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Today I was fooling around with Scrounge in BB (level 22 Rad/Kin Corr)
I faced off against an even leveled Defender (Rad/Psi) and he defeated me a couple of times, but I managed some tactics around his power usage to get myself to victory. Then we talk a bit about PvP, FoTMs, builds, PvE and Issue 8.
Then comes another Rad/Psi, I used the same tactic as before, and he lost.
FoTM:WHEN IM LVL 24 U HAVE NO CHANCE TO BEAT ME! to which I respond: I'm pretty sure not many will.
Then he started smacktalking on how strong his Spines/Regen is and how he pwns noobs in SC. He was really rude. I wish I had petitioned him.
The funniest part was when he was saying that a Rad/Psi is a tankmage and a Spines/Regen is a FoTM, but not vice-versa
"Rad/Psi is not FoTM it's a tankmage!!11" If only names weren't advisable to reveal on the boards. -
For PvP I'd suggest; as Idris said: /Icy Assault as a secondary. I PvPd alot on my Plant/Thorns, my asset being KB and -def and being highly accurate.
Mind/Nrg is said to be the best on this, but there's a thing to consider: Energy Assault has quite much Stunning powers, that's cool, but those make your holds infact lower duration due to the stuns' low duration, when the stun is over, the suppression kicks in and you've got one angry Blaster coming at ya.
If the opponent doesn't have BFs, you're good on any primary. If he has, a debuffing Primary or a debuffing secondary will be a godsend.
What I recommend is Fire/Ice. The Fire Imps which you can land near a held target will make short of even a Regen Scrapper. Add in the debuffs from /Icy Assault and you're set. Also this combination has the fastest animation sets (both Fire Control and Icy Assault) which is definitely good for building Domination while debuffing your opponent giving you breath space to use Aid Self.
For Dominators, Leaping pool will be the travel power to go with, and Hasten will make you land your holds faster, make Domination recharge back faster and it'll give your hands uberly hot yellowish-white bubbles!
Aid Self is a requirement I'd say, you're far too squishy to survive an entire battle without regaining some health. /Psi might get away with it, but I had once fought a Mind/Psi, he lacked Aid Self and lost rather fast.
Hurdle & Combat Jumping to make yourself mobile, if you can, get Superspeed at levels 40-50 to give yourself a speed edge in RV and Arena.
For your last 2 heavy hitters, put at least 1 endredux to make your fight a tad more durable. On my lowbie /Icy I have slotted all my Assault attacks with endreduxes. The Imps will deal most of the damage, let you do the alpha & omega.
If you will get any KB power in either of your sets, slot it with 3 KB distances. This will go through most KB resists (easily through Acro) and will buy you a few seconds to either finish the target or use Aid Self.
And remember: skill decides the most when you are playing a Dom. Use the zone to your advantage. Are you a Plant/? Use Carrions to slow the enemy, make him unable to jump, hold him and proceed to use a handful of attacks. When suppression kicks in, hide behind a corner and when he's back held, go finish him!
Nothing feels better than shredding your first Tanker. -
You can slot your attack powers with only 1 acc if you're /Cold, due to Infrigidate having a quite powerful -def once slotted for it. This leaves putting an extra endredux in your blast powers which are really the real endhog here.
Heat Loss is good to be slotted with 3rechg and 3endmod, because you will still get the 1 endurance buff was it either a hit or miss. Getting close to Scrappers just to get that second buff might be dangerous unless you're confident.
And if you don't want Ice Blast as your primary, Fire and Sonic are both great PvP Blasts aswell, Fire being all damage with extra DoT interrupting Aid Self and Sonic being awesome with all it's controls and -res. Rad is not a bad blast either, it gives up a bit on damage on what it gets on control. (Cosmic Burst stun, -def)
Because building an Ice/Cold is tight in fitting in Aid Self, you can always drop the shields, as that's what most people seem doing. Ice/Cold is a really good solo toon for PvP. -
Well...
What a horrible build. My eyes are bleeding.
I suggest that you read this:
Veni. Vidi. Vici: The Complete Guide to Domination (Waybreaker) -
Isn't the Controller version 200%? Seeing how the Dominator version is 100% and how the epics are supposed to be weaker in either effectiveness or availability, this is sad.
