Rate each AT in pvp.


Alexandros

 

Posted

Ok, there was a thread like this a while back, but quite a few things have changed, with the pvp changes, buffs and debuffs, along with two new Archetypes (ok new as in they came out since the thread.) So here is how it works, you make a list starting with the archetype you think is overall best in ZONE pvp, and ending with the one you think is the worst overall. The list should include EAT's and blue and redside archetypes.


 

Posted

1. Corr
2. Blaster
3. Dom
4. Stalk
5. Cont
6. Widow
7. Scrap
8. Brute
9. Tank
10. Defenders
11. MM
12. Soldier
13. Kheldians

Just my opinion, bit biased towards non-melee types cause lolmelee

Also imo Defenders have fallen so far in zone pvp from past issues. Pre DR I would have said Defenders were top 3 AT for zone.


 

Posted

Yeah I was a bit suprised you rate them so low.


 

Posted

Should probably split khelds into pbs and ws. Pbs are actually pretty decent in pvp and ws are the suck. My list would go ranged damage ats blaster corrs doms fenders and pbs last. Then the melees with tanks way out in front. throw the veats in then ws dead last. mind at any time the person playing and the build can move the positioning all around.


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

 

Posted

I think the list is gonna move around a bit depending on the zone. I would put Stalkers and Blasters way at the top in the lower zones, but they will move down some in RV. Corrs and Doms will rate lower in SC, but move to the top in RV.

In general I think, with the exception of Stalkers, villain ATs don't hit their stride until at least Warburg.


 

Posted

1. Cont
2. Blaster
3. Corr
4. Tank
5. Dom
6. Defender
7. Stalker
8. Brute
9. Scrapper
10. Widows/Fort
11. MM
12. Kheld
13. Soldier

This is for mostly arena based game types with Max IOs and Max skilled player.


 

Posted

Assuming the best possible PvP combination, with DR on, it'd go something like this:

Blaster
Dominator
Stalker
Corruptor
Controller
Defender
Scrapper/Tankers
Brutes
PB
VEATs
WS

Right now no decent blaster should lose to a squishy in a 1vs1 with DR on, although things might change with the removal of heal decay in the future, and doms will most definitely surpass blasters in i15 if the proposed changes go through.


 

Posted

1. Blaster
2. Corr
3. Dom
4. Stalker
5. Scrapp
6. Defender
7. Troller
8. VEAT
9. Brute
10. Tanks
11. MM
12. Khelds

This is just my 0.02.


 

Posted

Sorry for my questions cause I just came back to CoX.

What happened to MMs that made them so bad? They used to dominate pvp :/, did they get rid of Bodyguard?

And stalkers back on top? Wasn't it only a year ago when they were deemed a noob gimmick that can only perform against defenseless and unaware players who aren't even there to pvp in the first place?

I notice they nerfed ET in EM, that's huge, that was the one power that raised that set above all other melee sets. Without the ET/TF combo, there's really no tank/brute that can still be an offensive threat, unless they somehow buffed all the other sets, which probably didn't happen. And without the AS/ET/TF chains, no stalker really has a good damage combo they can perform quickly to get an instant kill and then get the heck out before they themselves get hit, so how are they ranked so high?

These observations are still based on my prior experience pvping before all the IO stuff. Have IOs completely altered the inherent nature of all ATs at this point?


 

Posted

1) Blaster
2) Defender
3) Corruptor
4) Dominator (with the new changes)
5) Stalker
6) Troller
7) Scrapper
8) Tanker
9) Brute
10) Mastermind
11) Bane
12) Fortunata
13) Widow
14) Peacebringer
15) Crab
16) Warshade


 

Posted

[ QUOTE ]
Sorry for my questions cause I just came back to CoX.

What happened to MMs that made them so bad? They used to dominate pvp :/, did they get rid of Bodyguard?

And stalkers back on top? Wasn't it only a year ago when they were deemed a noob gimmick that can only perform against defenseless and unaware players who aren't even there to pvp in the first place?

I notice they nerfed ET in EM, that's huge, that was the one power that raised that set above all other melee sets. Without the ET/TF combo, there's really no tank/brute that can still be an offensive threat, unless they somehow buffed all the other sets, which probably didn't happen. And without the AS/ET/TF chains, no stalker really has a good damage combo they can perform quickly to get an instant kill and then get the heck out before they themselves get hit, so how are they ranked so high?

These observations are still based on my prior experience pvping before all the IO stuff. Have IOs completely altered the inherent nature of all ATs at this point?

[/ QUOTE ]



Wb Star.

MMs are about where they used to be. Hell pain dom mms are probbaly one of if not the toughest toons out there atm.


Stalkers can still wipe nubs out pretty quick. And in the right hands both elec/ and em/ can still do very good.


SS is now THE set for tanks. When they 'fixed' pvp they changed the way attack damage is based. So now longer animations do more damage. With this hurl and the attacks in stone mastery being pushed by rage hit like a ton of bricks.

For the last thing, yes ios change alot.


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

 

Posted

Well Star, remember, these ratings are very subjectified and many of these opinionated ratings come from those who play a very nitch PvP game and are from what they've personally experienced over however long they've PvPed. So to get a more accurate answer, you'd have to ask the individual 1. what do type of PvP do they normally do? 2. How long and how often do they do this type of PvP? From the sound of things, you seem to have been an Arena PvPer. If so review my ratings as I've tried to be as objective as possible with them for Arena play.


