Vikingfan

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  1. Quote:
    Originally Posted by Redlynne View Post
    At what ...?

    /em arches eyebrow
    I know PvP lol... but for the few who do .. Merc's kick even with the long recharges and damage type!! Their longer range attacks and tricks they have rock in zone!
  2. Does Touch of Grey - nrg damage and Achilles' Heel - res have a chance to proc on every tic of damage and are they worth putting in FR. Thanks for any info in advance!!
  3. Vikingfan

    Knockout Blow

    If you have the $$ you can go 4 Hecatombs (I would pick chance for NE damage and the other 3 would be a combo of acc/damage/recharge/end) then you can fill the last 2 slots with damage procs... Mako, Touch of death (only 15% chance), GW Embrace, Unbreakable Constraint (best), or Perfect Zinger.

    If you have to go on the cheep for now...then I would go 4 Mako's insted (with the chance for Lethal)and just the one Hecatomb NE damage with the last slot being another proc of your choice. Giving you the 3 procs total.
  4. Was wondering if on a power like BURN on a SS/FA Brute if it would be beneficial to slot one (I have an Aramageddon chance for fire) or all the PBAoE Damage Proc's.

    Does the chance for damage on a DOT PBAoE proc only once or does it have a chance on every tic.

    I assume it is only once and on the 1st tic... so if someone wonders into it after it is dropped there is no chance for the proc to go off???

    Is Burn in pvp worth it otherwise???

    Thanks for any info in advance...
  5. Quote:
    Originally Posted by Dahjee View Post
    I'm aware that Phase/Hib works... as I made no menetion that TP is better, but equal to... when webbed. Having both of course is awesome too.

    Believe it or not, but the attack that is queued up after casting web grenade while a TP'er is falling won't hit before TS wears off from web grenade. If you catch a TP'er this way it is more likely that they just didn't do it right.

    Anyone who claims to Fly/TP in PvP but cannot outrange the the attacks of MM pets and/or stays within range of them is also doing it wrong, sorry to say.

    The only thing that really stops a TP'er is the TP'er himself... if they choose to start attacking and suppress themselves when webbed. TS can be manipulated. Unaware players often cast attacks that suppress longer than their next attacks. Those following attacks however don't supress at all. Only the longest duration of TS applies and it is difficult for most players by themselves to even come close to perma suppressing a TP'er with attacks alone. I admit though it can take a quick finger to pull it off when under fire. Toggle debuffs work best in these situations... Invis and of course mezzing the person applying them is the counter for that.

    Fair enough.... I'm assuming the window between getting webbed and tping away B4 you take damage is small.... what if you took damage 1st then got webbed...say DOT?

    Just seems that there is sooooo much webbing going on red side (patron powers, heavy, npc's ect..) in RV that you always have to look out for it 1st as a flyer who's method is to tp away before or after he takes damage.

    I have a few toons that have TP .... When I start taking incomming damage that would make me want to bail, the icon never goes "white" lt seems letting me know that suppresion is over unless I phase then TP away.

    In RV as soon as you see a hero flying hes getting webbed.... at least from my time playing in RV this is what I do and see from others... and/or he's getting tp'ed out of the sky as a called target on my teams. Red side too really... seems anyone with a -fly power likes to put it to work.
  6. Quote:
    Originally Posted by Dahjee View Post
    Web Grenade causes all of about half a seconds worth of TS. Most powers that don't deal damage suppress very very little making TP a suitable counter to web grenades... equal to phase and/or Hib in terms of reliability... and far better than SS'ing all da way home to base. In Short TP > Web grenade.

    As a side note: An already queued TP cannot be suppressed at all. When a TP'er learns to TP not once but twice at all times, they can actually counter everything from gank squads and TP foe to droning.
    The 1st thing you do after you web nade a flyer is queue up attack.... this will suppress tp (web nade hits suppresses tp + attack hits supresses tp your not going anywhere)... Phase/hibernoob works.

    It is also very possible that TP is already supressed from attacking or taking damage even b4 you get hit with web. There is alot of scenarios that can come into play.... and the one your talking about is that someone web nades you then calls it a day....8P Phase/hibernoob works.