Anyhow it's a good power, you can double the heal from Aid Self or combine it with Domination and Megalomaniac. -
I'm lovin' it
looks very comic bookish and I just love mr. Lightning Field!
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It is fully affected by Fury and buffs, so you don't worry you'll do truckload of damage
At first it wasn't affected by Fury but they had changed that. -
I myself have a Plant/Thorns Dominator, on which I PvP quite a bit on occasion. One of my greatest strengths in PvP are IMO:
[*] Seeds of Confusion
[*] Carrion Creepers
[*] Toxic DoT
[*] KB
As a Dominator in PvP, you will necessarily need these:
Acrobatics (through Leaping pool)
Aid Self (Medicine)
Stamina (You can get along with /Psi unless you tend to miss alot
Hasten (Speed) is optional, but I use it to get Domination back off faster and hold much, much better and burn their BFs.
As a Plant Dominator you can use Carrion Creepers and Seeds to a great effect of self defense, as the Seeds make the enemy confused, and Carrion Creepers create more targets! It's very hard to aim for the Dominator jumping around using Ripper to get through your mezprotection, and later on will achieve Domination, which is fun.While they're suppressed, use as much KB powers as you can because this negates them using their own attacks in rapid fire, eg. Blasters. Toxic DoT helps me to keep an enemy not using Aid Self too easily and will interrupt any other interruptable moves like Snipes.
Aid Self is crucial because of the fact that you have really bad defense in PvP, while your enemy can easily destroy you in 3 hits, you need alot more time, using your surroundings carefully you can keep your enemy in a -jump field like Carrion Creepers or Ice Slick.
And if you lose against FoTMs, it's just the hard fact that most FoTMs are just powerful enough to beat Doms (Spines/ Scrappers, Ice/EM or Elec Blasters, most Controllers, Rad/Psi Defenders, Stalkers... etc.)
And for your question, Spirit Tree gives 200% more regen while unenhanced, and Drain Psyche gives 100% more regen each target it hits. So, you can get a few percents from the gap by slotting your Spirit Tree with 3 heals (close to 400% more regen, 500% is the gap) you can use Drain Psyche to achieve that gap. The heavy -rechg on some /Psi powers will make regeneration even more important, as they will hit less and you will heal more -
Ah goodie, 40 you say? I'll be there with my Dominator, mwhehe!
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Staying alive until Domination is a little minigame of it's own, you might need protection from Corruptor's buffs to do so on big PvP.
Because status protection is a big threat to Dominators in form of buffs and BFs, from the US boards I have had read the solution to it. (Been nagging this from time to time)
"What I can't command I must destroy!!omg"
Which would be very Dominator-ish, plus it would relate to Controllers as this would likely be a Containment of some sort. Based on how many holds the Dominator(s) have on the target without breaking the mezprotection would give the Dominator's more damage.
When against an AV/Hero/Triangle EBs the Dominator can land a lot of holds on the triangles-up-phase without still not being held, even with Domination mode on.
Now, when there's a lot of holds on the enemy and it isn't still held would yield on alot of damage which would make a Dominator a good recruit against an AV/Hero/Triangle-EB. -
I was hoping for something else, this does not help at all with the 50up'n'25down-issue.
[ QUOTE ]
Domination is great in PvP - I think Domination gives you higher protection against status effects than a lot of Brutes' and Stalkers' Protection.
Plus it builds up REALLY quick. Oh yeah, the double MAG of the domination makes it really easy to break through a tank or scrappers' hold protection. THAT, my friends is DEAD HANDY FOR PVP.
[/ QUOTE ]
From what I've experienced is that 3 controller holds are enough to hold you, which is quite easy to do. Blasters won't however stack much stun on you to overcome with it, thus it's handy as it provides KB protection so you don't have to toggle up acro all the time.
Domination is good in PvP to a lesser extinct, in rather serious PvP there are plenty of buffs (eg. CM which gives a lot of protection to mezz and gives perception) and BFs are never left home, never, you only have your soft control and rather subpar damage.
Dominators rely on active defense, meaning that they have to distinguish each target seperately, Blasters have this too.
