M3z is amazing and so can you! Dominator PvP Q & A


1nSa1n

 

Posted

NOTE: I DID NOT PROOF READ THE TIPS SECTION SORRY
Well I'm a bit tired of getting PM'd all the time and I definitely didn't want to write a huge guide covering everything I know about dominators and pvp so I decided I would bestow my knowledge in this thread in hopes it would help further improve the dominator pvp community, so ask away :O. Anyone else can feel free to chime in to answer questions or correct me if I'm wrong.

About M3z: I've been pvping with doms for 2-3 years. I basically started VORI and lead it for a while on the test ladder. I pioneered many of the villain teams you see today (like the multiple poison mm's or multiple doms) I also was(correct me if I'm wrong) the first person to use psi doms as an offensive build to get kills etc. The character I used was Mikhael, an ice/psi dom. I was also the first pvp mind/fire, but I didn't use it on test like Lacuna and Ownage because I wasn't on the test scene back then.

I'm going to go ahead and post a bunch of random tips, tricks, and thoughts I have on dominators. If you guys need video proof of any of this stuff I can try to get it. I realize this will be very unorganized and will probably have a lot of spelling and grammar mistakes but the information will be there

--Dominator trixxies--
playing to win a must read for any competitive gamer

Jump cancelling – This is a bit more of a universal thing. Jump cancelling(it's just what I call it) is when you completely cancel the animation and rooting of the attack. You still cannot attack during the duration of the animation but you may move and position yourself for the next attack. Very very useful for long lag attacks like total focus. I still don't fully understand how to do it, I've tried to test it before. I've noticed it happens a lot more when you kite, if you're moving fast away from someone while doing the attack. This especially happens when you have IR on you. If anyone knows anymore about it I would sure like to know.
Example can be seen at 2:30 - http://www.youtube.com/watch?v=-gv1JB_xvZM

Building domination without a target – Any PBAOE attack or debuff(like drain psyche) build domination without a target. Helpful for team arena matches although it builds very slow, sometimes it will build as if it were hitting a target but I don't know what causes that to happen. It's important sometimes to have domination already build before you engage though because if the team begins to pressure you the entire match you may never have the opportunity to build it.

FoN+Snipe cancelling – Hit FoN and begin to snipe and continue to interupt your snipe until it is built, helpful for duels or zone pvp and it probably the fastest way to build domination that I know of. You don't need FoN to do this but your endurance will run out far before you have successfully built domination.
Example at 0:58 http://www.youtube.com/watch?v=X_7Oi4t89XU note: the opponent does the snipe cancelling as you can see from the endurance bar

1v1s vs melees tactics- Temp Webnade + temp(lawl get your camping tents out) fly versus melee although isn't necessary in most cases it is still makes dueling against them very safe. You can do this against anyone (obviously) if you want to force them to just use their ranged attacks or something. Just webnade and use the jetpack to get out of melee range, you obviously would want to run away if you were to get -fly'd. You can also just jump on a box or wall edge instead of flying as well.

1v1s mind doms tactic– If you happen to be a mind dom, a popular tactic is to slot your hold with 5(whatever you like to slot your hold with) and 1 range and TK someone against a wall and simply out range them with your hold and run them out of breakfrees. You probably wouldn't want to do this in a friendly match but in tournaments I encourage this tactic to be used .

1v1 Dominator dittos (dom v dom) – In dom vs dom it's usually whoever gets the first kill dominates the match. Your inspiration choice is important, it should be something like 4-5 Bfs greens, oranges, and 2-3 reds.