 

Posted

1. Stalk
2. Scrap
3. Blaster
4. Tank
5. Brute
6. Corr
7. Widow
8. Kheldians
9. MM
10. Defenders
11. Soldier
12. Dom
13. Cont


 

Posted

1 Corr
2 Blaster
3 Stalker
4 Dom
5 Defender
6 Tank
7 Brute
8 Scrap
9 Cont
10 Veats or a little higher
11 MM
12 Khelds


 

Posted

Blaster
Dom
Stalker
Kheld
Corr
Defender
Tank
Scrap
Troller
Brute
Veat
MM


 

Posted

Thanks for the info Con . Well if MMs are where they were when I left, that should mean they're still pretty darn strong. Yet so many people here are rating them near dead last. I wonder if a large portion of players still don't understand how Bodyguard works? Is that it?


 

Posted

If you simply do not attack an MM they don't have to offense, for the most part, to hunt trap and kill you. In the end, theyre like attack Tanks with out taunt.


 

Posted

The sad truth is most arena pvp is dead and gone. This leaves zone pvp where mms for the most part are at a huge disadvantage thanks to npcs. I will say a good mm turtle is pretty tough to crack though.


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

 

Posted

Yea npcs are a hassle but a good MM who is aware of his surroundings should always be on the look out for when to pull his henchmen back. Generally speaking, minion level mobs are little to no threat, an MM should be more than able to handle an opponent in addition to 1 or 2 minions at the same time. 1 Lt is also ok, only bosses and big mobs pose a problem. But an MM who just recklessly lets his pets lose on auto attack and attracts a ton of aggro speaks more about the player than about the class itself.


 

Posted

Npcs are alot tougher than when you left.


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

 

Posted

[ QUOTE ]
Yea npcs are a hassle but a good MM who is aware of his surroundings should always be on the look out for when to pull his henchmen back. Generally speaking, minion level mobs are little to no threat, an MM should be more than able to handle an opponent in addition to 1 or 2 minions at the same time. 1 Lt is also ok, only bosses and big mobs pose a problem. But an MM who just recklessly lets his pets lose on auto attack and attracts a ton of aggro speaks more about the player than about the class itself.

[/ QUOTE ]

ok... well while your doing all this micro managing, the 2 blasters and an SS tank just came and bum rushed you to the ground. And if your not dealing with NPCs, players don't even mind you... If i were a zone MM i'd pick up taunt because all they really set up in a pvp zone is a little mini base for villains and this mini base or huddle is more a psychological advantage for the vills than anything effective kinda like standing in dispersion bubble in SC lol. idk man MMs are a tough AT to play well. They'd do well in an enclosed area... the bigger the place is the less effective they are. But should they be uber effective in PvP while having that much bag o HP? Tanks aren't... so its what you chose... less offensiveness for more Meat.

on a side note my tank can't even handle Lts. in RV and i have to phase to tank in PvE lol. They are slightly changing NPCs in zones in i15 this however will not really help MMs all that much.


 

Posted

Star_Eater, I am well aware of bodyguard mode, Masterminds have an AWESOME amount of defense especially paired with their debuffs. They also do OK damage, but thats not the point. Masterminds are practically IMMOBILE. They are like tank of the battle field. (VEHICLE tank, not the AT). Sure they are tough, and you damn better stay away from them. Which is exactly what they do.

ANYONE with half a brain can just COMPLETELY AVOID a MM in a pvp zone, so they do. Which results in the MM not getting many kills at all.


 

Posted

[ QUOTE ]
Yea npcs are a hassle but a good MM who is aware of his surroundings should always be on the look out for when to pull his henchmen back. Generally speaking, minion level mobs are little to no threat, an MM should be more than able to handle an opponent in addition to 1 or 2 minions at the same time. 1 Lt is also ok, only bosses and big mobs pose a problem. But an MM who just recklessly lets his pets lose on auto attack and attracts a ton of aggro speaks more about the player than about the class itself.

[/ QUOTE ]

Your necro/poison was a beast back in the day.

Totally thread jacking this.


 

Posted

Mastermind's are an incredibly powerful AT if you attempt to fight one head on. Thing is, that's the only way they can fight; when an opponent chooses to fight them.

So yes, they are very, very powerful. But they're also immobile. Just choose not to fight them and you're good.


 

Posted

[ QUOTE ]
Mastermind's are an incredibly powerful AT if you attempt to fight one head on. Thing is, that's the only way they can fight; when an opponent chooses to fight them.

So yes, they are very, very powerful. But they're also immobile. Just choose not to fight them and you're good.

[/ QUOTE ]

As others have stated, MM's can be very powerful, if you decide to take them head on. However, if you do not, then they aren't all that tough.


I'd say, one of the most effective uses of an MM, and others have stated this as well, in zone is to sorta "setup" an in zone base camp/sanctuary, where villains can run to when they need support/heals/buffs. But even then it's not fool proof. One thing that an MM "can" do requires two people thinking on their feet. Basically, the MM can have his buddy go out and Webnade a target (so that he can't jump) and then the MM can target that web'd player and TP-Foe him into his armada. If there are a couple of location slows in place and you have some teammates there to provide more damage, chances are the target is not going to escape, unless he's fast enough to pull of phase.


But yea, dueling an MM can be a totally different story.