BFs and buffs and IoPs counter this defense to useless stuff, leaving your damage secondary. Blasters don't have this problem. There is no inspiration which negates all off the damage coming at you. Lucks you say? Doesn't help with all the ToHit buffs which pretty much all the Heroes have their hands on.
Yes, Domination does build very quickly, but it doesn't help much when the opponent can destroy you in 2-3 rounds while you need over 14, count in the need of Aid Self and it's even longer. -
For Blasters, I really like the style of Thunder Bird with his elec/elec enddraining then whacking with attacks!
The trick for him is to last long enough that toggles drop and everything goes doooown
For Defenders, I met one really good TA/A the other day in WB, if I could only recall her name...
For Stalkers the good ones I've met are Aranos X and Hellghast and MK.
For Scrappers I have no idea, there are so many and all can do roughly the same within the same powersets.
For Corruptors I've seen Frosthound and Dr Infernum do evil stuff in WB
For MMs I remember many mentions about Dr. Zaprobo.
It's so rare to see other Dominators other than mine in the zones, although Fineous O'Malley has been rocking in SC these last weeks or so
And in WB I occasionally see Daddy's Little Defect, who could use her Psychic Shockwave more often
And of course Bilharzia whom is everyone talking about. -
A word on Confusion...
The damage dealt by a mob will "steal" only 25% of the total damage he did.
For example, if a mob had 100 HP and yielded 100 experience, a Juicer Freak hits the mob for 40, and you deal the rest damage, 60.
Now, because the mob "stealing" is only 25%, the damage which counts for the exp dealt by the mob is 10, which makes you the person who dealt the 90 other damage, resulting in 90 exp and a lot less time required.
And if someone says to not use Seeds because of Exploss, either tell him/her this or simply quit the team if he seems to be ignorant, or if you're the leader, kick away! -
Hmm, I'm not 100% sure if Impale stacks but even with the resists to defdebuffs it sure makes the job easier, unless they hit Elude, that is.
I'll try the Thorntrops on Test today, to see if 1 slow is enough to hit the cap.
I can't try out the Power Sink yet, but seeing that it has a 15ish endurance cost an endreducer would help, yes!
I would've slotted the Mu with 3 rechg and 3 heals but it seems that you can't slot it with heals, neither with endmods, but they do suck a lot of endurance themselves.
I was thinking of putting ToHits in Aim but I was wondering if it'd be really worth it? I can hit stuff reliably after I've done Aim + Impale defdebuff ('cept Ice/ and /SR with their scaling resistances to defdebuff).
IIRC the Mu does his Touch of the Storm at range, so I could jump around while getting healed at range. Flytrap does Roots and Thorn Barrage (similar sound) and Fling Thorns, both are pretty upclose. Roots has anti-KB which is against one of my best tools on taking out Blasters (hold + Thorn Barrage for a long KB when they start using either Aim and/or BU)
Quote from Filth aka Bilharzia
[ QUOTE ]
The Mu pet is pretty good though, definitely saved my butt in PvP more than once, the heal rate is decent but the only problem is it tends to heal the damn Flytrap as much as it does you! I was very disappointed it can't be slotted for heal, but the attacks are not too bad.
[/ QUOTE ]
So with this info I think the problem is that the Mu concentrates on the kamikaze too much! -
(Woah, there's a lot of Plant/Thorns threads around now!)
Alrighty, I have gotten my Dominator to 40, and here's my PvP-respec-build which doesn't have the Flytrap, because PvP is rather mobile and Bitey isn't that fast!
Under powers I may have a blue comment why I have done this and that.
This build will be mainly for WB and RV and Arena, and my melee attacks will have the biggest compact, so the ranged attacks are slotted to build Domination or debuff the opponent's defense alot.
Here it is...
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Me So Thorny
Level: 50
Archetype: Dominator
Primary: Plant Control
Secondary: Thorny Assault
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01) --> Strangler
* Hold Duration(1)
* Hold Duration(3)
* Accuracy(3)
* Accuracy(5)
* Recharge Reduction(5)
* Recharge Reduction(7)
01) --> Thorny Darts
* Accuracy(1)
* Accuracy(7)
* Accuracy(9)
* Recharge Reduction(43)
* Range Increase(46)
* Range Increase(50)
Range enhancements for some easier way to build Domination, more flexible and lets me move afar
02) --> Skewer
* Damage(2)
* Damage(9)
* Damage(11)
* Accuracy(11)
* Accuracy(13)
* Recharge Reduction(13)
04) --> Entangle
* Accuracy(4)
* Accuracy(15)
Well I picked this over Fling Thorns or Roots, if I want something immobed for a short time this'll come in handy but it rests often in the second tray, nyaa!