Build help and power tiers

All right first thing I'll do is post my build for an example for whatever you guys want

Here's my mind/fire 1v1 build(note it is not an i12 compatible build because it does not have 3-5 KB IO's needed for pvp although I doubt you'll need that many with duels I have not tested it yet, it also should replace incinerate with mesmerize for the placate proc)

Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php

az: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Levitate -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(13), Decim-Dmg/EndRdx:40(13), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(37), FrcFbk-Rechg%:50(43)
Level 1: Flares -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(33), Decim-Build%:40(34), Decim-Acc/EndRdx/Rchg:40(43), Decim-Dmg/Rchg:40(43)
Level 2: Dominate -- UbrkCons-Dam%:50(A), UbrkCons-Hold:50(3), UbrkCons-Hold/Rchg:50(3), UbrkCons-Acc/Hold/Rchg:50(5), UbrkCons-Acc/Rchg:50(5), Range-I:50(34)
Level 4: Incinerate -- Hectmb-Dam%:50(A), Hectmb-Dmg:50(7), Hectmb-Dmg/Rchg:50(9), Hectmb-Acc/Dmg/Rchg:50(9), Hectmb-Acc/Rchg:50(11), Mako-Dam%:50(33)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(17)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 10: Hurdle -- Jump-I:50(A), Jump-I:50(11)
Level 12: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 14: Fire Blast -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(15), Decim-Dmg/EndRdx:40(15), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(31)
Level 16: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Telekinesis -- EndRdx-I:50(A), EndRdx-I:50(19)
Level 20: Tactics -- Rec'dRet-Pcptn:20(A), AdjTgt-ToHit/EndRdx:50(21), AdjTgt-ToHit/EndRdx/Rchg:50(21), AdjTgt-EndRdx/Rchg:50(25), AdjTgt-ToHit:50(46), AdjTgt-ToHit/Rchg:50(48)
Level 22: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(23), Mrcl-Heal/EndRdx/Rchg:40(23), Numna-Regen/Rcvry+:50(40), Numna-Heal:50(40), Numna-Heal/EndRdx:50(42)
Level 24: Confuse -- CoPers-Conf%:50(A), CoPers-Conf:50(25), CoPers-Conf/Rchg:50(27), CoPers-Acc/Conf/Rchg:50(27), CoPers-Acc/Rchg:50(50)
Level 26: Super Jump -- Jump-I:50(A)
Level 28: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(29), Efficacy-EndMod:50(50), Efficacy-EndMod/Acc:50(50)
Level 30: Super Speed -- Clrty-Stlth:50(A), Clrty-EndRdx:50(31), Clrty-RunSpd:50(31)
Level 32: Acrobatics -- EndRdx-I:50(A), EndRdx-I:50(33)
Level 35: Blazing Bolt -- Mantic-Dmg/EndRdx/Rchg:50(A), Mantic-Acc/Dmg:50(36), Mantic-Dmg/EndRdx:50(36), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(37), IntRdx-I:50(37)
Level 38: Blaze -- Apoc-Dam%:50(A), Apoc-Dmg:50(39), Apoc-Dmg/Rchg:50(39), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Acc/Rchg:50(40)
Level 41: Charged Armor -- TtmC'tng-EndRdx:40(A), TtmC'tng-ResDam/EndRdx:50(42), TtmC'tng-ResDam:50(42)
Level 44: Power Sink -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/EndRdx:50(45), Efficacy-EndMod:50(45), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/Acc/Rchg:50(46), Efficacy-Acc/Rchg:50(46)
Level 47: Summon Mu Guardian -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(48)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+15.5% DamageBuff[*]+0.95% Defense(Energy)[*]+0.95% Defense(Negative)[*]+6.75% Max Endurance[*]+39% Enhancement(Accuracy)[*]+4% Enhancement(Confused)[*]+98.8% Enhancement(RechargeTime)[*]+5% FlySpeed[*]+244 (20.3%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Immobilize) (Mag 10.5%)[*]+MezResist(Sleep) (Mag 2.2%)[*]+16% Recovery[*]+66% Regeneration[*]+5.04% Resistance(Fire)[*]+5.04% Resistance(Cold)[*]+1.26% Resistance(Energy)[*]+1.26% Resistance(Negative)[*]+5% RunSpeed[/list]


