Plant/Thorn PvP slant
Ey, man...
Nice advices Very nice welcomed for a n00b in Pvp, tryin to learn and testing many things... But let me ask u some questions i have been thinking...
Well, firstly, I have a dom lvl38 grav/psi. Yeah, i know all of u think it isnt a good combo of sets for pvp, yeah, got it... But i think it isnt the point, the fact is that i have a toon lvl38, and like all most dominator, i have to achieve him pvpable. No matters how.
So, i have many questions that u could spare ur wisdom in me and tell me if im wrong or not:
* Agree with aid self, but indeed, i have been thinkin in 3 heals slots in Drain pshyche, and 3 slot health... I could just hit him with DP, SJ just high in the sky, and when i fall down, i should be ok with health... That could work? Of course, i know its a bit overkill 3 slots health, but ey, its just an idea...
* Do u think i should bother with sniper? I just think psi set dont have aim (or FE) to make it almost 1-shot killer, so im not gonna bother with that power, but u think im right?
* Im gonna grabb fitness pool, coz i just think DP isnt enough for me. Stamina makes me more usefull for very more time. My 4 pools power gonna be leapin, fitness, speed and medicine. My question is: If the regen idea works, what pool power should i grabb? Im thinkin in concealment, but since u told the stats for 'tough', im not sure. Of course, tough + regen should work nicely...
Well, man, thnx for all, and tnx for show all of us that doms works in pvp, its just a question of the correct useage.
Peace.
A general point, from Issue 7 Dominators should do pretty well in PvP if they can stay alive long enough, the heroes now know how dangerous dominators can be, making you target number one. ;P
I've got some low level experience with Psionic assualt, and I'm surprised how good it is. My guess is your main attack cycle would be Psi Dart (very fast at building domination), Mind Probe, Subdue and Shockwave; this means that I probably would not go for the snipe unless there is nothing else you think is useful since it's slow to use, can be interrupted and most of the time you need to be close range.
From reading the US forum it looks like Drain Psyche is now a great power, I would guess 2 or 3 health, 2 ACC and 1 or 2 Recharge would be a good PvP slotting. Definitely worth 6 slotting this power it seems.
The trouble with power pools is you only get 4! I would get Tough if I could drop one of the others, but I can't see any that could go. If anything with */Psi you might be able to drop fitness if you also get Mu Mastery at 41 and get Power Sink - combined with Drain Psyche this should give you enough Endurance, but I'm not sure.
Hi again,
Yep, that is my main dmg chain, psi dart, mind probe, subdue, and psy shockwave... Ive been thinkin in a build like this:
---------------------------------------------
Primary: Gravity Control
Secondary: Psionic Assault
---------------------------------------------
01) --> Lift==> Acc(1) Acc(7) Rechg(9)
01) --> Psionic Dart==> Acc(1) Acc(11)
02) --> Gravity Distortion==> Acc(2) Acc(3) Hold(3) Hold(5) Hold(5) Rechg(7)
04) --> Mind Probe==> Acc(4) Acc(9) Dmg(13) Dmg(15) Dmg(15) Rechg(17)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> Jump(8)
10) --> Hasten==> Rechg(10) Rechg(11) Rechg(13)
12) --> Boxing==> Acc(12)
14) --> Tough==> DmgRes(14) DmgRes(17) DmgRes(21) EndRdx(25)
16) --> Health==> Heal(16) Heal(19) Heal(19)
18) --> Super Speed==> Run(18) Run(21)
20) --> Super Jump==> Jump(20)
22) --> Drain Psyche==> Acc(22) Acc(23) Heal(23) Heal(25) Heal(37) Rechg(37)
24) --> Acrobatics==> EndRdx(24)
26) --> Wormhole==> Acc(26) Acc(27) DisDur(27) DisDur(34) DisDur(36) Rechg(36)
28) --> Subdue==> Acc(28) Acc(29) Dmg(29) Dmg(31) Dmg(31) Rechg(31)
30) --> Stamina==> EndMod(30) EndMod(36) EndMod(37)
32) --> Singularity==> Acc(32) Hold(33) Hold(33) Dmg(33) Dmg(34) Dmg(34)
35) --> Dimension Shift==> Acc(35) Acc(40)
38) --> Psychic Shockwave==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
----------------------------------
Okay, so now u see my possible look for pvp. Could i know ur thoughts over it? I have to go to test server, and see how it works, but right now, over the paper, it seems very pvpable.
