Basic Easymode PVP Team?


EmpYou

 

Posted

Howdy!

So, when CoV launched, I drug my Guild Wars PVP crew over to redside in anticipation of base raids. At one point we were competing for 1st on server Redside by differentiating ourselves as 'the pvp guild' on our server. After Items of Power / Base Raids were taken away, my guild basically fell apart. The stated goals I'd used to recruit new members were impossible to achieve and the points I'd used to differentiate my VG were meaningless. The whole thing left a real bitter taste in my mouth as regards PVP for what I think are valid reasons, which is why I'm laying this all out up front.

That being said, I expect that Going Rogue is going to include major revamps to the PVP system. More to the point, I think it's going to -have- to include major revamps for the better or fail as a product. The first thing that comes to mind as an expansion-level PVP change is reimplementing base raiding, so I'm planning to get my toes wet with whatever the current version of PVP is so I can at least be somewhat knowledgeable when it starts to actually matter as a part of the game as a whole.

What I'm looking for is a sort of no-brainer team spec that I can use to get a group of people up to speed without spending billions on PVP IO builds. I'm not expecting to wipe the floor with everyone in RV, but I'd like to be able to survive long enough to understand why I lost and adjust my strategy. I'd also like something that's not reliant on the current metagame - if there's a tried-and-true strategy for not loosing I'd take that over a strategy that wins really hard right at the moment. I need to learn how to win 50% of the time against the best teams, not how to win 100% of the time against the worst teams.

Anyone feel like throwing me a bone?

~Hart


 

Posted

That's a loaded question.

By the time Going Rogue hits live, Im REALLY hoping PvP changes to the point where this guide is pointless, but here goes

Easy mode team:
As of right now, a team of stalkers is good, but if you don't have those, Masterminds, Dominators can also do damage. Support is really non-existant in PvP, but if you happen to have a paindom or therm on your team and the other players don't then your ahead.

If you want easy, just get a team of 8 stalkers and you can fishy spike crit from hide. The hard part will be actually finding stalkers competent enough to do a spike


 

Posted

Personally I believe that base raiding is a lost and gone game feature. I'd like to be pleasantly surprised by the new expansion and proved wrong, but I wont hold my breath. With that in mind, you're probably stuck with what we have, which is actually pretty much the best zone PvP on the MMO market at the moment. (even if you're an i13 hater, IMO you would still have to admit that travel powers makes what CoX has to offer much more appealing than any of the alternatives, and yes I've played them all)

I don't think that the new expansion HAS to include a major PvP revamp for it to win or lose as a product. (In my eyes as a PvP player only in this game, I agree with you. But from the Revenue side, which is all they will measure their success by, my opinion is irrelevant) Remember, well over 95% of the player base in this game wants nothing to do with PvP, so to expect or demand any kind of PvP content in this game is an ignorant opinion indeed. Anything we get is like the king tossing his dogs some scraps from the big boy table. It could very well be garbage, but we'll still eat it up because its all there is.

RV zone team builds still include the standard direct support toons, emp, pain, and therm. As target callers go, an ASing stalker (not a sharker) is always a good team choice as you'll die less often as the caller and continue to be able to direct team targets long after a toon without hide would. Peace Bringers are by far the most survivable ranged caller standing on over 2000 hit points 75% of the time with 2 heals that hit for over 1300 every 25 seconds with DR. It's also has the easiest access to slots that allow them to be immune to Lift and Levitate knockback effects clocking in with the 8 slots for mag 32 protection required to stop it dead. Blasters and Doms deal the most damage, with blasters edging out as the winners since they can continue to attack while mezzed. Considering damage is now the biggest factor in this game, it may tempt you to got that route. Finally keep in mind that most support toons are too busy buffing, debuffing, and tossing disruption attacks such as KB, cage, ect to be calling targets. With that in mind, if you are mostly interested in leading the team, calling targets, ect, I'd suggest sticking to the target caller/damage dealer slots.


Quote:
Originally Posted by Hart View Post
Howdy!

So, when CoV launched, I drug my Guild Wars PVP crew over to redside in anticipation of base raids. At one point we were competing for 1st on server Redside by differentiating ourselves as 'the pvp guild' on our server. After Items of Power / Base Raids were taken away, my guild basically fell apart. The stated goals I'd used to recruit new members were impossible to achieve and the points I'd used to differentiate my VG were meaningless. The whole thing left a real bitter taste in my mouth as regards PVP for what I think are valid reasons, which is why I'm laying this all out up front.