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</pre><hr />

here's my mind/psi team 8v8 build, also not compatible with i12 because it does not have the necessary 3-5 KB IO's, I'm just going to put in the code block though so this post isn't filled with [censored] builds.
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Power set tiers:

-Teams-
Controls tiers

Mind&gt;Fire&gt;Ice&gt;Grav&gt;Earth&gt;Plant

Reasoning for Controls– Mind can hit through positional defense, dominate is the fastest animating hold in the game, it's got the TK of justice and it's [censored] psi, I mean come on. Fire has an equally fast hold, and is capable of immobilizing the [censored] out of stuff, imps will then [censored] anything held or immob'd. Ice control would be above fire if it weren't for ice block having a ridiculously long animating hold, and with speed being key to dominators in pvp greatly hinders the rest of the set, but the slows aren't terribly effective because of the usually presence of slow protection or kins on teams. Jack and immobs [censored] though. Grav has slow animating attacks and slows aren't particularly useful in team situations, singularity will do nothing. Earth's slow patches will be somewhat helpful if there aren't kins, it will definitely pressure masterminds a lot and slotting the -def powers with achilles will defiantely be nice but I don't see this set doing as well as the others. Plant is a concept set and although players like Aura have used it effectively against mastermind pets that's about all it has to offer.

Assaults tiers

Psi&gt;Fire(or Elec not sure yet)&gt;Ice&gt;Energy&gt;Thorns

Reasoning for Assaults – Psi is very versatile in the way it can take down a target. Drain psyching the target is a great setup for killing a target and no matter how many sonics or therms the other team has, you'll still be able to do a lot of damage. Fire and elec do an insane amount of damage if you catch some without shields, depending on what are the detogglers are in elec I can't say for now whether elec will be better than fire but with elec having a form of to hit in build up it will definitely be a contender. Fire's ranged detoggle puts it up as a high tier secondary on my list, since none of the secondaries will be able to do much damage with all the shielding present in teams atleast fire will be able to help pressure a target by taking his toggles off. Ice and energy are pretty much the same with ice being better because of the better ranged attack chain. Powerboost being nerfed didn't really change how these sets would be ranked but it sure didn't help them get any better, especially energy which is basically a waste of a power set with elec coming out. Thorns is a concept set with long animations(which makes you a farm target) and the to-hit from aim isn't needed on teams because of buffers(they probably won't buff you though since you're thorns lawl).

-Duels-

Control Tiers
Mind&gt;Ice&gt;Fire&gt;Grav&gt;Earth&gt;Plant

Mind having TK(even after the nerf) is a big factor in it being top tier, ice has slows -rech and jack, fire can pressure people with imps very well, grav has nice slows but slow animations it is also capable of stacking lots of controls with the sing pet. Earth may be higher up in this list because of the -def and the AOE slow patch but I can't say for now because I have not tested or seen it, for now I will rank it lower because of its lack of real strong secondary effects and the pet isn't good. Plant is more of a concept set and has nothing to offer that would make it better than the other higher tier sets.

Assault Tiers
Elec&gt;Fire&gt;Psi&gt;Ice&gt;Energy&gt;Thorns

Elec basically does what fire does but is more melee focused(which is not good) but the melee attacks come out really fast. The difference is elec has build up which allows you to hit through -acc or -to hit debuffs more effectively which fire does not have that ability. This allows you to pair elec assault with other secondaries since you are able to fight in a debuffed state. Mind/fire worked because you are able to repel away stormies and rads until the debuffs are off. Elec allowing you to hit through these debuffs makes it so you DON'T HAVE to pair elec with mind. Fire is still strong though, it has a lot of speed priority and a range detoggle. Fiery embrace lasts 20-30 seconds (can't quite remember) and allows you to pressure your opponent greatly with the damage. Psi's damage is very weak, but psi has access to a PBAOE heat exhaust called drain psyche. So it doesn't matter how little damage you do if your opponent has no endurance or regen. This is very nice for duels but suffers from the fact that if you miss drain psyche even once in some situations, it might turn the match around in your opponents favor. Ice and energy are again same boat with having powerboost but ice being stronger because of better ranged attack chain. Problem with these sets are you're not able to effectively out pressure some of the higher tier builds with your powerboosted holds and you also have weak damage. Thorns has -def and aim going for it which is nice and all but again the damage is small AND it's lethal. It just can't compete with the other sets.