06) --> Hurdle
* Jump(6)
* Jump(43)
Increased mobility is never a bad thing
08) --> Seeds of Confusion
* Confusion Duration(8)
* Confusion Duration(15)
* Accuracy(17)
* Accuracy(17)
* Recharge Reduction(19)
* Recharge Reduction(19)
10) --> Impale
* Accuracy(10)
* Accuracy(21)
* Accuracy(21)
* Defense DeBuff(23)
* Defense DeBuff(23)
* Defense DeBuff(25)
This attack should never miss, and after that nothing should miss, evah! For the /SR Scrappers out there, 2 Impales like this will make the day
12) --> Combat Jumping
* Jump(12)
* Jump(43)
Like Hurdle, slotting this for jump is not a bad thing, more mobility = better.
14) --> Super Jump
* Jump(14)
16) --> Aim
* Recharge Reduction(16)
* Recharge Reduction(25)
Not that I'd need a third rechg to get it 6 seconds faster back
18) --> Swift
* Run Speed(18)
20) --> Stamina
* Endurance Modification(20)
* Endurance Modification(27)
* Endurance Modification(27)
22) --> Aid Other
* Healing(22)
Prequosite for Aid Self
24) --> Aid Self
* Healing(24)
* Healing(29)
* Healing(29)
* Recharge Reduction(31)
* Interrupt Reduction(31)
* Interrupt Reduction(31)
[color]I've been wondering if it'd be better to put 1 interrupt and 2 rechg instead of this, well, life isn't fair![/color]
26) --> Carrion Creepers
* Accuracy(26)
* Accuracy(33)
* Recharge Reduction(33)
* Recharge Reduction(33)
* Slow(34)
* Slow(37)
2 recharges serve me good, if I have put this already on the ground and Impaled the target, a Vine will appear 95% of the time
28) --> Acrobatics
* End Reduction(28)
30) --> Hasten
* Recharge Reduction(30)
* Recharge Reduction(34)
"3 recharges!", yawn, doesn't matter to me, it's up whenever I need it.
32) --> Thorntrops
* Slow(32)
* Slow(34)
* Recharge Reduction(40)
I felt like a recharge would be good so it could be used more in combat or getting it stacked
35) --> Ripper
* Damage(35)
* Damage(36)
* Damage(36)
* Accuracy(36)
* Accuracy(37)
* End Reduction(37)
38) --> Thorn Barrage
* Damage(38)
* Damage(39)
* Damage(39)
* Accuracy(39)
* Accuracy(40)
* End Reduction(40)
41) --> Charged Armor
* Damage Resist(41)
* Damage Resist(42)
* Damage Resist(42)
* End Reduction(42)
44) --> Power Sink
* Endurance Modification(44)
* Endurance Modification(45)
* Endurance Modification(45)
* Recharge Reduction(45)
* Recharge Reduction(46)
* Recharge Reduction(46)
47) --> Summon Guardian
* Recharge Reduction(47)
* Recharge Reduction(48)
* Recharge Reduction(48)
* Accuracy(48)
* Accuracy(50)
49) --> Super Speed
* Run Speed(49)
* Run Speed(50)
SuperSpeed to get away fast from those Impaling Scrappers, Combat Jumping away from them is slow and will get you getting Rippered yourself
---------------------------------------------
01) --> Sprint
* Empty Enhancement(1)
01) --> Brawl
* Empty Enhancement(1)
01) --> Domination
* Empty Enhancement(1)
02) --> Rest
* Moar helth plz(2)
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Comments? -
I would compete with my Dom but the problem is that most of the events organized are for level 50 (my Dom is 40), or only specific ATs are welcome like in the "Mega Melee" where only Scrappers, Stalkers, Brutes and Tankers were allowed to join in.