That being said, I expect that Going Rogue is going to include major revamps to the PVP system. More to the point, I think it's going to -have- to include major revamps for the better or fail as a product. The first thing that comes to mind as an expansion-level PVP change is reimplementing base raiding, so I'm planning to get my toes wet with whatever the current version of PVP is so I can at least be somewhat knowledgeable when it starts to actually matter as a part of the game as a whole.

What I'm looking for is a sort of no-brainer team spec that I can use to get a group of people up to speed without spending billions on PVP IO builds. I'm not expecting to wipe the floor with everyone in RV, but I'd like to be able to survive long enough to understand why I lost and adjust my strategy. I'd also like something that's not reliant on the current metagame - if there's a tried-and-true strategy for not loosing I'd take that over a strategy that wins really hard right at the moment. I need to learn how to win 50% of the time against the best teams, not how to win 100% of the time against the worst teams.

Anyone feel like throwing me a bone?

~Hart


 

Posted

Quote:
Originally Posted by Warhamster View Post
RV zone team builds still include the standard direct support toons, emp, pain, and therm.
Is there any reason to take a Pain corrupter over a Pain MM? Seems like the MM would have a lot more survivability with BG mode, and if I read correctly it seems like single target spike is prevalent so extra healing isn't going to help.



Quote:
Originally Posted by Warhamster View Post
As target callers go, an ASing stalker (not a sharker) is always a good team choice as you'll die less often as the caller and continue to be able to direct team targets long after a toon without hide would.
Looks like I'll need to find a couple of those. Are there PVP tanks that can survive a triple AS? I don't want to go too heavy on the Stalker side, because they're not very useful in PVE and I'd like to keep some balance in the VG composition.

Quote:
Originally Posted by Warhamster View Post
Peace Bringers are by far the most survivable ranged caller standing on over 2000 hit points 75% of the time with 2 heals that hit for over 1300 every 25 seconds with DR. It's also has the easiest access to slots that allow them to be immune to Lift and Levitate knockback effects clocking in with the 8 slots for mag 32 protection required to stop it dead.
So they're the hardest ranged DD to kill and they're on the same team with Blasters. How does redside compensate now that DR nerfs holds?

Quote:
Originally Posted by Warhamster View Post
Blasters and Doms deal the most damage, with blasters edging out as the winners since they can continue to attack while mezzed.
What? Doms deal damage? My 50 Mind/Psi solos for crap slotted with damage in her entire secondary. I guess I must be doing it wrong, maybe I can pick a couple up in zone.

Quote:
Originally Posted by Warhamster View Post
Considering damage is now the biggest factor in this game, it may tempt you to got that route. Finally keep in mind that most support toons are too busy buffing, debuffing, and tossing disruption attacks such as KB, cage, ect to be calling targets. With that in mind, if you are mostly interested in leading the team, calling targets, ect, I'd suggest sticking to the target caller/damage dealer slots.
I'm mainly interested in controlling, confusing, and demoralizing the enemy team. I expect that in order to get a team going I'll actually have to take a support role - the role noone ever wants to play. Same as in Guild Wars, really - I was a great Mesmer, but always ended up playing Monk. I have a couple Thermals I could adapt for PVP play - am I correct in assuming that I'm better off with Ice/Thermal than Sonic/Thermal for PVP?


 

Posted

Quote:
Originally Posted by Hart View Post
Is there any reason to take a Pain corrupter over a Pain MM? Seems like the MM would have a lot more survivability with BG mode, and if I read correctly it seems like single target spike is prevalent so extra healing isn't going to help.





Looks like I'll need to find a couple of those. Are there PVP tanks that can survive a triple AS? I don't want to go too heavy on the Stalker side, because they're not very useful in PVE and I'd like to keep some balance in the VG composition.



So they're the hardest ranged DD to kill and they're on the same team with Blasters. How does redside compensate now that DR nerfs holds?



What? Doms deal damage? My 50 Mind/Psi solos for crap slotted with damage in her entire secondary. I guess I must be doing it wrong, maybe I can pick a couple up in zone.



