Best (PvP) build for a dominator?


apple_eater

 

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...Wow! Just... wow! Good tip! I suppose its meant to be a boon to people who've chosen sub-optimal sets that dont HAVE big damage attacks in them.

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Y'know, that may be the first logical reason I've heard as to why pool attacks do more damage than some in-set attacks. It's still a stupid reason, but at least I can see the logic behind it. I think it's an excuse to say "Yeah, your powerset is pretty terrible in PvP, just take Flurry and you'll be fine."


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

qr

the proposed dom changes will likely have NO impact on pvp (well no positive impact) because the damage attacks do is almost entirely based on cast time (which is likely not changing).

The recharge and pve base damage modifiers seems to play almost no role in determining pvp damage.

*IF the base damage gets the domination buff factored into them for pvp that would be pretty insane for doms, though not necessarily unwelcome.

I much more likely expect the damage boost of domination to be stripped and NOTHING done to the attacks for at least a couple issues. but that is just the realist in my talking.


 

Posted

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[ QUOTE ]
...Wow! Just... wow! Good tip! I suppose its meant to be a boon to people who've chosen sub-optimal sets that dont HAVE big damage attacks in them.

[/ QUOTE ]
Y'know, that may be the first logical reason I've heard as to why pool attacks do more damage than some in-set attacks. It's still a stupid reason, but at least I can see the logic behind it. I think it's an excuse to say "Yeah, your powerset is pretty terrible in PvP, just take Flurry and you'll be fine."

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I fear this may devolve the discussion into something other than its original purpose, but to play devil's advocate, the purpose of the recent changes (regardless of the merits and disadvantages of their execution) was to make PvP more accessible - to make it so that no one ever gets that "sorry, you chose the wrong powerset - reroll or be useless" experience again. Obviously its far from perfect both in terms of accomplishing this goal and in various other ways, but looking at it from that purspective, buffing up the power pool attacks is actually an excellent idea.

Now, some might argue that choosing the right powersets is part of the strategy that goes into being good at PvP and shouldn't be taken away, and I tend to agree, to a point, but something to remember about superhero games, as opposed to most other games, is that for most people powerset choices have at least as much to do with character concept as strategy. If you are trying to build a character to fit a certain theme or image, then "dark blast sucks; play /psi instead" is not an option. Also, on a less RP-related note, most of the people they're trying to recruit are likely to build their characters for PvE first, and maybe give PvP a whirl as an after-thought, if they feel bored one day. Such people will be unlikely to stay if the main character they've put years into is completly gimped.

Now, all that being said, it seems, to this inexperianced observer, that somethign has gone too far when a tier-1 pool attack is better in every measurable way thant he highest damaging attack of the highest ST melee DPS set there is, but in principal, it makes a certain amount of sense.


 

Posted

[ QUOTE ]
qr

the proposed dom changes will likely have NO impact on pvp (well no positive impact) because the damage attacks do is almost entirely based on cast time (which is likely not changing).

The recharge and pve base damage modifiers seems to play almost no role in determining pvp damage.

*IF the base damage gets the domination buff factored into them for pvp that would be pretty insane for doms, though not necessarily unwelcome.

I much more likely expect the damage boost of domination to be stripped and NOTHING done to the attacks for at least a couple issues. but that is just the realist in my talking.

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Obviously I havent seent his news you speak of, but why would domination NOT affect PvP damage? It does now, does it not?


 

Posted

[ QUOTE ]
[ QUOTE ]
qr

the proposed dom changes will likely have NO impact on pvp (well no positive impact) because the damage attacks do is almost entirely based on cast time (which is likely not changing).

The recharge and pve base damage modifiers seems to play almost no role in determining pvp damage.

*IF the base damage gets the domination buff factored into them for pvp that would be pretty insane for doms, though not necessarily unwelcome.

I much more likely expect the damage boost of domination to be stripped and NOTHING done to the attacks for at least a couple issues. but that is just the realist in my talking.

[/ QUOTE ]

Obviously I havent seent his news you speak of, but why would domination NOT affect PvP damage? It does now, does it not?

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dev digest --> Castle.
in short
domination is being stripped of its damage buff and it is being worked in to the base damage for pve. PvP damage is not calculated the same way and I believe it will be a several issue long oversight that the damage buff that dom used to bring is "forgotten" to be applied somehow to pvp damage.


 

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... but... but... *darth vader voice* NOOOOOOOooooooooOOOOOOOO!!!11111ELEVENTYONE!!!!11! !!!!

I hate it when they take the fun out of the really high end builds! Ahh well. At least, it still adds mezz time.


 

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Yeah, which is being stripped from you in PvP.


"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

Depressingly true. I cant' help thinking that Domiantion should still affect PvP mezzes, just at their reduced base value. Ahh well. It does mean I can build for other things than perma-dom with my PvP build. Probably cheaper.

*is steadfastly looking on the bright side*

EDIT: I have to say, it will be an interesthing excercise. My heroes are all illusion controllers, adn my villains domintors, so ive never actually desigend a build to maximize anything but recharge (with recovery and health as secondary concerns).


 

Posted

[ QUOTE ]
qr

the proposed dom changes will likely have NO impact on pvp (well no positive impact) because the damage attacks do is almost entirely based on cast time (which is likely not changing).

The recharge and pve base damage modifiers seems to play almost no role in determining pvp damage.

*IF the base damage gets the domination buff factored into them for pvp that would be pretty insane for doms, though not necessarily unwelcome.

I much more likely expect the damage boost of domination to be stripped and NOTHING done to the attacks for at least a couple issues. but that is just the realist in my talking.

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Some AT damage modifiers do actually play a role. This is why blasters do more damage than corruptors/dominators and why scrappers do more damage than tankers/brutes with similar attacks. If they remove the damage bonus from domination it would only make sense for them to increase the damage modifier of doms in PvP.


 

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I agree it would make sense and said as much. I just have a sneaking suspicion is won't happen for several issues do to "an oversight".

I'd like to be incorrect.


 

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On anunlretaed ntoe, how does hold times and superssion in the new PvP work with Telekinesis?


 

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From what I heard it's a 6 second autohit hold. Can't guarantee that though.


 

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better than 4 seconds witha n accuracy check, I suppose.


 

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Yes, that's why a mind something is almost a requirement for the arena teams right now. The autohit hold that sets up stalker AS is just too easy of a strategy to pass up. I think it might even be unresistable...that is it holds for the whole time, no matter what. But I'm not sure on that.


 

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TK's hold pulses every so often, and each pulse is resistible (if I remember right). I was CM'ing Slax's Ice Tanker during internals a few weeks back and he was saying that when he got hit with TK it was held->unheld->held->unheld in rapid succession.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."