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Posts
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Joined
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It has been a long time since I've arena'd but I'll give it a shot
It's nice to see leagues forming again under something organized.
What are your global handles/recognizable names?
@Syndace (also known as 'chippy' from days with a mic that made me sound like a chipmunk on vent)
What server do you primarily play on?
Freedom
What server do you prmarily PvP on?
Freedom
What toons do you have to offer for 8v8 PvP?
Arena worthy:
Mind/Energy dominator
Ice/Fire dominator
Fire/Em blaster (not IOd)
Pvpable but not as arena worthy:
Ice/Rad corr
Arch/em blaster
I have a nice handful of inf and uber IO's already. Depending on which is desired I will have a build created and reviewed by teammates before IOing more.
Which of these toons is on Freedom?
Both
What do you consider your primary/optimal role in a team setting?
Disruption, debuff, damage, and control. It would be unfortunate for those without mag 45 KB protection.
What do you consider your favorite role in a team setting?
Disruption, damage.
Would you be willing to make a new toon and level it to 50?
I work 50 hours a week so iffy.. but for a good arena-able toon in the long run yes.
Would you be willing to respec into a new build for a league?
Yes
Briefly describe your experience in PvP. (If you were on other 8v8 teams list them here, any substantial experience here also)
I have been a pvp zone rat since CoV came out. I played in arena matches with The Dark Revolution for a good bit. I played around with people from UJL and other teams at the time as well. Then everyone i13 rage quit.
(OPTIONAL) (Only answer if you have a firm grasp of team rosters)
Name Captains you would prefer to play for, minimum of 3. If you pick 3 I can guarantee you a spot on one of the 3 you choose, if you don't then whoever drafts you will be final. Also when we get down to the last draftees, there might be instances where people have to be picked in order to keep teams even numbers, in this case the draft protection will not apply.
I am open to any and all teams. -
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Below is the current build I have on live for PvE down to the exact IO's, accolades, and incarnates. I mostly team! You may have seen this guy running around if you are on Freedom.
I'm mainly looking for all opinions on how you think you can improve the build. I miss certain powers such as incinerate and could see myself using different alpha and destiny slots if I had consume. Also I am looking for tips and tricks picked up from other experienced Ice dom players. I have a good amount of inf, but am not much for spending it on overpriced IO's unless I think it is worth it. Thanks guys!
Highlights
Defense w/ Toggles: 35% s/l, 23% e/ne, 18% melee, 29% ranged.
Recharge: 87.5% before Hasten
Accuracy: 63% bonus
Damage: 21% bonus
End Rec: 2.98/s
Active Incarnates (T3+):
Cardiac and Ageless for endurance/recharge/range/recovery management
Pyronic for theme and moar DoT!
Gravitic for extra recharge slow, and -secondary effect
I also have reactive interface, musculative alpha, spiritual alpha, and rebirth destiny at my disposal.
The build
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Mega Deth PvE: Level 50 Technology Dominator
Primary Power Set: Ice Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
Level 2: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(15)
Level 4: Frostbite -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Conf%(42)
Level 18: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(19), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(21), FtnHyp-Sleep/EndRdx(40)
Level 20: Embrace of Fire -- RechRdx-I(A), RechRdx-I(21)
Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(37)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- RechRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Total Core Revamp
Level 50: Pyronic Partial Core Judgement
Level 50: Gravitic Radial Flawless Interface
Level 50: Ageless Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 10% Defense(Smashing)
- 10% Defense(Lethal)
- 2.5% Defense(Fire)
- 2.5% Defense(Cold)
- 17.5% Defense(Energy)
- 17.5% Defense(Negative)
- 12.5% Defense(Melee)
- 23.8% Defense(Ranged)
- 5% Defense(AoE)
- 4% Enhancement(Confused)
- 5% Enhancement(Held)
- 6% Enhancement(Immobilize)
- 87.5% Enhancement(RechargeTime)
- 63% Enhancement(Accuracy)
- 4% FlySpeed
- 11.4 HP (1.13%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 6.9%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 16.5% (0.28 End/sec) Recovery
- 32% (1.36 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.1% Resistance(Fire)
- 14.1% Resistance(Cold)
- 11.3% Resistance(Energy)
- 15% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 4% RunSpeed
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Ice/Fire/Ice Dominator.
It played well from 1 to 50. It also has room to expand while going for perma dom, IOs, accolades, and incarnates. It is a tad squishy, but when played right can be very effective. The extra +hp in accolades and IO's goes a long way.
