Supermax

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  1. Trick Arrow for me. Just a pure annoyance, nothing more. Whole playstyle revolves around using 1 autohit power and then running to drones. At least every TA I've seen on Freedom. None of them have even a slight chance of killing something, so it is literally nothing more than an annoyance, which fits this topic well
  2. Supermax

    Blappers on PvP

    Some are around, but mostly because they don't know what they're doing. Fact is, blaster melee attacks don't have a point anymore. You can do the same, or better damage with the ranged attacks, so it makes no sense whatsoever to get in melee.
  3. [ QUOTE ]
    i've seen sr/dm scrappers do well against a ninjas/dark. .

    [/ QUOTE ]

    Yes, a dark MM that can't land his heal is basically a joke. They do extremely well vs non-defense people....but are pretty much hopeless against anybody with serious defense like SR.
  4. [ QUOTE ]


    -Surveillance is a good opener - Surveillance, BU, Shatter followed by ranged attacks either from the mace or gun


    [/ QUOTE ]

    Wouldn't surveillance break your hidden status and make shatter not crit? I've never played a bane.

    Other than that, that's a good summary.

    From what I've seen, at least in sirens, the best banes are the flying ones. Playstyle revolves around basically shatter + couple follow-up attacks....usually after webnading the target.

    The problem with banes is.....what's the point? A while ago I came up with my night widow build, which seems to have caught on. It's basically the same thing....one big melee attack (slash) followed by a couple ranged attacks (mental blast + poison dart) that can be chained non-stop. And from the tests my friends did, it seems that slash actually does more damage than shatter....but I can't guarantee that.

    But basically it's the same exact playstyle....except NW's also get elusivity....and elude. Having a NW, I just can't force myself to make a bane.
  5. lol, inferno. Do people really still have that?
  6. I usually just attack the MM and hope to do more damage than he can heal. If I see that my damage isn't enough (PD MM's seem to be basically unkillable by most builds currently), I just start ignoring the MM. They're pretty immobile, so I find that if I don't want to fight them, I can just avoid them at will.
  7. Doesn't quickness still also provide slow resistance?
  8. The whole fact that your tohit % fluctuates with every shot is enough cause to think something is [censored]. I mean you have the same acc with every shot....and the target has the same exact defense and elusivity. Why the hell does the tohit % jump around from 40% to 47% to 42% to 45% etc?
  9. 15 seconds of mez suppression. Basically you can expect to hold someone for a few seconds, every 15 seconds.
  10. Supermax

    Travel Powers

    [ QUOTE ]
    Fly can be good if you have ranged attacks. Teleport is garbage in pvp.

    [/ QUOTE ]

    Not quite. Fly is absolutely horrible by itself. Completely useless for catching up to anybody. That's where TP comes in.

    The way I see it, TP to fly is what SS is to SJ. They're complementary. SJ+SS is a great travel combo, while by each other, they are not nearly as good. Same with fly+TP. By themselves, they're useless. Together, they're awesome.

    On all my flying toons, I made sure to take TP as well. It got really annoying having to take like 3 mins just to fly across the map in a PvP zone.

    Also, the thought that TP is now useless for getting away is wrong. It's a bit tricky, but it's still probably the best way of escaping, next to phase.
  11. I still don't get it. How could you kill someone 3 times in 2 minutes with a 15-20% chance of hitting them on every shot? Considering you'd need to hit him several times per kill, and you're only landing 2 out of 10 shots.

    Did you just get more lucky than you ever have in your life or something?

    That actually brings up an interesting point. There have been times when I was in PFF, but it seemingly did nothing. Don't know how to explain it, but I think Jimmay has also run into it on his bubbler, so maybe he can confirm. Like, I'm sitting there, nobody can hit me at all. Then some person comes and hits me with like 8 attacks IN A ROW. Considering the numbers, that is basically mathematically impossible. Then other times, that same person can't hit me at all. This has happened on several occasions. People that can't hit me at all suddenly landing 2 full attack chains of attacks...in a row.

    Before I13, we could just assume that he popped a full tray of yellows, or FoN....but now because of DR, that's not an option. Popping 20 yellows is no different than popping 2.

    I don't know....I guess this game is just a bigger bugfest than we all realize.
  12. A mez cancels kb protection of toggles for the duration of the mez. PT isn't a mez itself. By mez I meant stun or hold.

