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I was planning no myaybe foolin around in COH or COV this summer till War comes out.. Basically i was wondering, In this current patch.. which side is stronger/weaker, or more fun, or whatever.. basically is there any difference at all? I played COV trial a long time ago but have never tried COH.. please help! cheers
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I have always preferred COH over COV. I feel the COV is a bit more narrow and has less missions than coh. You basically have a you are the choosen one type of background for your character in COV (perhaps that was just my character...) which is a bit limiting to me.
I would recommend either as they are both fun but obviously grindy at some point. Pick a populated server as the population isn't what it once was. Freedom is a popular one right now. I am playing on a low population server and get invites all the time so...
You might want to check the net for time cards, as there are some bargains out there. I think the 60 day cards were selling for under $20.00. So that is nice...
Wow yeh i could find a time card for 20$ id be happpyy.
Also another quick question, which side has the better ranged hero/villain? and do only COV get a pet villain?
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Not sure. A push I would say on that.
Only COV has villians so yes.
To answer the second question first, most of the Controller sets can get 1 pet at level 32, as can Dark Defenders. But I wouldn't call it a "pet class" like Masterminds have, that's unique to villain side.
Best ranged - The candidates are Heroes: Blaster & Defender, Villains: Corruptor
(Technically a Controller or Corruptor could work from range, and a Mastermind should almost never be in melee range, but that's not what you mean.
Suppose a blaster, a defender, and a corruptor all had the same power. For the Blaster it does 100 damage. For the Defender it does 65. For the Corruptor it does 75. So strictly speaking I'd have to say Blaster.
However, the Defenders and Corruptors both get another set of heal/buff powers to protect themselves and teammates, while the second set for Blasters is a group of Melee attacks (mostly).
Back to your very first question, people tend to level faster on Villain side, but they also solo a lot more. In PvP, its roughly considered to be even if not a Villain advantage up to level 40, but after 41 it's generally accepted that Heroes take the lead due to having better choices for late powers.
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You sound like a full blooded PvPer? A fellow competitor and warrior. Heroes own "organized pvp" while in unorganized pvp it can go either way.
Rad/Psi defender is the support debuffer. They simply toggle infections (debuffs) on noobs which gives +40% unresisted dmg bonus to all their allies. They do not get many kills themselves in a team match normally but they are an integral part to most teams. Empathy is good for buffs / support. Kinetics great for buffing and providing status protection along with the Empathy Defenders
Blaster gets 30% unresisted dmg bonus. They can blast away villains before they even have a chance to react sometimes. This is the long range damage dealer I think you are asking about. Has fairly decent health but they are squishies until they get their force bubble epics. On a team, with support from an Empath a Blaster is seriously powerful. When combined with a rad/psi, they murder entire teams
Controller - well they are your CC class (Crowd Control). They usually have to stack mezzes to overtake someone competent. usually dont do much dmg unless they achieve containment. They are not primary dmg dealers. They are great support. Very awesome in PvE. In PvP, I'd take a good defender or blaster normally but they are still useful and versatile. Anything */Rad is a good start for PvP
SCrapper- I wouldnt go this route for your purposes. They are all close range dmg dealers mostly. Spines Scrappers have some long range capabilities but not hella long range like Blasters
Tanker - your typical Tank class only used for Taunts in SG vs SG battles "if" they bring them.
Checkout this footage: http://www.youtube.com/watch?v=_xMQgKUCPGM from a TOP PvP SG (Freaks Of Legend). I've fought with them and against them- for good folks / players. Their team in this vid is 3 defenders 2 blasters 2 trollers if memory serves me correctly
[edit] Btw, if you are strictly PvE you can ignore my post above. In regards to PvE I think all the ATs (Classes) have something unique to offer. Although some builds are more powerful then others. Fire and Ice Corrupters are favored for PvE in regards to range dmg dealing and support. Fire/Dark is an AoE monster. Fire/Kin/Mace can lockdown mobs and achieve near dmg cap via Fulcrum Shift and nukes. Anything /rad is needed for AV debuffing usually. /sonic corrupters give good resistance buffs. /thermal is the healer / buffer. Brutes are also good (anything but /EA you should be happy although I do recommend either /Elec, /Fire, or /Stone). Brutes are your "Tanks" villain side. Corrupters are your long range dmg dealers villain side and support. These are the roles I played mostly. I still think Heroes ar eof course a little better off in some areas in regards to epic powers, ability to switch out of them, and some easier PvE content (like respec trials were breeze hero side some ppl even soloed them).