Noticeable things:
*Psi dart slotted for 2 accs, for fast dom building.
*Tough slotted = 12% resistance S/L. That + 3 slots in health + DP heals slotted shoud make me more survible, without that much interrupt time stopped. Maybe i should go for Medicine pool, and then i would take out 2 slots from health to aid self.
* No AoE hold. Only Wormhole, since i consider this is the best gravity power.
* Dim Shift in grabb in lvl35, i think its the more situable power, and i should be able to live without it in SC's.
Not more, tnx a lot for ur feedback.
Peace.
It looks very good!
With 3 slots Tough gives you 20% res to S/L. Tough is useful but in general will help mostly against Scrappers, who are probably your biggest problem; if you get a Patron Armour at 41 your S/L resistance becomes 57% - with Drain Psyche you could become like a mini-regen dominator. The big problem with Tough and the Patron armours is that they are easily knocked off by any mez effect, I found running CJ+Acro+Tough+Mu Armour was quite a lot to handle especially Acro and Tough which have long animations to activate (the Mu armour has no delay).
It will be interesting to see how well you do with Drain Psyche as a heal, I hadn't even thought about this.
I can't comment much about your build it seems well thought out, the only thing I would say is I'm not sure Health is worth 3 slots, but you will know by testing this. Good luck!
Tnx for ur response!!
BTW, i have been thinkin in my build... so, i said: "Ey, lets try to get that semi-regen dom with DP, and lets try to avoid dmg rising up the resistance, grabbing 'tough'."
But with the same cost, instead of getting fighting pool, i could grab medicine pool and it would be less slotable, while getting a power like a "resistance against all" that it isnt a toggle. Yeah, that is aid self. 3 slot it and i still would have 1 free slot, for endrdx in psi dart, or another place...
Ey, good idea
Peace.
From a Villains side I love Filths Dominator to team with, dual dominating rips squishies apart and can stack over a scrapper of tank's mez resistance pretty easily.
From a Heroes side...hm...Wait till my Scrapper gets webgrenades, then try and run!
I've watched Filth in action with Bilharzia, and the usual stalker squad (blind loved the swooping image btw - like a pack of raptors ) and he really knows his onions when it comes to dominating.
Just need to get my /therm up to a decent level, and thaw and some shields are yours whenever you need them.
jeje indeed
Very nice guide
Nice guide Filth. Having fought both against and with you, in PvP and PvE, I can testify that you know more about Doms than most. I've never seen a more effective Dominator in Siren's, that's for sure. You manged to tie my ice tank in knots!
nice, my one is an all-rounder
nice, my one is an all-rounder
Nice guide. I've done a fair bit of PvP'ing with my domi in sirens lately and I agree with everything in that guide. It's a thrill and a good challenge to many other Archetype's imo, I love it.
If only we could have more pool powers!
Plant Control / Thorn Assault Dominator with a PvP slant.
I wanted to put down my experience with Bilharzia up to 40. I went for a Plant/Thorns Dominator because it was pretty much what I'd been looking for moving from CoH to CoV. I liked the idea of a control and melee mix and that seems to be the design approach with Dominators - they (mostly) have no passive defences at all and yet have a secondary which relies on melee or short range attacks for damage. Unlike controllers dominators have almost no buffs at all and players moving from controllers to dominators probably will not have a good time at all, corruptors and some masterminds are the ones to go for for team buffs. Dominators are all about all out attack, all the time.
My impression is a lot of players who chose plant/thorns went for it because they have similar themes and they are both new powersets - Plant is completely new and Thorns is partly recycled from Spines and partly new stuff. Plant/Thorns may not be the powergamer's choice for PvP but it's effective enough most of the time.