-Pool Choices-
Standard Pools fitness (unsuppressed movement and stamina), speed (hasten,ss), jump (cj,sj)

-Duels-
Leadership for the most of the time for the perception(big problem with storms, if you can't see the storm you're forced to get closer which makes you more likely to get hit with the -to hit debuff which is bad news bears) mu is required
Phase (if you have a build with aim or BU and feel like you wanna be trixxy) I'd only suggest phase if you aren't going the mu patron root.

-Zones-
aid self: this is the only time I'd suggest aid self, is if you ONLY solo zone pvp, powerboosted aidself is very nice.
Leadership: tactics so you can chase emps and support
Phase: SO U DUN DIE

-Teams-
Phase: WHY PHASE M3Z? So u dun die son lol
Black scorpion is also the best pool power for teams because of the -res debuff you get and mu not really being necessary because of all the resists you get from team mates.


Kk I realize this is very unorganized etc. etc. but again ask all the questions you want and i'll try to answer them, if anyone wants to chime and offer advice go ahead.

/Psypunk m3z crits u for over 9000 points of text wall of justice damage points
No jones good game, good game no jones, no jones, good game, good game no jones.


 

Posted

would read again!


Here you come with a stupid name like Fixer - brutalkillz_

 

Posted

Very nifty m3z. It definitely gives me a few things to think about.

One thing I'd like to know is, where would you place Shiver (if at all) in an Ice/ offensive plan? Such as, spam Block of Ice until held then hit them with Shiver, Alternate between BoI and Shiver as you go, or just skip Shiver completely and spam BoI until held then unload with the Ice blast trio (assuming one is Ice/Ice)?


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

I actually would like your opinion. What do you think about the changes to Earth control in I12, where your target no longer has to be on the floor to effect... that coupled with the very fast recharging quicksand. Stacking tons of -def and procs with it.

You think that'll make it a lot more viable, on a Dom?


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Very cool guide, although I have to say, using pbaoes is bad enough, but building Dom by canceling a snipe has got to be one of the most cornball effects there is. And on top of that, you've given up a power slot for a snipe!


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

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dominate is the fastest animating hold in the game, it's got the TK of justice and it's [censored] psi, I mean come on.

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This alone has made the thread (and my day) for me.

I find the idea of slotting a range in dominate interesting. Currently, I have two purple procs (hold and ranged) slotted in dominate. My very rough testing with this in RV has shown some great results as dominate has become *very* bursty.

I completely agree that Mind/Psi is a powerhouse for pvp. My experience tells me that no other combo can throw out status effects like mind/psi (the new confuse will just make this better). Combined with the pretty much unresistable psi damage and recharge debuff(s), a mind/psi has several excellent tools at their disposal. The only point in which I probably differ with many people is that I prefer subdue over mind probe for pvp. I've been defeated too many times by people who waited for me to get into melee range before popping that bf.

Perhaps one of the things that I like the most about mind control for pvp is that I find it very easy to see if someone is buffed. If I'm having trouble landing dominate, chances are they are buffed.

Overall this is some great information.

Thanks




 

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One of the biggest problems I face on my Fire/Psi dom is lack of to hit buff. It's very hard for me to hit emped heroes, ATs with a lot of defense or lots of -tohit. I think Elec (with its BU) will help dominators a lot in this aspect.

I'll definitely give /elec a whirl when it comes out.


 

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I'm very curious about the performance of an Ice/Elec in pvp.