I'm mainly interested in controlling, confusing, and demoralizing the enemy team. I expect that in order to get a team going I'll actually have to take a support role - the role noone ever wants to play. Same as in Guild Wars, really - I was a great Mesmer, but always ended up playing Monk. I have a couple Thermals I could adapt for PVP play - am I correct in assuming that I'm better off with Ice/Thermal than Sonic/Thermal for PVP?
Hey, Ex GuildWars ladder member here too. Pirates of BBQ bay and Death by Snu Snu.

If you are looking for a demoralizing class villain-side I'd definitely go corr; either Sonic, Elec or rad as your primary with Thermal and slot the -endo proc. Radiation Emission doesn't hold up so well in PvP since your two main debuffs are toggles and I have little experience with cold domination to be honest.

If you do go therm (which I suspect you will) I Wouldn't bother with shields unless you are using them as placeholders for IO bonuses, with the current rules in place, shields are unnecessarily redundant.


 

Posted

Quote:
Originally Posted by EmpYou View Post
That's a loaded question.

By the time Going Rogue hits live, Im REALLY hoping PvP changes to the point where this guide is pointless, but here goes

Easy mode team:
As of right now, a team of stalkers is good, but if you don't have those, Masterminds, Dominators can also do damage. Support is really non-existant in PvP, but if you happen to have a paindom or therm on your team and the other players don't then your ahead.

If you want easy, just get a team of 8 stalkers and you can fishy spike crit from hide. The hard part will be actually finding stalkers competent enough to do a spike
I will back you up there I was on a team with 4 other stalkers and I told them 5 times who the target was instead 2 went after a tank near by another one saw a blaster and decided to shark him and one who i knew and have pvped with many time actually used his as on the target that i had called which was an emp. The end result of that pvp experience was a big *** bump on my head. It shocks me how many stupid people there are.


 

Posted

Quote:
Originally Posted by Hart View Post
Is there any reason to take a Pain corrupter over a Pain MM? Seems like the MM would have a lot more survivability with BG mode, and if I read correctly it seems like single target spike is prevalent so extra healing isn't going to help.
Pain MMs have a harder time keeping up with the team than a Pain corrupter, works fine though if you camp somewhere and let it be a healing base for vills to run to.




Quote:
Looks like I'll need to find a couple of those. Are there PVP tanks that can survive a triple AS? I don't want to go too heavy on the Stalker side, because they're not very useful in PVE and I'd like to keep some balance in the VG composition.
Tanks with high HP and arent slow can manage it


Quote:
What? Doms deal damage? My 50 Mind/Psi solos for crap slotted with damage in her entire secondary. I guess I must be doing it wrong, maybe I can pick a couple up in zone.
Damage is different now in PvP, you can click the little PvP stat button when checking out a power to see... AoEs = dmg nerf, longer animation attacks = dmg buff.. Doms in particular got a buff, then a nerf... but still higher than before the buff.

Quote:
I'm mainly interested in controlling, confusing, and demoralizing the enemy team. I expect that in order to get a team going I'll actually have to take a support role - the role noone ever wants to play. Same as in Guild Wars, really - I was a great Mesmer, but always ended up playing Monk. I have a couple Thermals I could adapt for PVP play - am I correct in assuming that I'm better off with Ice/Thermal than Sonic/Thermal for PVP?
Sonic hits harder, fires decent, even rad shapes up when slotted well... A good elec/therm corrupter can wreck havoc on an enemies endurance and have them helpless all to fast... Unless of course the hero brings blues of has geas...


 

Posted

-target callers can be Doms, MMs, or Stalkers on red side. (unless u are extremely skilled as support, disruption, or taunter i'd stick with those.)

-most of ur teams damage comes from doms, stalkers, and corrs.

-pretty much all support comes from corrs.

-taunters are only useful if the brute is very skilled and know exactly whats going on.

an easy mode villain side 8 man team would look like:

3 corr
2 dom
3 stalk

or if you guys have quite some skill:

1 MM
1 Brute
2 corr
1 dom
3 stalk


 

Posted

IMO, the biggest demoralizer is a brute webnading double taunt bot. I get more complaints in zone broadcast from my 3200 hit point phasing brute who does this than any of my other toons. It does however get old listening to people gripe, so it's best to have a fallback toon.

