fire/psi vs plant/psi
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plant got creeper and confusion
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How ironic
Not sure about either primary as I havent played those much in pvp. I guess fire might do a little more damage. I did hear about one guy who used drain psyche and a similar power from the patrons to make a type of sapper.
My MA IDs:
Fiend Space: 211464
I'd think Fire/Psi for PvP. Ice/Psi would be nice, too -- the -recharge should stack up nicely.
Oh no, now I want to roll another alt...
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plant got creeper and confusion
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How ironic
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why ironic?
by the way i really don't know waht could be the best combinaison.
turn on hot feet -> flashfire -> fire cage -> drain psyché -> boonfire -> shockwave
or
creeper -> confusion -> psy scream - > spirit three ->drain psyché -> shockwave -> psyché -> shockwave....
the first is clearly more damaging, but the second seems more safe as spirit three stack with drain psyché and that confusion make me a little harder to target...
in PvE both would be as strong IMO but in PvP with breakfree and proctection i'm not sure at all : /
what do you think?
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plant got creeper and confusion
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How ironic
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why ironic?
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Cos the smiley you used says "confused" when I posted.
My MA IDs:
Fiend Space: 211464
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by the way i really don't know waht could be the best combinaison.
turn on hot feet -> flashfire -> fire cage -> drain psyché -> boonfire -> shockwave
or
creeper -> confusion -> psy scream - > spirit three ->drain psyché -> shockwave -> psyché -> shockwave....
the first is clearly more damaging, but the second seems more safe as spirit three stack with drain psyché and that confusion make me a little harder to target...
in PvE both would be as strong IMO but in PvP with breakfree and proctection i'm not sure at all : /
what do you think?
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Spirit Tree probably won't be great in most PvP situations, as you'll need to keep moving. I've heard Bonfire's usually not great, either (too many people have knockback protection in PvP).
I did initially try and make a PvP build for my Plant/Psi, but I just found that trying to fit in all the necessary pool powers for it screwed up the build. I had to drop too much else, and I didn't really feel like it had anything going for it in the end. If I were going to take one into PvP, I'd certainly level it with a PvE build first. In the end, though, I just opted to go pure PvE, and make myself another, more PvP-friendly, Dominator.
I think Fire has a little more going for it with things like Hot Feet and the Imps, and the added damage (plus it's Fire damage, not Lethal like Plant). The hold also fires off really quickly, which is nice when you're trying to keep moving. I'm not sure how good the synergy with /Psi is - I suppose the extra endurance from Drain Psyche might be nice when you're trying to run a toggle like Hot Feet, but there aren't any secondary effects that work together nicely, unlike something like Ice/Psi (stacked -recharge), or even Fire/Ice (PBAoE slow in both Hot Feet and Chilling Embrace).
Edit: Just thought to say, don't let that stop you, if you're really set on one of those combinations - I think most Dom sets can be made workable in PvP. If you'd enjoy playing the set, go for it. If you're really looking for something that would be specifically good in PvP though, those might not be the combinations to go for, imo.
I would say playing what you enjoy is much more important that playing something which might turn out to be optimal for PvP, certainly all the primaries have their plusses.
There are some problems with Plant in PvP, one of which I consider a bug which is the issue of ground contact and the Hold power - the immob/Hold combo does not always work, at least it did not in Issue 7 when I tested it fairly thoroughly in the arena. You will find people bunny hopping to exploit this.
Confuse in general is an OK power in PvP but has limitations and sometimes is not effective at all in certain situations. I would put Plant control at the bottom of the list in PvP but it's very good in PvE.
I think Gravity, Ice and Mind can all be potent in PvP. Gravity has slows even if the controls don't work, a phasing power, a very strong pet; Ice has slows and -Recharge; Mind has a great variety of controls.
Fire has the speed of Char and the damage of Imps, but that is pretty much it, those benefits might be all you need though. Fire is weak if you're fighting more than one opponent.
/Psi gets my vote for being potentially the secondary of choice for the Dom who wants to tank, and in this case Plant might work out well with the Tree. I've thought before that since /Psi need not necessarily take Stamina, you could take the Fighting pool to get Tough which combined at 41+ with the Patron armour gives you high resistance to damage and high regen if you combine the Tree with Drain Psyche. How this might actually work out in practice though I'm not sure - probably badly.
Just to add, because of the rapid-fire of /Psi you'll get Domination very fast in PvP and it also has the longest ranged attacks, as long as you have something in your Control powers to slow down opponents (ie. -Spd) you should be able to kite well when building domination.
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I would say playing what you enjoy is much more important that playing something which might turn out to be optimal for PvP, certainly all the primaries have their plusses.
