Team PvP - What Works?
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- Most useful AT's in a CoV PvP team? Corruptors and stalkers seem to be the main ones. Just how effective are Dom's though as they seem quite weak in PvP compared to trollers?
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Doms are good but require heavy support and a good player behing the keyboard. Doms are suppar compared to trollers.
Thing is dominators are very very squishie and need teams to back em up. In team PvP you want the dom on special assigments, like toggle dropping and slows and holds. So I would recommend going ice / nrg or mind / nrg for the best team build. You can skip that and make a damage build with fire / fire, but again this build will require heavy support.
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- Target identification. Who are the big threats on hero teams and how should teams target them? I've seen some people will have a 'targetter' and he will pick targets with rest of the team targetting through him. Is this effective or does it leave teams a little inflexible?
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In your normal PvPzone fights its not needed, its more like kill what you see. But for team matches in the arena its very important to have a targetter cause you will never kill anything against a good team without.
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- In large raids, 10 people plus, how should teams be coordinated? Should they be 8 man, should they be divided by AT or balanced?
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Ballance allways, In PvP you need buffing and its darn hard to buff without being on the same team. Also how are you gonna heal? Allthou making a MM cell might be good for defending bases. But this cell should split up and join the other teams as soon as the opponents get a foothold in the base.
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- Killer powersets on CoV. I've seen Ice/Ice Corruptors in operation, I know stone brutes resistance to toggle drops coupled with a kinetic work well but what are the other effective sets? Force Field MM's seem particularly effective in defending raids/PvP zones but are quite poor in attacking raids as they're normally unable to summon.
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Get a MM with the force bubble for both, its darn annoying. Besides that never use MMs in an attack. MMs arent really good for zone PvP, they are too squishie, and with their low hp they are getting 2 hit killed way too fast. Even with good buffing and healing their hp are too low. But they can be cool seeing as they have tons of damage.
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- CoV Inherents. These are great compared to CoH ones but the best ones seem to come into play in PvP quite rarely. Rage and Scourge are great and make a big difference but how often is Domination utilised? I've found that Dom's have a tough time filling the bar in PvP.
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Scourge is one of the best inheirents in the game, only containment is better. Domination is the reason you need really really good support for your doms, if you dont have good support they will die. Its imposible to build up good fury against good players, unless you use PvE.
Stuff in general.
A PvP team consists of a main support team that can support it self, meaning not get killed using heals and buffs. And have enough support to buff the [censored] out of 2 damage dealers who will allmost get all the kills. These 2 build are what is gonna be your damage. That the most simple team plan I can tell ya.
A good support team for villains consists of 1-2 thermals, 1 kin, 1 sonic. The combination of heals and good shields means they really cant be killed very easily. Then you add a cold for some debuffs. This team would make an excelent support team for 2 stalkers and 1 dom. You also might wanna get a MM with forcebubble to disrupt the connection between the other teams healers and buffers so its easier to take em down.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
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Get a MM with the force bubble for both, its darn annoying. Besides that never use MMs in an attack. MMs arent really good for zone PvP, they are too squishie, and with their low hp they are getting 2 hit killed way too fast. Even with good buffing and healing their hp are too low. But they can be cool seeing as they have tons of damage.
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Have to disagree with this, as someone who plays an MM in Zonal PvP (mainly Sirens with my MM). Whenever the villains get pushed back to their base due to overwhelming numbers of heroes in the zone, I usually always log to get my Rob/Dark MM - there's no better AT for a beach-head defence/counterattack. Even in a sub-par build (waiting to respec at 42), I can usually cause havoc amongst the heroes camping out in the water (taking out/disabling their support, debuffing their attack, moving on to downing Blasters and Blappers) - to the point where I quickly become a high-priority target. Yes, 2-hit kills suck, but I normally kill far more than kill me - and I7 changes to MMs could make this a much less common occurence. I think a coordinated group of MMs could be devastating, but there just aren't the numbers available to make that a reality; failing that, good support from Thermal/Son Corruptors really help in making MMs less easy targets.
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A good support team for villains consists of 1-2 thermals, 1 kin, 1 sonic. The combination of heals and good shields means they really cant be killed very easily. Then you add a cold for some debuffs. This team would make an excelent support team for 2 stalkers and 1 dom. You also might wanna get a MM with forcebubble to disrupt the connection between the other teams healers and buffers so its easier to take em down.
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Depending on the environment, I'd be tempted to swap out of the Stalkers for a Brute - much like Doms, they need careful support for their inherent power to be fully effective in a team situation, but once it's charged it can be utterly devastating (and with sufficient support, it doesn't matter if they get toggle-dropped or not).