I'll take the other side of the coin and tell you to definetly take the therm shields. Considering most serious pvp doms take scorpion (for good reason), you will get alot of range out of the resist buff to their base resist even with DR. Also quite a bit of the stalker population still run defense based toons, so they will greatly benefit from the shield as well.

If for no other reason, sonic is useful just because it has access to the dreaded stun. All the squishies who know what's going on have acro, so holds are pretty pointless. Having access to another control tool, even if its only 2 seconds longer, is pretty handy. Not to mention when you do damage you're lowering the targets resist and helping your team do more.


Quote:
Originally Posted by Tokyo View Post
If you are looking for a demoralizing class villain-side I'd definitely go corr; either Sonic, Elec or rad as your primary with Thermal and slot the -endo proc. Radiation Emission doesn't hold up so well in PvP since your two main debuffs are toggles and I have little experience with cold domination to be honest.

If you do go therm (which I suspect you will) I Wouldn't bother with shields unless you are using them as placeholders for IO bonuses, with the current rules in place, shields are unnecessarily redundant.


 

Posted

Quote:
Originally Posted by Warhamster View Post
IMO, the biggest demoralizer is a brute webnading double taunt bot. I get more complaints in zone broadcast from my 3200 hit point phasing brute who does this than any of my other toons. It does however get old listening to people gripe, so it's best to have a fallback toon.

I'll take the other side of the coin and tell you to definetly take the therm shields. Considering most serious pvp doms take scorpion (for good reason), you will get alot of range out of the resist buff to their base resist even with DR. Also quite a bit of the stalker population still run defense based toons, so they will greatly benefit from the shield as well.

If for no other reason, sonic is useful just because it has access to the dreaded stun. All the squishies who know what's going on have acro, so holds are pretty pointless. Having access to another control tool, even if its only 2 seconds longer, is pretty handy. Not to mention when you do damage you're lowering the targets resist and helping your team do more.
'greatly' with DR in place tends to be 'minimal', but it really Depends on his Playstyle. I have a feeling he's wanting to focus on demoralizing the enemy and less on buffing his teammates. The new PvP favors offensive over defensive tactics.

But yes, if you are looking to be both support and offensively viable, Sonic/Therm for sure and take the shields. Holds are a joke.

[sarcasm] I don't know, should he even bother with cauterize? They tend to hinder teammates that already have a self-heal more than they do help, with DR in place. [/sarcasmoff]


 

Posted

Thanks for all the feedback everyone! Sorry for the wall of text, but it beats multiple posts..

Quote:
Originally Posted by Tokyo View Post
Hey, Ex GuildWars ladder member here too. Pirates of BBQ bay and Death by Snu Snu.
Think my ladder time was before BBQ really took off - I led Or Die Trying [ODT], and after half of us came here the rest formed [GLUG]. Usually played as H A R T or Ahyh Asr Ahyh, but you're more likely to know Crest or Northern since they still play.

Quote:
Originally Posted by Tokyo View Post
If you do go therm (which I suspect you will) I Wouldn't bother with shields unless you are using them as placeholders for IO bonuses, with the current rules in place, shields are unnecessarily redundant.
Okay.. why are shields redundant? I mean, I get why shields -after the first- are redundant thanks to the bizarre implementation of diminishing returns. On the other hand, because of diminishing returns gutting heals very quickly and not affecting damage at all, I would think that a reliable way to reduce incoming damage would be almost necessary in order to keep a team up through the whole fight.

Quote:
Originally Posted by Feugan View Post
Pain MMs have a harder time keeping up with the team than a Pain corrupter, works fine though if you camp somewhere and let it be a healing base for vills to run to.
So.. in other PVP games, I tend to want my entire team in approximately the same location so we can focus fire on individual targets and have healers in range for countering opposing spikes. Is there some reason that doesn't work in CoX? I guess the 'hit once and run like hell' nature of Stalkers kicks in here? Is there something that stops me from having the stalkers queue up AS, TPFoeing the enemy to the still-hidden stalkers, and plinking them with brawl to kill their travel powers?