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Yeah, this is important imo. I created both my blaster and stalker with more of a concept of appearance in mind, and both turned out to be very nice in PvP. (I created my blaster before PvP was in the game even, and what do you know, EM turned out to be FOTM ^^)
i'd like that to be the answer but for a dominator you can't just only go with what you like.
and btw i just don't have the time to build two and choose the one i prefer. (sad that you can't really test a build for those like me that plan to PvP only (PvE after 4-5 char begin to be boring))
filth, for the synergie between PPP shield + Tough + spirit three + drain psyché i am building one with that in mind but i just don't see what i can drop i what i want to fit it in as i am not sur that drain psyché alone could be enough tu run Tough, the shield + plus finally tactic or just all the power i need to fire.
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i am not sur that drain psyché alone could be enough tu run Tough, the shield + plus finally tactic or just all the power i need to fire.
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It probably wouldnt be enough, I have one toggle and just get by with drain psyche. There is a power in the patrons which is similar to DP, running that with DP might help.
My MA IDs:
Fiend Space: 211464
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filth, for the synergie between PPP shield + Tough + spirit three + drain psyché i am building one with that in mind but i just don't see what i can drop i what i want to fit it in as i am not sur that drain psyché alone could be enough tu run Tough, the shield + plus finally tactic or just all the power i need to fire.
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Don't forget you get Power Sink in Mu Mastery as well, for +End it's better than Drain Psyche, it is also auto-hit, so can be slotted 3/3 Recharge/EndMod.
Having said this I do not think Plant/Psi would necessarily be tops for PvP, it would be an interesting one to try though. As I said before I think Plant Control is not great for PvP.
Just out of interest, which dom primary would be great for PvP do you think? (Apart from fire, got that on a controller)
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Just out of interest, which dom primary would be great for PvP do you think? (Apart from fire, got that on a controller)
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It does depend on your style I think. Playing a Dom is hard enough so I would go with Ice or Gravity, choosing Ice Control for a simple life with the built in debuffs to speed and recharge, Gravity for a more complex time but still with the speed debuffs, nifty tricks and nasty pet. I haven't played either to high level though.
Mind is the obvious super-control Primary but not one I'd want to play because of it's fussiness and lack of secondary effects.
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Just out of interest, which dom primary would be great for PvP do you think? (Apart from fire, got that on a controller)
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I guess it depends on the troller secondary, because I wouldnt rate fire very high in pvp on a dominator.
Dominators take the most skill in PvP to operate, but selecting a good primary and secondary helps with that. Although Plant Control doesn't have any secondary effects (only that it's hold/immob works on the ground, such!) you can become nasty with it. Plant Control works very similarly like Illusion and Earth Control combined, Carrion Creepers add -jmp, and -fly thus the battlefield is in your favor. Seeds of Confusion make the targeting a mess (when you succeed, that is. Pop Aim always!) Bunny hopping is a problem if the enemy is real good at it. I tested this with a Fire Blast Corruptor and he could shoot in midair while doing the bunnyhopping dance, what helps in here is Knockback because the target can get held. (albeit for less than a second, he'll still be able to jump up) Knockback disrupts their bunny hopping, this works especially to the Electric Armor Brutes whose own Mezprotection doesn't provide KB protection and Grounded works only on ground.
Pick Plant Control if you want to cause havoc on a large area, or cause frustration to a single target. Once I encountered a Scrapper in RV who was chasing me all over, I lured him into one of the pools under Atlas, and laid Carrion Creepers, he was stuck there for a long time and couldn't harm me in no way, it was such fun (for me).
Fire Control is pretty much relies on the AI of three imps, who do alot of damage as long as the target stays still. Sure, the hold is the shortest of duration but there isn't any secondary effects either. Bonfire can be used as a toned down Ice Slick (lasts only 15 seconds, no -spd or -rchg and no -jmp)
Pick Fire Control if you want to make sure things die once they get held (in Warburg, RV and Arena)
Psionic Assault sacrifices raw upfront damage for neat tools, a hardly resisted damage type and the longest range and strong -rechg effects. MoG, Unstoppable and such don't give problems unless you rely on things like Sands of Mu aswell. Drain Psyche has a potent -regen, thus assaulting Regenss won't be such a long brawl as it usually is on other Assault sets.
What's Mind Control like for PvP?
Post deleted by MarquandDance
My MA IDs:
Fiend Space: 211464
I know what's in mind, just wondering how it'd fare.
it would be mainly for PvP as i see a great PvP potential in both drain psyche and shockwave
which one would be the more pvp oreinted you think ?
sure fire got the imps, but plant got creeper and confusion