In PvE it can completely disable mobs through ice slick and sleet. I love how the knockdown overlaps and keeps everything flopping around. The slows, AoE hold, and AoE immob are available for complete mob lockdown. Arctic air is great especially with the contagious confusion proc. The damage numbers are impressive through firey assault, sleet, and ice storm. Solo is no problem. Running on a team I can control and debuff (-30% res/def) every enemy in every mob. Elite bosses and some AV's even get held pretty quickly, and then I have the debuff and damage numbers to rip through them. Jack Frost makes a great aggro dummy if needed. Being held, slept, stunned, etc is a thing of the past because of perma dom. With the types of powers available it is pretty easy to push 35% defense to s/l and ranged AND have the recharge for perma dom.
In PvP it is a damage powerhouse. Ice block hits much harder than other sets besides Earth Control could hope to. Arctic Air has a very nice, no animation time included confuse if you are smart when using it. With the -recharge, -secondary, -recovery interface proc you can actually have a meaningful amount of -recharge and the hold lasts a bit longer if you get a few attacks in before. Firey assault is just mean.
Thematically its awesome.Freeze em then burn em I say.
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Quote:Oh my gosh perfect
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If you all want to play a fantastic PvPvE game with heroes, then check out Warcraft 3's Dota (Defense of the Ancients) and soon to be Valve's Dota 2. Fantastic pvp and very well balanced between 90+ heroes you can choose from.
Just sayin....
Also in relation to this thread: CoX is not that close to death. Pvp is, but that is a very small part of this game sadly. -
Quote:Reading this thread makes me sad. It is obvious to me that whoever was on the dev team way back yeasteryear that put the Gundam costume pieces in(like titan crest) either does not work there anymore or is not important enough to be able to have input on this set.
What I am getting at is in any cartoon or comic or whatever I have ever seen, the person shooting the blaster doesnt have to "tag" their target with some goofy weopon effect before they can blast the crap out of them. I mean there are two basic forms of laser guns....
G.I. Joe style from the original 80's cartoon. This is the laser machine gun style, you remember. red and blue lasers cover the sky, people shoot 1000 rounds of laser blast off in all directions, pew pew freegin everywhere. Even in this style, the bad guys were usually defeated handily by a shot or two. It was just the hits were'nt as frequent. This style, while visually entertaining, wouldnt be a good fit in coh unless most of the animation for the blasts were "fluff" laser sprays going all over the place. So long as the attacks were simply hit or miss, without correlation to the visuals, it would be fine, and would offer tons of pew pew without this silly combo buisness.
The other style of laser blasts is the Gundam style, wherein the beam blast is immensly powerful, and "aoe" simply means the power output is cranked to the max and the beam becomes massive enough to encompass multiple foes. This style would also not work, unless the visuals were correlated to the power output, I.E. no ZZ gundam ultra forehead beam cannon. This is the style I was hoping for, with powerful single target on a slightly longer rech, and aoe cones with a "charged up" big beam that encompasses multiple foes(though wouldnt outright destroy them) or at least a nuke like that, that would destroy them.
Instead, sadly, I read we are getting an underpowered set that requires "extra" attacks in order to have suitable damage output.
I wish the devs would realize players are generally happy with the mechanics of current sets, and seek new visuals and style over function in the new ones, especially somthing as "deffinition of blaster" as a freegin laser gun. Save the combo crap for something a little more off the wall, like water blast or earth blast or something. Laser blast should equal straight forward pew pew blasting goodness, not some tag the enemy first with a 10 second dot. gah, as if a blaster has 10 seconds to kill a foe before getting massacred. I mean, just reading the 4 step process for aoe profit above makes me cringe. Its a laser/beam rifle... I dont want to "set up" the damage, I want to pull the trigger furiously and paint the sky with red and blue laser blasts.
My dreams of pew pew may forever be dashed.
This is why if I roll one it will likely be a corruptor. For blasters, I want to "paint the sky with red and blue laser blasts". lol -
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Quote:This. Doms are great for pvpYes, Doms are usefull in PvP. Useable for Solo, Dueling, Casual Zoning or Team PvPin. Obviously the build changes a little depending on what your trying to exactly do, team-play vrs. solo-play.
With that said I would definatly go */Fire, easily the best secondary, good ranged attacks in flares, fire blast and blaze, also a good build-up power in fiery embrace.