Quote:
Originally Posted by Feugan View Post
Sonic hits harder, fires decent, even rad shapes up when slotted well... A good elec/therm corrupter can wreck havoc on an enemies endurance and have them helpless all to fast... Unless of course the hero brings blues of has geas...
I'm guessing that's through Heat Exhaustion? So far I've heard that the bubbles aren't very good, and it looks like heals get nerfed really fast, so it seems like my best bet is to end drain the opposing team or spike them down. Endurance drain and damage aren't effected by diminishing returns, and end drain should drop tanker/scrapper toggles which holds apparently don't do anymore. If I'm trying to end drain people and the bubbles suck, wouldn't I be better off with an elec/kin than an elec/thermal?

Quote:
Originally Posted by Warhamster View Post
IMO, the biggest demoralizer is a brute webnading double taunt bot. I get more complaints in zone broadcast from my 3200 hit point phasing brute who does this than any of my other toons. It does however get old listening to people gripe, so it's best to have a fallback toon.
Winning is winning. Does this work against good teams or just scrubs, though? I'd think that a brute would be pretty easy to either ignore or kill outright, since movement nerf kicks in whenever you swing and brutes need a bunch of swings to get Fury up.

Quote:
Originally Posted by Warhamster View Post
I'll take the other side of the coin and tell you to definetly take the therm shields. Considering most serious pvp doms take scorpion (for good reason), you will get alot of range out of the resist buff to their base resist even with DR. Also quite a bit of the stalker population still run defense based toons, so they will greatly benefit from the shield as well.

If for no other reason, sonic is useful just because it has access to the dreaded stun. All the squishies who know what's going on have acro, so holds are pretty pointless. Having access to another control tool, even if its only 2 seconds longer, is pretty handy. Not to mention when you do damage you're lowering the targets resist and helping your team do more.
Oh? Maybe my AR/Cold would be worth taking on a run or two. It's the toon with all my money in it, and Absolute Amazement in the disorient. Is Mag3 really enough to be worthwhile though?


 

Posted

Correct me if I'm wrong (as I may be), but I dont believe that stalkers get base resistance to all like squishies do. With that in mind, a defense based stalker will get a freakin ton out of a 30%+ resist sheild, even with DR in place.

There are very few self heals that will beat cauterize, so take it, sarcasm not included. :P I'm a huge fan of the heal based suppression changes (due to my need for a challenge). I12's skilless organized zone heal spam is no longer possible in the current environment. Now after 3-4 heals, the target needs to phase, or if that is down, actually use strategy like (heaven forbid) LoS breaks to provide the healer, who now actually has to count down in his head the end of the heal suppression time, instead of mashing 1 button over and over, enough time for the heals to go back to being effective. My dom uses evasion strategies all the time around buildings. My therm finds this far more enjoyable than the past heal spam, as I actually have to THINK to keep track of which toons are on heal suppression and if I should actually heal a few hundred points of damage which would start suppression, or just wait and see if they turn out to be a real spike target or not, instead of just reacting to damage and pressing one button.



Quote:
Originally Posted by Tokyo View Post
'greatly' with DR in place tends to be 'minimal', but it really Depends on his Playstyle. I have a feeling he's wanting to focus on demoralizing the enemy and less on buffing his teammates. The new PvP favors offensive over defensive tactics.

But yes, if you are looking to be both support and offensively viable, Sonic/Therm for sure and take the shields. Holds are a joke.

[sarcasm] I don't know, should he even bother with cauterize? They tend to hinder teammates that already have a self-heal more than they do help, with DR in place. [/sarcasmoff]


 

Posted

Quote:
Originally Posted by Hart View Post
That being said, I expect that Going Rogue is going to include major revamps to the PVP system. More to the point, I think it's going to -have- to include major revamps for the better or fail as a product.
While I certainly hope you're right that GR will include major PVP enhancements, I can't help but wonder what led you to that conclusion. The devs have said nothing to indicate it. And the idea that it will fail as a product if it doesn't include PVP revamps is wildly off the mark. The fact is that the vast majority of players are now PVE-only, and they'll buy GR if it has compelling PVE enhancements.

Don't get me wrong. I'm not a PVP hater at all. I do think that if it includes a PVP revamp it'll be good for the health and longevity of the game.

Oh, more on topic: if we're talking GR PVP, wouldn't it make more sense to look at a mixed team instead of just pure villain ATs? GR will have side-switching so you will be able to have any AT on a "villain" team, no?