The control in plant is pretty good, outclassed by Mind and probably Ice, but it's a lot of fun and very good most of the time. Thorny Assault damage is OK but Ice and Fire are better for damage (not energy surprisingly); Thorns scores by having some good utility with Impale and Thorntrops as soft control powers, lots of -Def secondary and lots of toxic damage. Because Thorns has Aim it is also one of the most accurate assault sets to play.
Since I think you need a lot of specific power pools to make the most of a Dominator, certainly in PvP, the middle levels were pretty dull for me (travel power,fitness,medicine pool,speed) but it picked a lot in the mid-twenties up and is a blast in the 30s.
I would recommend Sherksilver's builder to plan a toon since it seems to have the most up to date information in it:
http://sherksilver.coldfront.net/index.php
...although I actually prefer using Joe Chott's:
http://cohplanner.coldfront.net/
(some of the power info in this is way out though)
For a general Dominator guide read Waybreaker's from the US forum:
Veni. Vidi. Vici: The Complete Guide to Domination
Abbreviations:
ST = Single Target
AoE = Area of Effect
ACC = Accuracy
DoT = Damage over Time
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Plant Control
Entangle: ST immobilise, -Fly. +20% ACC bonus.
It's a good one for PvP, fast to use and endurance cheap. You can use this to bring flyers down, it has a decent range - double that of impale and it's much faster to use.
Strangler: ST Hold. +20% ACC bonus.
The usual ST hold a must get 6 slotter. The hold won't begin to work unless your target is on the ground, so Strangler+Entangle or Impale+Strangler is a good combination for flying targets.
Roots: AoE Immobilise. -10% ACC penalty.
Endurance hungry, low accuracy, but works well together with confuse and possibly other powers like Fling Thorns to keep a group bunched. Great in PvE, a bit expensive to use in PvP. Despite the description it will bring down flyers from way,way off the ground.
Spore Burst: AoE Sleep.
A tricky one to use - if you miss you will take aggro and it doesn't mix well with all your AoE and Cone powers. Sleep is under-appreciated though and in PvP can be handy - bubble defenders for example don't have resistance to sleep so a sleep->Hold attack can be effective. In PvE it's a way of keeping an aggroed group at bay.
Seeds of Confusion: Cone Confuse. -20% ACC penalty.
Very fast to use, big cone, very powerful. This is your main control power in plant - great to use with other damaging attacks its only weakness is anything with Confuse resistance which is pretty rare. It is very important to slot this with accuracy since you have to get up very close to a group (and I mean point blank) in PvE to use the power and if you miss a lot you'll be toast. There's a very small issue about 'losing' xp because of confused mobs reducing your XP, this is really a red herring because Seeds enables you to tear through missions at lightning speed more than offsetting the XP 'loss'. If a team complains about you using seeds, leave it immediately. I have 3 ACC slots in this for PvP.
Spirit Tree: it's a tree. +Regen.
It definitely works, but the fact that the thing doesn't move is a big problem. Fully slotted and if you also have Health it will allow you to re-generate all your health from zero in about 50 seconds, compared to about 150 seconds without the tree. With Hasten it's possible to have the tree going all the time, even with a slight overlap (it lasts 90 seconds). I don't have it now but I can see myself taking it between 41-50. Without hasten there's about a 15 second downtime assuming 3 slots in recharge.
Vines: AoE Hold. -20% ACC penalty.
It's a standard AoE Hold, nice to stack with Strangler for a quick boss hold, but very short duration and long-ish recharge, has to be slotted to be of real use. Since if you have Thorny Assault you won't have power boost (from say Ice or Energy) Vines might be better with another assault set.
Carrion Creepers: Wierdy wierdness from the World of Wierd.