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
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Have to disagree with this, as someone who plays an MM in Zonal PvP (mainly Sirens with my MM). Whenever the villains get pushed back to their base due to overwhelming numbers of heroes in the zone, I usually always log to get my Rob/Dark MM - there's no better AT for a beach-head defence/counterattack. Even in a sub-par build (waiting to respec at 42), I can usually cause havoc amongst the heroes camping out in the water (taking out/disabling their support, debuffing their attack, moving on to downing Blasters and Blappers) - to the point where I quickly become a high-priority target. Yes, 2-hit kills suck, but I normally kill far more than kill me - and I7 changes to MMs could make this a much less common occurence. I think a coordinated group of MMs could be devastating, but there just aren't the numbers available to make that a reality; failing that, good support from Thermal/Son Corruptors really help in making MMs less easy targets.
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The problem isnt that MMs dont have uses, but against really good teams they are just cannon fodder. Good teames have buffed blasters that will just kill you from range through shields. A MM against really good teams are just a liability right now, later on with the changes I would imagine the get many uses, but right now I dont really see them on teams.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
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The problem isnt that MMs dont have uses, but against really good teams they are just cannon fodder. Good teames have buffed blasters that will just kill you from range through shields. A MM against really good teams are just a liability right now, later on with the changes I would imagine the get many uses, but right now I dont really see them on teams.
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An MM is no more a liability than any other player, really - to put a spin on it, a buffed MM will just kill a Blaster from range through shields. It takes a lot of effort, and a good sense of bluffing to play an MM well - sending in pets from different directions, moving away and into the fray with randomised movement, working with your team to isolate key targets and more besides, with probably many more things I've yet to learn.
Granted, I can see how people could get highly frustrated by the role, but you can glean a certain amount of satisfaction from stopping Blappers dead in their tracks before they can get their next squishy kill, having Regens crawling away from your Tar Patch in a futile effort to escape from the "easy-target", watching Kheldians TP at the last minute only to be dropped by the last round of Plasma fire, and having all manner of heroes scream "omg get taht mm ffs hes worse than teh Dom" over /b...
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
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An MM is no more a liability than any other player, really - to put a spin on it, a buffed MM will just kill a Blaster from range through shields. It takes a lot of effort, and a good sense of bluffing to play an MM well - sending in pets from different directions, moving away and into the fray with randomised movement, working with your team to isolate key targets and more besides, with probably many more things I've yet to learn.
Granted, I can see how people could get highly frustrated by the role, but you can glean a certain amount of satisfaction from stopping Blappers dead in their tracks before they can get their next squishy kill, having Regens crawling away from your Tar Patch in a futile effort to escape from the "easy-target", watching Kheldians TP at the last minute only to be dropped by the last round of Plasma fire, and having all manner of heroes scream "omg get taht mm ffs hes worse than teh Dom" over /b...
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After having watched this in action several times now, I can quite honestly say that its not only scary, but hideously effective. Its that effective, in fact, that I'm seriously considering rolling a Grav/ dominator, just so I can Wormhole some poor unfortunates into Antithetix's tar patch and watch the robots blast them. Just can't find a concept I like...
indeed, MMs arent really a liability in PvP, yet its imo the hardest char to master in PvP. In PvE, most MMs i team with like to send their henchies in, then stand back and watch the carnage. Do this in PvP and you are dead.
Most MMs got great buffs/debuffs.. USE THEM! Also in PvP, its good to let your pets have both an attack and a decoy role. Use them to mask your MMs movement, then appear behind em and blast em to pieces. In zonal PvP, people tend to ignore the pets and start searching for the MM instead. Mask your presence and your henchies can shred the opposition once they start to decide to do something bout the henchie nuisance.
As syn said though, its a style of fightin that might not be appropriate to most people.. but hey that's what you're a mastermind for
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
Simple enough post. I'm trying to identify what works in team PvP, what specific powers cause problems and how it's different to solo PvP.
I would also like to try and identify what powers villains have in PvP that heroes don't. We know heroes have a big advantage with the storm set in raids due to whirlwind but I'm looking to find anything villains have that can be leveraged in a similar way. I'm guessing stalkers are the main advantage we have but tactics are quite easy to counter them with.
Any feedback and debates are welcome and here's some topics for discussion.
- Most useful AT's in a CoV PvP team? Corruptors and stalkers seem to be the main ones. Just how effective are Dom's though as they seem quite weak in PvP compared to trollers?
- Target identification. Who are the big threats on hero teams and how should teams target them? I've seen some people will have a 'targetter' and he will pick targets with rest of the team targetting through him. Is this effective or does it leave teams a little inflexible?
- In large raids, 10 people plus, how should teams be coordinated? Should they be 8 man, should they be divided by AT or balanced?
- Killer powersets on CoV. I've seen Ice/Ice Corruptors in operation, I know stone brutes resistance to toggle drops coupled with a kinetic work well but what are the other effective sets? Force Field MM's seem particularly effective in defending raids/PvP zones but are quite poor in attacking raids as they're normally unable to summon.
- CoV Inherents. These are great compared to CoH ones but the best ones seem to come into play in PvP quite rarely. Rage and Scourge are great and make a big difference but how often is Domination utilised? I've found that Dom's have a tough time filling the bar in PvP.
Again, any feedback will help.