 

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One thing I'd like to know is, where would you place Shiver (if at all) in an Ice/ offensive plan? Such as, spam Block of Ice until held then hit them with Shiver, Alternate between BoI and Shiver as you go, or just skip Shiver completely and spam BoI until held then unload with the Ice blast trio (assuming one is Ice/Ice)?

[/ QUOTE ]I just shiver when ever it's up, in team matches its uses are limited, you may catch an offguard kin with shiver+temp webnade but in duels you always want it on your target since it allows you to out maneuver your opponent. With an ice/ice you'll be able to powerboost shiver making it very powerful -movement. I'd take the hold, immob, shiver, and jack from the primary. You can probably get away with spamming shiver on controllers/defenders but against blasters you have to try and shiver+webnade or BoI because if they're immob'd they'll still try and hit you from half the match and all you've done is put them in mez suppression. Sum it up(since I'm sure this is confusing/badly written) Not very useful for teams unless you're fighting against solo kin teams and then you can shiver+temp webnade, essential in duels against high tier dueling builds.

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I actually would like your opinion. What do you think about the changes to Earth control in I12, where your target no longer has to be on the floor to effect... that coupled with the very fast recharging quicksand. Stacking tons of -def and procs with it.

You think that'll make it a lot more viable, on a Dom?

[/ QUOTE ]I can't say I've put much thought into earth even after the fix, I know you can't slot achilles into the build which is a big downside. The set really only has that AOE slow going for it since the pet does lawl smashing damage and apparently just stands back and trows rocks. Sure the -def will be helpful against builds that do alot of -tohit but there are already builds currently that can deal with -tohit. It'll be an okay set I'm sure though, I'm not aware of all the procs you can slot into -def.

I'm also not totally sure how long the animations in stone are. One major thing I forgot and left out of my tips and tricks was the emphasis on dominators being able to maneuver and react quickly. Long animating sets in pvp are a death wish for doms who must react quickly to maybe an oncoming spike from a blaster or an AS from a stalker. There is very little room for error if you're pvping on a dom since your HP is low and you have no access to self heal. This is why I like to make builds with fast animating attacks like mind/fire for example. Other builds with more lag on the animations still work as well but you have to be alot more careful and there is less room for error, you need to anticipate alot more and assess what's going on around you before you do the long animating attack such as shiver or TF.

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Very cool guide, although I have to say, using pbaoes is bad enough, but building Dom by canceling a snipe has got to be one of the most cornball effects there is. And on top of that, you've given up a power slot for a snipe!

[/ QUOTE ]I think it depends on the set whether or not the snipe is useful or not. Fire for example has blaze so the snipe isn't so useful since blaze recharges so fast. But psi on the other hand, I can't tell you how many times I've two shotted people in practices with snipe+MP or snipe+sub due, if the devs had given psi a decent ranged attack maybe I wouldn't suggest it but it's the best psi gets. Also sting of the manticore is a good set and is really cheap :O. Snipe cancelling is the fastest way that I know of to build domination.
[ QUOTE ]
I'm very curious about the performance of an Ice/Elec in pvp.

[/ QUOTE ] Ice control's slows will make it a lot easier for you to get into melee range for elec's heavy hitters. I think the two will go together fine. I mean I can't really go into it too much because I haven't had the chance to pvp with elec. Elec is going to be my favorite secondary and I plan on three shotting people all over the place with the build. I'm still not sure whether I want to roll ice/elec or fire/elec myself though. But I might be in AoC before I decide anyways haha.


 

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Very cool guide, although I have to say, using pbaoes is bad enough, but building Dom by canceling a snipe has got to be one of the most cornball effects there is. And on top of that, you've given up a power slot for a snipe!

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Pvp then comment. There is no faster way of building dom than with a snipe. Getting dom up is key. So your cornball move is what people who read the first link about playing to win will use.


Duel me.
I will work on my sig pic more when I have time.

