Villain ATs for Dummies please?
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Stalkers seem to work best on the strike, run and hide, strike tactics. It might seem strange on a team, but this really does work well. Assassin strike, take a couple of strikes, then run around the corner to get hide back, and return - repeat. Their Crit Inherent only works when they are hidden, and the Assassin Strike does best when hidden, so really - this tactic makes a lot sense.
[/ QUOTE ]Er, no, it doesn't, and in fact, never was only while hidden.
Pre-buffs, Stalkers had a 20% chance to crit out of hide against a held, slept, or stunned target. Post-buffs they now have a 15% chance to crit outside of hide, that increases with the number of teammates near you (I think 15 feet?)
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In PvE, stalkers had guaranteed crits, as I recall ,vs. the mezzed (slept/held/stunned, I think it was) npcs.
The 20% vs. the appropriate mezzes is only in PvP and still remains.
The PvE out-of-hide crit chance is 10+3/nearby teammate %. So base 10%, max of 31%
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I think of Dominators as more like Blasters with better control powers.
On Dominators, if you plan to solo them, Go with Melee Attacks, they do more damage and will help you level faster.
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And "hit and run" tactics are only effective while soloing as a Stalker; on a team you provide far more damage sticking around and fighting and playing hit and run has a good chance of getting you kicked and will likely get you one-starred and commented whether kicked or not. Yes, your attack chain doesn't develop until relatively late for most sets when compared to Scrappers and Brutes, but it's still better than AS...wait...AS...wait...
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Signed for well spoken truth. Unfortunately some players still hear that's the way stalkers play and "that's why they suck and I never invite them" from people who should know better by now.
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Stalkers seem to work best on the strike, run and hide, strike tactics. It might seem strange on a team, but this really does work well. Assassin strike, take a couple of strikes, then run around the corner to get hide back, and return - repeat. Their Crit Inherent only works when they are hidden, and the Assassin Strike does best when hidden, so really - this tactic makes a lot sense.
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I avoid hit and run tactics. A.) it's boring and B.) it's unnecessary. Stalkers can learn to scrap very well. You need to know how to slot your secondary to have the staying power to scrap down EBs on challenge level 4 or 5, but it's more than doable.
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Dominators seem to me to be like Controller with a secondary that is mix of scrapper primaries and blaster secondaries. I really like Dominators because of the domination inherent. Just when you think Dominators are out of the mix because they have no endurance - they can pop that Domination and they will be fully charged with end and doing extra damage. (I am quite baised toward Dominators on the villain side)
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I like doms too. Dominators actually can handle very large groups of foes single-handedly if you can keep the "plates on sticks" mentality going. A good dom doesn't even get scratched. You'll be reading the forums and someone will say something about dominator's having low health and you'll say "low what? Oh you mean that green bar? Yeah never seen it move".
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Pet control can really make or break a mastermind.
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I agree with this as well. Masterminds who can't control their pets not only end up dead, but end up with dead team mates when their pets run wild and end up aggroing half the map.
Good pet control is everything with an MM. If you've got it, you can steamroll almost anything.
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On Dominators, if you plan to solo them, Go with Melee Attacks, they do more damage and will help you level faster.
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As of I-15 it won't matter anymore. Doms are getting attack powers buffed to Domination levels plus some across the board (but removing buff during domination). Ranged powers do marvelous in Domination right now, so they'll be just fine for leveling.
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The pets you can summon are a double-edged sword. They allow you to save your own end for your buffs/debuffs, but they require constant attention.
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until level 32, depending on your set. After which, you can pretty much run on CL 5 and read the forum at the same time. :-)
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I'd go with kinetics for the win myself.
If not, I'd go with the rad.
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I think /rad and /kin are equally good, albeit for different reasons. /rad was the first set I played with a corruptor, so it has a special place in my cold black villanous heart (and those debuffs are something else)
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The pets you can summon are a double-edged sword. They allow you to save your own end for your buffs/debuffs, but they require constant attention.
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until level 32, depending on your set. After which, you can pretty much run on CL 5 and read the forum at the same time. :-)
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QFT
Heck, with Force Field you can run on Relentless, read the forum and play Pokemon at the same time.
A long time ago, I came up with this explanation for the Villain ATs. The Villain ATs PLAY like a certain Hero AT, but their ROLE is different:
Brute - Plays like a Tanker, but is a damage dealer like a Scrapper.
Stalker - Plays like a Scrapper, but does massive damage and needs to have aggro drawn off like a Blaster.
Dominator - Plays like a Blaster, but holds foes for the team like a Controller.
Corruptor - Plays like a Defender and... well... has the role of a Defender. With more damage.
Mastermind - Plays like a Defender/Controller, but takes hits for the team like a Tanker.
The Dominator and Mastermind really split the role of the Controller between them, the Dominator has the control powers, while the Mastermind is the main pet user. MMs can also buff the team like Corruptors can, which further make them like Controllers, they just can't hold. Unless they're Dark...
And with the damage buff coming up, Dominators should be even more like the hybrid between Controllers and Blasters. They will become more the main ranged damage dealers, instead of Corruptors. (Although Corruptors will still have the better AoE damage)
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Pretty much all villain ATs are a hero AT mixed with a Blaster, except Brutes.
Brute = Scrapper + Tank. Average the two out and you get something with more survival than a Scrapper, but less damage (until their +DMG hits really high values).
Stalker = Scrapper + Blaster. They do high sustained damage and great burst, and AS is like opening with a snipe. Since they're averaged, Stalkers are squishier than Scrappers. But more durable than Blasters, of course.
Corruptor = Defender + Blaster. Less support ability (on par with Controller) but more damage than a Defender. But less than a Blaster.
Dominator = Controller + Blaster. Controls in tact, but you trade support skills for melee + range powers. Damage is actually pretty low right now, but it's going to go up with the dom buff soon.
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Masterminds are Villain AT's too!
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Yes, and one of my favs. But it's hard to describe them, unless you want to say "Masterminds can be anything, but in general, they're a 6-person team."
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I'd say more effective in same cases than a team. I've heard horror stories of team wipes and I can safely say that my defeats are highly limited. With the ability to bodyguard, I've been able to take on bosses that had I been on any other toon would be dead in one hit. In the case of Nosferatu, I was easily dead in 2-4 hits if I didn't watch my hp and use respites; but he is a diff story...
If an MM couples his minions with Presence PP... all I can say is OMG. Bots + FF + Presence == insane tankage.
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D'oh!
Ok SuckerPunch, and the Guide to Guides need to update their shizzle!
There's the whole Pain Domination secondary for Corruptors!
THAT'S the one with the Fortitude/Clear Mind/Adrenaline Boost versions for Villains.
I'm still leaning toward Rad, tho, as some of the powers sound very fun to use, and I already have a couple of Emp Defenders, Hero-side.