    My Merc's MM loves flyers in zone btw..... if I get attacked by a flyer or "attack all" on a flyer taking liberties on a teammate or whatever... Both Spec-op's 80% of the will fire webnades and the rest of the pets attack at the same time... getting webed and taking damage at the same time. Phase/hibernoob works.
  7. Same thing happend to me... when playing a mm in RV I pop a few oranges to keep from getting tp'ed.
    I was like "what the..." and sure enought it was a Robust (no mezz btw). The other 2 "oranges" work tho.
  8. I think you need more End Reduction in all your toggles (IO's HO's and/or find the slots), SS included ....just my $0.02...good luck!
  9. I aggree that Stone Melee is a little underused/rated even B4 i13 when Seismic Smashes mag 4 ment something... it is also a little faster on the fury (if you can get that to happen in pvp 8P).

    .... but SS's KO blow also has almost twice the the range going for it also...thats big IMO.
  10. For travel on my MM's, I have Team TP (six slotted for range and end) to keep my group together. It also helps when you get in trouble in tandem with a temp phase (Ertheral Shift or Warburg temp).... Hit phase then TP you and your group out.

    I do not get the personal TP in the pool.... I get TP friend (good for lost/stuck henchmen and teammates) and TP foe (helps for a MM).

    I even take group fly also to Team TP and hover the group so henchmen do not fall after tping and/or get attacked by NPC's in zone on the way to my destination in RV.

    Even tho your henchmen will tp to you after you get a ways away from them.... there just too much going on in zone (assuming this is where you do most of your pvping) for the other travel powers to be reliable in my experience with a MM. Good Luck!
  11. Have Challenge on my Merc/Pain... Use it if I teamed with a Dom or Crrpt to get the heat off of them and on to me so I don't have to go out of BG to attack.

    Alot of times it is a Blaster/Troller dive bombing to get the Dom Or Crrpt.... when he starts unloading on him, challenge will redirect his last shot to me ....Mercs return fire in BG Blaster dies or runs/hibernoob/phase. This is were challenge is good for a MM IMO. Other then that I don't use it much.

    Lasts only under 5 sec unslotted (can only 2 slot for acc. with my build)....so melee sets with higher HP's can outlive that and still tool on your teammate. It is also harder to hit them with it.
  12. I heard this from a few different sources in RV .... getting PO'ed I think about MM's. Any truth to this? Thx for any info in advance.
  13. Vikingfan

    Claws 4 Brutes

    [ QUOTE ]
    Claws is a horrible set for PvP.

    I love it for PvE though and can't wait to have a claws/fire brute.

    [/ QUOTE ]

    Just curious... why do you think claws would be horrible for a Brute in pvp?? Lack of BU/Rage power...damage type...no mezz power..heavy hitter takes a long time to cast?

    I can understand SS (the best) and SM (2nd to SS IMHO) being better... but the fast casting times, low end, and range attacks must count for something for a Brute (Follow Up has it uses too in a long melee fight). Maybe putting it 3rd in line or tied with EM as far a pvping goes?

    Claws might be 2nd best over SM with Follow Up stacking, less end use, and more range.

    Your thoughts?
  14. [ QUOTE ]
    Blasters are truly the only AT hero side that poses a real threat in PvP. Trollers can be good, if they're /Thermal (and soon to be /Cold) but they're not anything special. And sure, Regen Scrappers can be tuff. But a decent Dom spike/gank will easily wipe one out. Meanwhile, villains get Stalkers, Corruptors, and Doms all of which are more than viable.

    Doms are, right now, not far behind blasters at all.

    [/ QUOTE ]

    Corruptors you say?? Don't they have the same damage as Defenders with weaker buffs/debuffs/heals.

    Didn't someone do a comprehensive test/post a while back on how Defenders outdamage Corruptors and not just /sonic/ Defenders (even with Scourge applied)??

    Sooo what we have is "Blasters are a real threat...Trollers can be good...Regen scrappers can be tuff...Stalkers, Corruptors are more then viable...and Doms are not far behind Blasters" So WHO sucks??

    I will assume it is just the AT's you did not mention, Brutes, MM, and Tanks. Balance is almost here....one more issue maybe !!!!!
  15. Do these attack/TP powers surpress when you get attacked in PvP since they are not true travel powers?? Thanks for any info in advance.
  16. Vikingfan

    Best PvP Brute?

    A MM with a group heal (pain/dark) in BG mode with the taunt from the power pool works.