 

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there is a lot of good info there. thanks m3z. and as to those who think building dom with snipe is "cornball" maybe your right but when you goal is winning, you do what you need to do. i would imagine the devs think this is a bug so it will probably be nerfed eventually but until then, i'll still use it on my fire/psy both in pvp and if dom drops while farming (thank you whoever stole 3 lotgs, a purp set and 3 decimations from me)


 

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And on top of that, you've given up a power slot for a snipe!

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One COULD say that you gave up that power slot... and enhancement slots... for set bonuses that are just about best inf/bonus in the game.


 

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Jump cancelling – This is a bit more of a universal thing. Jump cancelling(it's just what I call it) is when you completely cancel the animation and rooting of the attack. You still cannot attack during the duration of the animation but you may move and position yourself for the next attack. Very very useful for long lag attacks like total focus. I still don't fully understand how to do it, I've tried to test it before. I've noticed it happens a lot more when you kite, if you're moving fast away from someone while doing the attack. This especially happens when you have IR on you. If anyone knows anymore about it I would sure like to know.
Example can be seen at 2:30 - http://www.youtube.com/watch?v=-gv1JB_xvZM

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I can make a video with an example of an intentional jump cancel. I do it all the time when using Poisonous Ray after Dominate. The cancelling comes when you use a power with a quick hit check and small delay in animation (i.e. Dominate or Power Bolt). If you're landing while the animation is finishing off, you can click a new power that will start to activate before the animation can register. You have to jump or turn to do it though. That's why in the video you see it after a quick turn. I never strafe so I get a lot of them.

2:18 of this video is another good example.


 

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[ QUOTE ]
[ QUOTE ]
Jump cancelling – This is a bit more of a universal thing. Jump cancelling(it's just what I call it) is when you completely cancel the animation and rooting of the attack. You still cannot attack during the duration of the animation but you may move and position yourself for the next attack. Very very useful for long lag attacks like total focus. I still don't fully understand how to do it, I've tried to test it before. I've noticed it happens a lot more when you kite, if you're moving fast away from someone while doing the attack. This especially happens when you have IR on you. If anyone knows anymore about it I would sure like to know.
Example can be seen at 2:30 - http://www.youtube.com/watch?v=-gv1JB_xvZM

[/ QUOTE ]

I can make a video with an example of an intentional jump cancel. I do it all the time when using Poisonous Ray after Dominate. The cancelling comes when you use a power with a quick hit check and small delay in animation (i.e. Dominate or Power Bolt). If you're landing while the animation is finishing off, you can click a new power that will start to activate before the animation can register. You have to jump or turn to do it though. That's why in the video you see it after a quick turn. I never strafe so I get a lot of them.

2:18 of this video is another good example.

[/ QUOTE ]can you clarify this, do you mean if you use a short animation like dominate or powerbolt where the damage hits the target immediately you'll be able to skip the next animation if you're close to the ground?

Also I'll work on the post you've all been waiting for, pvping with doms in 8v8 villain v. villain teams :O(When I get home)


 

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Wouldn't energy be higher on the rank for assault because it can actually knock people back with power push now?


 

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They should nerf jump cancelling, as it's one of the several issues that make melee pretty LOL in PvP. Attacks need to root, for the sake of balance.

Until then, use M3z's advice. His guide is good.

On Earth: it's better for PvP these days, but it is largely location based, and location based powers in PvP are very subpar. Perhaps more effective in smaller arena maps, though.


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WARNING: I bold names.

 

Posted

It may be effective, but it's still cornball.


I understand that the Domination mechanic isn't really designed for the PvP game, and you do what you have to to win.

However, if CoH PvP were better balanced and it was serious enough, tricks like building Dom using an interrupted snipe would be considered poor sportsmanship, and would be frowned upon and probably against tournament rules.


It's certainly as cornball as TP Droning, which is of course also not against any rules, but definitely a cheesy move that one uses only if you can't beat your opponent in a real fight.