LAstly, if you min/max get this (optimize toons for PvE/PvP there are limited respecs in this game they want you to really roleplay as a hero and be renown for a set of abilities you choose or maybe its just a time sink to make u reroll lol I dunno)
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To answer the second question first, most of the Controller sets can get 1 pet at level 32, as can Dark Defenders. But I wouldn't call it a "pet class" like Masterminds have, that's unique to villain side.
Best ranged - The candidates are Heroes: Blaster & Defender, Villains: Corruptor
(Technically a Controller or Corruptor could work from range, and a Mastermind should almost never be in melee range, but that's not what you mean.
Suppose a blaster, a defender, and a corruptor all had the same power. For the Blaster it does 100 damage. For the Defender it does 65. For the Corruptor it does 75. So strictly speaking I'd have to say Blaster.
However, the Defenders and Corruptors both get another set of heal/buff powers to protect themselves and teammates, while the second set for Blasters is a group of Melee attacks (mostly).
Back to your very first question, people tend to level faster on Villain side, but they also solo a lot more. In PvP, its roughly considered to be even if not a Villain advantage up to level 40, but after 41 it's generally accepted that Heroes take the lead due to having better choices for late powers.
All good points (excellent post). On PvP general many say heroes have advantage all the way though. since rad/psi defenders already have their -40% unresistable debuffs in sirens. The DEvs did their datamining and did conclude that Stalkers lead the kill count by a long shot just like u'd expect from any stealth-one-shot-kill class. But, if team is organized with Empaths Stalkers can be stopped. *But* for random pvp in zones just for fun it can go any way. I agree with this assestment the data does support this statement and most 90%+ cases at least on Liberty the zones have unprepared heroes so my villains always enjoyed good success.
For Clarity-
For ganking unprepared heroes go Stalker. They are good, really good. 2 hits most things die. I am not sure bout "pro" arena but Team Arena and 1v1 they are good, really above par I loved mine. they can even stand toe-to-toe if they are built that way. for PvE I prefer my Brute or Corrupters anyday tho
Brute - good in PvP zones if heroes swarm you. but in Team arena when everyone has superspeed + superjump not all that fun chasing squishies. perhaps with a good team that has /cold/mace corrupters that will lockdown the squishy maybe. but even then if Brute stands still to melee he might get spiked (easy target for heroes esp if they have a rad defender). I would take a Brute over a Tanker / Scrapper for PvE though in a second
masterminds - great at zone pvp and some arena situations
dominators - I would not pvp on one. I tried it on test server with a few 40 dominators for a week. they ahve some issues in pvp
Overall villains are too reliant on their inherents to do well. Heroes were created BEFORE their inherents. Their inherents are a bonus that tips the scales in their favor higely. And they meld together in deadly ways. They are specialists and balanced for teams. Villains are all hybrids and soloists- not really melding together nicely for teams (I TAKE that back in regards to PvE Brute + Corrupter is a match made in heaven). Everyone is a primary damage dealer however what makes no sense heroes do "more" daamge as Amasir jsut touched upon (higher BI index)
Sorry for long post u might not even be a pvper and this is waste of typing but wanted to make a clear post and make sure I dont post misinfo
Relatively speaking, the cutback on containment for controllers (from 4x to double) makes them less superior to Dominators as well. Still, there are better choices if thats your primary goal.
The takeaway is that as several of us have said, Villains are more designed for solo play. Generally that's said meaning PvE, but as vajuras points out, Heroes gain a bit more synergy than Villains do which gives them the edge in organized team. Of course I always defer to vajuras on pvp.
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Heroes have group buffs and toggles bonus while the villains have potential damage bonus abd early stage minions support. In the end, both side have thier cons and pros
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the thermal class to me is one of the biggest screw up classes of CoX There buff/debuff cap lvl for there class is so much lower to that of the Emapath . They also lack the control powers of the Troller on CoH side. They were given Damage primarys but with out the required DMG power to make them useful. CoV simply lacks the support class to compinsate fore the reqiurement of the need to build up fury/domination and things like that in order to inflict high damage/domination control. PVP is a game of movement and speed. CoH has CoV way over powered in each class. With the buffs from the Empath CoH ACTs have all the power and protection they need instently. CoV ACT often require time in order for the advantages of there classes to reach there optimal performence.
But!!!!!!!!!!!!!!!!!!!!
PVP is a game of stratigy as well as ACT build. So I will not say that it is impossible to compinsate for these inherent trates with Tactical menuvors. Its simply a matter of figuring out the weknesses of each team and exploiting them.