A great aggro-taker and soft control. It's a slow patch with some immobilising going on, and knockdown, and damage. The creepers that appear are classed as pets will attack, cause knockdown and sometimes knockback; in PvE mobs will attack the creepers so it's a great one to put onto a group to absorb an alpha attack, followed up by Seeds and then attacks. Although it is first 'cast' as a patch, the power will follow you around surrounding you with a slow aura (listen and you can hear it bubbling away, you can also see it follow in water), and if targets come near you creeper vines may spring up and attack them - slotting accuracy supposedly improves the chances of this happening. If you see a vine appear and can't see a target - there's a stalker/invisible dude standing next to you...creepers will launch a vine but will not attack or reveal an invisible enemy.
Fly Trap: it's a pet fly trap on legs.
Nice if you like pets. It's entertaining and useful enough to take. By the time you get to level 35+ you will be doing tons of damage so I'm not convinced the Flytrap actually helps a great deal. When it gets close it has a Bite attack that is pretty good - better than Skewer, a bit worse than Ripper, so a good attack for almost no End cost is useful. It also uses a fling thorns cone attack, thorny darts, and has a roots type immobilise - which I think cancels out the knockdown from creepers for a while. Simply having an ally around as another target I think is useful enough in PvE and PvP if only to keep you alive a little longer. Be warned if you are Confused your pet will attack you.
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Thorny Assault
Except for Thorntrops, all Thorn attacks do some DoT poison damage and all thorn attacks have -Def. Partly because of the re-draw of thorns everytime you switch from Plant to Thorns, this assault set is not the fastest to build domination, all other assault sets are much much faster at getting you to domination. This is much less a factor in Issue 7 PvP, but it is noticeable in PvE.
Thorny Darts: ST Ranged.
You have to take it, it's not awful. It does have the highest range of all the attacks so good to use as a pull, and it builds PvP domination just as well as any other attack in PvP so it's worth putting 2 slots in for ACC at least.
Skewer: ST Melee.
This is your highest damaging attack until level 35, so a must-have; it's also fast and fairly cheap. It used to be a good toggle-dropper in PvP, in Issue 7 it's no better than brawl. Attack a Boss in melee who isn't under your control probably isn't a good idea since two hits can generally floor you, the same goes for getting into melee in PvP with a scrapper or tank.
Fling Thorns: Cone Ranged.
Great for PvE, a bit too weak and End costly for PvP. This works well with Seeds/Root/Creepers in PvE especially if you solo a lot. I ended up taking it then re-speccing out of it.
Impale: ST Ranged, Immobilise, -Fly, -Spd
The description also *says* -Jump but I haven't seen it do that - it may well prevent superjump, but it doesn't stop combat jumping, it's still a great attack; it will usually bring flyers down, stop runners and if it doesn't stop someone it will slow them down. The only downside to this power is the long animation time, can be fairly annoying especially in PvP - it can give someone time to run up and blat you during the animation time, especially a blapper, which will probably knock you out.
Aim: +ACC +DMG buff.
You can slot this for recharge and To Hit, because I wanted to be effective in PvP I 6 slotted this, this means I can hit most Def-based Heroes in PvP, except for SR Scrappers using Elude. In issue 7 Aim apparently also boosts poison damage - which it currently does not.
Thorn Burst: PBAoE.
Not a great power, if you're very keen on maximising your AoE damage you could take it. It was too End expensive, too slow and too weak for me to take.
Thorntrops: AoE -Spd.
This seems to be exactly the same as Caltrops. Looks like a good power, nice for PvP, good for stacking with other area attacks & powers. I didn't take it more because I had no room for it.
Ripper: Cone Melee, knockdown.
One of your top attacks. Technically this is a cone but in reality it usually only hits one target since the cone is very small - this is still a great attack, the first of your high level high damage powers with an entertaining animation. In PvP Ripper is now (with Issue 7) your top toggle-dropping attack with a 64% chance to drop one toggle; this chance is high enough that it's probably worth getting into melee range with a scrapper or tank to try to drop a toggle - if you go for this tactic, hit the target with a Strangler first, then Ripper, that way if you drop a mez toggle they immediately get Held. With Issue 7, you might be better off building Domination and simply overcoming mez resistance.
