at the sorts of lineups people are trying out. We're the only team that regularly runs Stormies (holdout from pre-I13 mostly), but your average 8-man team these days is 2 Emps, a Rad, 4-5 Blasters, and maybe some other disruption.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

So Masque, based on my PM, would you be able to make a build for my DM/regen scrapper? I looked at the earlier post for GP on his MA/regen, but not sure of the differences due to the primaries, if any. Or should I try to copy that as much as possible?

My other question is what would you do with redside?

I have my widow, but haven't seen much info on a build for that AT. She was built for +rech (~+82%) and runspeed (52mph w/sprint & 72mph w/NR and sprint) and no travel powers since I wanted to avoid suppression issues. And this was more for concept.

Of my corruptors at 50, I had 3 to consider - ice/cold, fire/rad, or son/kin. I have an earth/fire dom, but she is pure generic IOs with no permaDOM. So I would have to start from scratch with her.

I am currently not considering my stalker (DB/nin), brute (SS/EA), MM (bots/storm) or my current project (Bane) for any PvP.

Edit - Forgot to add, thanks very much to all the posters. This have been very informative and helpful.


 

Posted

You bet Penny I will also try to get Rice to post a small/regen build.
Villain side I would vote NW but I am pretty bias.

A lot of what you should build is determined by how you will pvp. Solo VS group and zone VS arena. I have a rad/cold corr that is good for disruption on teams but bad solo.