I'm not denying that it's a move that is forced upon Doms in PvP because of how Domination works, but that doesn't make it any less cornball.



It is however, Highly amusing that the best slotting for a Dom snipe involves a ton of recharge and endurance reduction and pretty much nothing else.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

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It may be effective, but it's still cornball.


I understand that the Domination mechanic isn't really designed for the PvP game, and you do what you have to to win.

However, if CoH PvP were better balanced and it was serious enough, tricks like building Dom using an interrupted snipe would be considered poor sportsmanship, and would be frowned upon and probably against tournament rules.


It's certainly as cornball as TP Droning, which is of course also not against any rules, but definitely a cheesy move that one uses only if you can't beat your opponent in a real fight.

I'm not denying that it's a move that is forced upon Doms in PvP because of how Domination works, but that doesn't make it any less cornball.



It is however, Highly amusing that the best slotting for a Dom snipe involves a ton of recharge and endurance reduction and pretty much nothing else.

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Actually your wrong, Twixt Skills (never played w/em but i hear he's a Tp Droner) take none, while building dom ASAP in arena match does. If you dont get it up quick enough some builds will ruin you.

And guess what i havent even pvp'd in Arena duels with a dom, and still know that.

Be sure to reread the article M3z posted.


 

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Great guide m3z!

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Phase (if you have a build with aim or BU and feel like you wanna be trixxy) I'd only suggest phase if you aren't going the mu patron root.

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Could you clarify that? I was thinking about changing my ice/psi from medicine to phase but what does the mu patron have to do with it? I had the pet for 1 week (ice/psi) and didn't really notice it healing me or anything reliable. I know phase might be a waste on arena for my build since the timer is fast and I can't BU nor Aim someone who gets at me.

But I don't get the Mu patron part, I actually only have charged armor and will have powersink again but fist I wanna achieve permadom (60% almost there).

Thanks!


 

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I'm pretty stoked for /elec. It will provide doms with a great early maturing secondary. It will be awesome for sc if zone pvp is up your alley.

Also the snipe comes in time for sc so snipe dom building will be an option in that zone which is pretty cool.

Not only that but /elec will be one of the top tier shw dueling secondaries too because of high damage and tohit buff.

Looks to be a home run on behalf of the devs and the first time in the game where elec attacks &gt; energy attacks lol.

I'm torn between mind/elec and ice/elec though. I can see with the kb changes (while in domination) hitting bu&gt;lev&gt; and then 3 shotting them before they even get up.

But I've already got a 50 mind/kin and have never played ice control.

What do you feel is going to be the better zone build M3z and the occasional shw arena duel toon? (assuming of course the broken confuse gets changed soon).


 

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Nice dominator ownage guide


I agree with everything said. I still prefer ice control over mind just because I like ice. Mind is better because of TK, but I still like ice. The -recharge is very nice. Id like to take a shot at a duel with you m3z.


 

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[ QUOTE ]
It may be effective, but it's still cornball.


I understand that the Domination mechanic isn't really designed for the PvP game, and you do what you have to to win.

However, if CoH PvP were better balanced and it was serious enough, tricks like building Dom using an interrupted snipe would be considered poor sportsmanship, and would be frowned upon and probably against tournament rules.


It's certainly as cornball as TP Droning, which is of course also not against any rules, but definitely a cheesy move that one uses only if you can't beat your opponent in a real fight.

I'm not denying that it's a move that is forced upon Doms in PvP because of how Domination works, but that doesn't make it any less cornball.



It is however, Highly amusing that the best slotting for a Dom snipe involves a ton of recharge and endurance reduction and pretty much nothing else.

[/ QUOTE ]

The words cornball and cheesy make me think you skipped the very first link in the guide. Playing to win. Adding fake rules and boundries do nothing but slow you down.


Duel me.
I will work on my sig pic more when I have time.

 

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Have my babies.