Thorn Barrage: (very) short range, knockback.
Your other top attack power, this thing also does *massive* ragdoll knockback so much so that it can cause problems by knocking your target a good distance away. I have regularly knocked back the elite boss cataphracts in Recluse's victory off their feet and skidding backwards with this attack. If you use an immobilise before this attack (like entangle or roots) it will stop the knockback. The range is so short it may as well be a melee attack.
Power Pools
I felt like the pool powers chose themselves since I think you pretty much need the same set of powers to survive as a dominator:
Fitness
Most dominators will be low on endurance so it's likely you'll want Stamina, hurdle is also very useful in PvP for mobility. A possible exception might be Psionic Assault doms who can use Drain Psyche - it might be possible to skip stamina for them. Hurdle goes well with Combat Jumping to give you good mobility in combat.
Leaping
You will need to get close to use both Plant and Thorns, which means Acrobatics comes in very useful to stop knockback. Combat Jumping is great for resisting immobilise in PvP, and giving you unsuppressed mobility with Hurdle; combat jumping *without* hurdle feels pathetically under-powered if you're used to the combination.
Speed
This is mostly for Hasten which will make your control powers recharge faster, this can enable you to at least stack more Strangler Holds, making you very potent when running domination. Super Speed might also be useful late on in PvP for escaping those -Jump powers and -Speed powers.
Medicine
In PvP you are going to be hit a lot. If you do nothing a scrapper or blaster can knock you out you in 2-4 seconds, to make a difference in PvP you need to be able to survive fighting for at least 30 seconds. Aid Self heals 33%-ish of your health when slotted, it has a fairly fast recharge and fairly low end cost - it will massively increase your survivability. The downside to this power is the interrupt which is about 2 seconds, you can choose to improve this by slotting or get out of the fight for a couple of seconds, use Aid Self, then jump back in. This is usually possible unless you're hit by DoT attacks. Getting hit by Tsoo in Siren's with a poison dart will mess up Aid Self since the dart is low damage over a very long time.
I took Stimulant as a pre-requite for Aid Self. I think on balance Stim is more useful than Aid Other since heals are generally going to be more common than un-mez powers (especially when Corruptors don't frickin take Thaw or ID!); Stim is *extremely* tricky to use in action though since it has a very short range and can be interrupted.
I've recently been experimenting with Tough from the fighting pool - since dominators can get 20% resistance out of it when slotted, combined with a patron power armour (37% from Scirocco) you get a combined Slashing/Lethal resistance of 57%. The problem is you only have 4 power pool slots and you also need one (not very good) pre-requisite attack to get Tough, so the options for me would be either to drop Fitness or drop Speed, or not get Tough at all. I think it's probably not wise for a plant/thorn dom to go for Tough, other sets (like */Psionic) might be able to since they could skip Stamina.
Patron Power Pools
It's too early to tell how these are going to work out. I've tested Power Sink and Charged Armour from Mu Mastery (Scirocco), both have worked out very well. Charged armour has a base resistance of 23.4% for Slashing/Lethal/Energy damage which works out at 37.8% with 3 slots, this is pretty good and better than the charged armour for blasters. Mu also looks like it has a useful pet. Mako has an extra control power with Whirpool and Black Scorpion looks like has good attack powers and a powerful pet. Ghost Widow looks less than awesome with a sub-par +End power and an unspectacular pet.
PvP
My experience comes from Villains Vs. Heroes in PvP zones, I don't have much interest in or knowledge of PvP outside of this, which means - Bloody Bay, Siren's Call and now Recluse's Victory.
Issue 7 has changed things for Dominators since it's possible to build up domination with just a few attacks in PvP, for me that means around 20 seconds. This compares to several minutes in Issue 6 - if you're able to build dom at all in PvP. The way domination building works currently from my experience on Issue 7 test is that every successful assault attack will add +8 to your domination bar, and any other attack adds the usual +2, when you reach 90 you have domination. The recharge of domination has been reduced from 300 to 200 seconds in both PvP and PvE.