Now if I got my Dom to 50 I'd certainly ask to join the "Squished"-event -
Ok I'm curious about this, how this unresistable thing works, posted this in this PvP board instead of Player Questions board because it's PvP specific.
Let's say that you have a shield that has 50% resistance to everything.
Question 1
A Scrapper comes, hits you for 50 damage (due to 50% being resisted), but if you didn't have armor, he'd hit 100.
So he when he crits, does he do 200 damage or 150 damage?
Question 2
Because the Blasters have 30% unresistable damage, does it make your armor only 20% resistance to all, or is it more complicated like if the Blaster hit normally 100, with the armor it's 50, but with the unresistable damage it'd be 30% of 50, which is 65?
What I know of Corruptors and Scourge is that the second tick of damage is unresistable and the initial tick is resisted normally. -
What is Extreme damage in Rad Blast, is Superior in Ice Blast. X-ray beam deals as much damage as Ice Bolt but is listed as "Moderate," so they are in-powerset-type of listings.
But don't trust them blindly, Ice Storm is listed as "low" damage but it does infact more damage than BIB! -
[ QUOTE ]
The above rules do not apply to your opponent, who in fact MUST do the opposite while whinging about even the slightest thing that may make things hard for them (planetary alignments,cats,cake,disease) and blaming the other party for them.
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Seems like today that 10% of the people who lose in casual PvP (1 v 1 mostly) say that a cat jumped on their keyboard. -
[ QUOTE ]
I wonder if Scirocco's pet is worth taking for its heal?
Guess it wouldn't be much use in team PvP but might be handy in 1Vs1.
[/ QUOTE ]
Definitely yes:
Today I was doing a Story Arc for Magus Mu'Drakhan, at level 39. During the mission I got myself a Mu Guardian pet, who was level 40. He activated the heal when I got a bit hurt, y'know, lose 30% of your health, and it healed for 190ish. When slotted up for 3 heals, it'll be almost double of that, and at level 40!
Going to pick Scirocco on my level 39 Dom (7 bars to go to 40!) and slot the Mu for 3rechg and 3heal, making him a buff-bot.
I think it would be great in both team and 1 v 1 PvP, as the pet stays in the fight even when you die, and will stay to heal your teammates, as usual. It will be a godsend for me for the oh-so-frequent Spines Scrappers' Impale which just does too much damage with BU and the Toxic damage in the end making it worse.
Plus, Scirocco has a beard. -
Here comes the complete list of Duel Rules:
*takes a small piece of paper from his back-pocket*
Hmm, this is blank! Would this mean there are no such thing as "Duel Rules"?
Everything goes, as long as you follow the rules of the EULA. -
[ QUOTE ]
if you dont have anything decent do add exept slag decent posters off who are trying to help then just dont post at all, ALSO ! try reading the Forum Rules & Guidlines you might learn a thing or 2.
sry for the angry post but posts like yours just bug me !
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Now before you start calling me names, I wanted to tell you that Ice isn't the "only single target"-departmentand both of the primaries are good in teams and solo. Fire does more DPS due to it's faster recharging level 18-power with more damage than Bitter Ice Blast, but there aren't any extra secondary effects. Fire is also slightly cheaper on Endurance if you don't use your AoEs mindlessly, heh!
And if you'd like for another word of maybe-wisdom, Fire/Kin gets less called to be "fotm!!" than Ice/Kin when battling in SC, if you don't want to be called names by that random Spines/SR -
Fire Blast has 4 AoE-attacks.
Ice Blast has 3 AoE-attacks.
Ah snap that's too few AoEs for Ice but Fire has a lot of AoE!
You know, the difference between 3 and 4 is so big that it's not even funny. -
Even if we'd build more Domination against AVs it's not going to help to defeat them much.
Triangles up = unholdable for a single Dom, 50~ magnitude protection for holds
Triangles down = 2 holds will do the trick, holdable for 25 seconds, while under Domination it's 1 hold needed, and the AV is holdable for 25 seconds!!
Faster Dom building versus harder critters would be really welcome to normal play, like doing normal missions in teams and solo, but if that is going to be implemented to be the ultimate solution versus AVs, well. ->
I think it's too early to say anything, but I sure hope that whatever the solution is, that will make Doms more desirable for the SF.