Primary I would go Fire (very good damage, alot of DoT/Reactive) for solo/dueling, Mind (Alot of utility powers, TK, Confuse, very popular for doms) for smaller teams, and Earth (Big stun, -Def component) for larger team play. Obviously theirs more to each powerset but just my quick observations. Either way Fire, Mind, or Earth would be very good choices and would work for any PvP setting. -
I dunno man. Freedom always has active arena chat, kickballs, and RV was packed this weekend which was a lot of fun. There has been more life in pvp than I've seen in 8 months+. Still not much but it's way better than it has been.
I'm pretty confident we will see some changes by the end of the year. And yes I AM holding my breath on this one. -
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The power lowers your max end, costs quite a bit, and has a ridiculous recharge timer so I am not too worried. I'm sure there will be a few exceptions and a handful of powers/powersets that will be "abused". Double tier 9's.. that's going to be annoying.
I also expect to see a more flying /em blasters using afterburner and teleport in zone lol. For those who don't know, afterburn allows one to break flight speed cap at the cost of being in only affecting self state and grants a nice +defense bonus. -
I think Thermal/ Defenders will be quite nasty if built right.
Poison is good, but the -toHit -damage numbers aren't quite like a /cold or /dark if I remember correctly. -
I will have to disagree with some others. I think EA is going to be a great secondary after i21 hits. Energize as a self heal does have a slightly longer recharge than the other sets but it does have a +regen/+end redux component to it. The new passive resistance values are nice along with the +20% recharge reduction for all powers in one of the toggles. On top of everything else the tier 9 is still great and the base defense values, although typed, still have a slightly higher numbers than /nin. Also built in knockback and teleport protection..
I am also curious about repulse being replaced with a stun aura. Since offensive toggles are suppressed while hidden, I am curious if you could actually stun someone after firing off an AS provided they are still next to you. I don't think this will be very viable though lol.
I also recommend tactics over the fighting pool for the +toHit and perception.
I don't have experience with Dark Melee but I think you sacrifice some damage for -toHit and the ability to slot some proc's that other sets couldn't. -
Sounds good I will send a tell later tonight.
For all the people saying PvP is dead... they should check out Freedom. I have not been a participant yet, but I see kickball arena events being started on a nightly basis on Freedom. The arena chat channel is very active.
I really enjoy seeing a fresh new life in CoX pvp. I will have to join some of these kickballs! Even if it means getting lolstomped at first. -
I'll have to check these out! It's been a while
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I'm going to jump out there and predict Energy Aura being very solid once the changes in i21 hit. Now I am torn between EM/KM/Spines for the primary...
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Quote:I would agree with something like this. I feel the AS damage against EB's and AV's is still lethargic. That's just me.This is it. +1 bil.
Stalkers need to take out the hard targets. Not tie them up, mez them, or aggro them. Straight take them out.
They need to do so in a way that makes them; desirable on a team, scales with team size and level, not over powered.
The best way I can think of is MORE damage on the critical side. I know the critical chance is tied to team number, they also need to adjust it so that the multiplier is also. More team members translates to more damage. But not to just any mob type. In fact, in a team setting, I would debuff damage against minions, leave the amount the same on leuts, double against bosses and triple on Ebs and above.
simplified formula:
current damage(everything they have now) + team crit multiplier + mob type adjustment
Also, in regards to my dom's outdamaging stalkers... I have a /fire and sleet. Single targets go down very quickly held or not. -
Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...
Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50. -
Quote:[Broadcast] Cinder ElIie: If there is high demand when the freebies come around, will PvP be looked at again?
[Broadcast] Positron: We're trying to cram a couple PVP things into I21, but don't know who on the team has time to do the
...to do the bug fixes?
Trying to cram a few pvp things into i21...*crosses fingers for more good news* -
I think the game is only as competitive as you make it. I know I only play to egg on other players, try to get the occasional pvp drop, and for fun. Besides that there is no stat tracking, Kill/Death or win/loss ratios, rewards for playing more, and reputation is worthless unless you think having that badge really makes you something.
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Quote:YesLib - is dominator Stalagmites as ridiculous as the controller version?
And to answer the OP, dominators play very well in PvP. The damage is solid, the mez is reliable, and you can be tougher to kill with the right pool powers. Domination is nice for that boost of endurance when you need it along with the layer of mez resistance/knockback protection.
I still however don't really understand how mez under domination works in PvP now. I was under the impression it would make holds unresistable but I have still seen tanks break out in 3 seconds or so when the duration is supposed to be about 8 after enhancements. -