Dominators are still super squishy in PvP. If you compare doms with corruptors or masterminds both those ATs have buffs and self buffs which make them much more survivable in PvP, as well as the fact they can usually keep their distance - dominators have to get into melee to make the most of their powers. With Plant/Thorns you need to be in melee to use both control and assault powers.
Staying alive
It's important to learn how to stay alive as much as possible, at least long enough to get domination ready and to use it effectively. Unless you are teamed up with a reliable corruptor who can buff you and un-mez you are going to need Aid Self from Medicine Pool and carry lots of Break Frees. If I'm going into a PvP zone my tray is almost always full of BFs, there are so many status effects that will hit you there's no way you will survive without carrying BFs. It is not just Controllers who will throw out holds that you have to worry about - many blasters are Ice primary and they usually have at least one hold (acrobatics will resist one of these holds), tanks will have knockdowns, stuns and holds, scrappers can have fears, stuns and immobs, defenders can have fears, stuns, holds and of course a ton of de-buffs, not that BFs help you with those.
Don't imagine BFs will save you entirely from being mezzed, 2 controllers easily have the power to break through a BF, if this happens I generally don't bother attempting to escape - if someone's put that much effort into mezzing me and I have no support they deserve to get me. In Siren's if I can I spend all my bounty on Strength of Will inspirations not SOs, and try to earn enough bounty to replace the ones I use up.
Keep moving and use the environment. Even small objects and obstacles can be used to prevent someone hitting you, on a rooftop you can make an attack, back away behind cover and then attack again. This tactic is useful when you are trying to stack holds against a scrapper or tank. Creepers and Impale will slow down your targets if you have thorntrops, even better. Spines and Claws scrappers are your biggest threat from melee toons since they have potent ranged attacks which can also critical, since Spines has poison it will also interrupt Aid Self. Rooftops can be handy fighting places since if you're standing on one people have to come to you to fight and it's generally easy to escape from one by dropping off the edge.
Intelligent Stalkers will know to hang around you since you are generally targeted because a) you're weak and b) you're visible; if a hero comes at you and you manage to hold them or at least slow them down they're an easy target for the pack of screeching Stalkers which will swarm the hero as soon as they smell a struggling victim.
You have to be aware of the vertical, which means - look up. It's surprising how useful flying is especially since all of the fuss made about flying being "useless" in PvP, combined with stealth/invisibility flying attackers (generally blasters and corruptors) can be extremely effective. The most common tactic I've seen used by blasters is hold->blap from above you (usually Ice/En blappers), as long as you're aware of this it's fairly easy to avoid, Acrobatics will prevent one blaster/defender Hold, you should be able to ground then hold or slow down a blaster once on the floor; if you let most blasters get into melee range you'll be KO'd in a few seconds.
Learn to watch out for Build UP and Power Boost from Blasters, Scrappers and Tanks - if you see someone hit this (especially blasters) try to avoid them for 10 seconds, typically they're doing this just before a hold/melee attack which will KO you in 2 hits.
Teaming
Typically my time in Siren's has been spent with Stalkers, Brutes and sometimes MMs, very occasionally a corruptor or a dominator, so usually I have no expectation that I will get support from a random team I find there - other than help attacking, and even that is difficult sometimes.
Teaming up with Stalkers and Brutes is useful to both you and them - since you can lock down a target, they can knock it out. You usually don't have enough damage to take out a hero, and Stalkers and Brutes sometimes will have difficulty in getting a hero into melee. As far as attack power goes Stalkers happen to be the perfect complement to dominators and most competent stalkers know this.
Without a doubt a Thermal or Kinetics corruptor is like gold dust to a dominator in PvP since no one else is likely to keep you alive; like a Brute, the longer you live the more powerful you become so getting buffs like Thaw, Increase Density, and the shields from Thermal (and Sonic if you manage to find a sonic corruptor) will make all the difference. Unfortunately there's a lot of ignorance about these powersets, even players arguing that Thaw and Increase density are useless powers.
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Praise the Tree! Qwoorw!
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jeje...nubs.