    Note this only applies to toggle kb protection. Click protection powers like SR's practiced brawler aren't affected. They keep their kb protection even when mezzed.
  13. How did you do that? Because I've seen a full team of people attacking 1 dom in RV (we were all bored and it was the only vil in the zone) for about 30 mins straight. All he needed to survive was an aid self about once a minute.

    Did frost just stand there without taking any action while you killed him?
  14. [ QUOTE ]
    what's a countermeasure to elude besides pff and run like a [censored]?

    [/ QUOTE ]

    Well elude isn't quite as much god mode as PFF. PFF is almost double elusivity compared to a defense set.

    Elude can still be hit through by specific builds. Against PFF, nobody has even a slight chance. On top of that, it also has the very respectable +res to everything.
  15. If you can mez them right before you KB them, yes. Otherwise, no. And considering mezzes would last like..less than half a second...it would be pretty difficult.
  16. Supermax

    I14 changes

    Cool.

    And lol at the phase change. For years the noobs have asked for that...to have better "immersion" when they're role playing.

    Sounds like the zones will become even bigger gankfests than now. Cuz that's really needed.
  17. Supermax

    I14 changes

    So is tk blast not fixed after all? You didn't seem to mention that, and it's a pretty big deal. Last I heard it was fixed.
  18. Well technically fire is really good, since it's really good damage. But being pure melee, it's at a huge disadvantage.
  19. [ QUOTE ]

    How do other Stormies play in PvP? What are some strategies?


    [/ QUOTE ]

    They don't. I13 completely killed the storm set in PvP. They went from one of the most feared sets to a total joke. I personally haven't even touched mine since I13 came out.

    Regarding NPC's, it's just part of the zones, unfortunately. So dealing with them is part of the gameplay. Like Alpha said, a good player will realize the NPC's are there and not get into the fight...or back off. While they do a lot of damage, they ARE just brainless NPC's. You make one jump away, and you're safe.
  20. spines/SR or spines/regen.

    Can't be bet.
  21. SJ is fast enough if you're going far away enough. Sometimes you might have to force the pets to TP by giving them commands. I give them a command to stay, then I start jumping away. After a couple jumps, they TP. Then I give them another command to stay to keep them in place...and so on.
  22. [ QUOTE ]


    tp foe and tp are still great tools for a mm

    [/ QUOTE ]

    Only against noobs. The 1 second phase that's put on the target makes it impossible to actually TP someone into a trap. They have to actually be standing still when you TP them, and then keep standing still for about 2 seconds after you TP them. Then they will actually start being affected by whatever power you tried to TP them into.

    Needless to say, nobody with half a brain will just stand there like an idiot after he gets TP'd into a bunch of MM pets. So in 99% of cases, when you TP someone, all you'll accomplish is like 100 points of damage that your pets manage to do as your target is jumping away.
  23. -i know holds and kb have less of effect now, do these skills have enough of an impact to still use?
    For controllers and doms yes. For others, not really.

    -do debuffs still have much effect?
    Not much.

    -have the changes led to more balance between AT's or are there some that are still a lot better than others?
    The game has never been as unbalanced as it is currently. In that sense, I13 could not have possibly been any more of a failure. Because the whole point was to create balance.
  24. Supermax

    Healers in PvP

    That format is pretty bad. From what I understand, you can't turn off all the I13 crap, so you're left with some I12 and some I13, and it's just totally [censored] up, as far as balance goes. Even more than just regular I13 lol.

    As far as pure I13 goes, emps/therms/PD are mostly only good for fortitude and forge and whatever the PD power is. Those make a big difference still. The tohit is great for those without their own +tohit powers, the defense is great for defense based toons....but mainly it's for the +damage. Like mentioned above, damage is really all that matters.

    The problem is that it's not very rewarding to play a pure team toon whose only use to a team is essentially one power. I'm exaggerating a bit, but not much.
  25. [ QUOTE ]

    I don't remember my widow being useless before, nor my Ice/EM tanker.

    [/ QUOTE ]

    lol...widows are very new in this game. I was talking about defense throughout the history of this game, not just in the last half year. And Ice tanks were never considered great because of their defenses. It was hibernoob combined with slow resistance that made them FotM.

    I think pretty much any serious PvP'er that's been around a while will tell you that defense was always sub-par until I13.