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

Posted

Quote:
Okay.. why are shields redundant? I mean, I get why shields -after the first- are redundant thanks to the bizarre implementation of diminishing returns. On the other hand, because of diminishing returns gutting heals very quickly and not affecting damage at all, I would think that a reliable way to reduce incoming damage would be almost necessary in order to keep a team up through the whole fight.
DR hurts quite a bit on a squishy with base res of 28% that also has a resist sheild of their own. Outside res sheilds stacked with that end up yielding a very low amount. If the squishy is def based, he gets much more out of the thermal sheild, and a ton more if he's a def based stalker, brute, or mm.

Quote:
So.. in other PVP games, I tend to want my entire team in approximately the same location so we can focus fire on individual targets and have healers in range for countering opposing spikes. Is there some reason that doesn't work in CoX? I guess the 'hit once and run like hell' nature of Stalkers kicks in here? Is there something that stops me from having the stalkers queue up AS, TPFoeing the enemy to the still-hidden stalkers, and plinking them with brawl to kill their travel powers?
Part of the reason the pvp in this game is so appealing for many is the superfast paced all over the zone action it offers. When I call a target, we often have to chase him, while the spike team is chasing him, our support team is chasing our spike team, and for a pain mm to be chasing all over the zone is very dangerous indeed. If cought outside of body guard range, its probably dyin time, as mm's have the lowest base hit points in the game. Thus Cor's tend to fill this roll better. If you're just in a survival huddle (which is pretty pointless IMO) then I guess a pain mm would be ok.

Quote:
I'm guessing that's through Heat Exhaustion? So far I've heard that the bubbles aren't very good, and it looks like heals get nerfed really fast, so it seems like my best bet is to end drain the opposing team or spike them down. Endurance drain and damage aren't effected by diminishing returns, and end drain should drop tanker/scrapper toggles which holds apparently don't do anymore. If I'm trying to end drain people and the bubbles suck, wouldn't I be better off with an elec/kin than an elec/thermal?
Heat Ex is a pain for sure, but not the end of the world to the prepared IO'd out player. My blaster has my togs hotkeyed. If I get HE'd, I dump my togs, and rush the therm. With just a few blues, my blaster can kill them long before I'm out of end, at which point I can toggle on invis and SJ only, then pull back safely to allow it to expire. Kins are really a dead class now I'm afraid. However I have yet to see a elec/kin and elec/therm tag team, that could be a thing of beauty.
You'll never ever be spiking scrappers/tanks before killing all the damage and support. They tend to be like flies, an annoyance but no danger at all outside of a lucky hit. In the current Freedom RV, 1 in 20 will have and actually use the only thing that makes them useful in zone, taunt. The current fight club mentality has created the monster that is this broad base of ignorant players with completely pointless melee toons.
Quote:
Winning is winning. Does this work against good teams or just scrubs, though? I'd think that a brute would be pretty easy to either ignore or kill outright, since movement nerf kicks in whenever you swing and brutes need a bunch of swings to get Fury up.
Scrubs are usually the ones complaining, but it works great vs good players as well. Remember one thing about non stalker based melee toons that people seem to be too ignorant to understand. Brutes, Scrappers, and Tanks are only useful for taunt, webnade, and the occational blip of damage, they are not damage dealers. I could say this 100 times in broadcast in RV, and people would never understand. Brutes are not easy to ignore if taunt is forcing the hero blasters to target the brute. Not to mention the fat 15 seconds of them being stuck with a oh so hot -75% range debuff. Add webnade to the mix and you have a single player disrupting 4+ blasters. If you get spiked as a brute prior to other members of your team, you're doing your job and doing it well. Killing a good brute outright is difficult at best, far more difficult than any other villain toon outside of a mm with full pets in body guard range. My taunt bot with aid self and dull pain requires a mountain of damage to threaten. Including dull pains heal, my brute can take around 3900 points of damage before I need to phase, this is the remaining damage AFTER my sheilds have shaved off a respectable portion of the original damage. I can slap over 500 point heals down on top of this with aid self. If I get spiked hard, I can temp phase, use aid self 2 times while my 400% regen works me to full within the 30 seconds, then pop out and start taunting and nading again.