Mind/Bubbler for PvP


Amir

 

Posted

Hi PvPers,

So I like to sometimes mess with some non-FOTM builds for things. I noticed bubblers are just slowly disappearing in general. Given the KB fun that is out there now in PvP, the idea of a mind/bubbler came to me as potentially interesting. I am sure I am not the first to think of this, so I looking for a bit of help with regards to PvP.

This toon would be made for zone (and team - if I even have to say it) pvp. The goal would be to knock people on their *** and create a world of mez hell for people.

My thoughts on mind were pretty much take most of the powers. From the bubble side of things, force bolt (slotted with KB and perhaps recharge - IOs to be determined eventually).

So I had a bunch questions, and pardon me if some are obvious. I have not really done much PvP for a couple of years, and i found out my one time great ice/cold corr sorta sucks now. Apologies in advance for lots of questions, but the experiment and goal here seemed like an interesting concept.

(1) Is PFF useful in PVP? It's my tier one, so no real choice, but question of slotting.
(2) Does dispersion bubble provide adequete mez/kb protection for pvp ( I play on Freedom)?
(3) What slotting for Levitate and Force Bolt is recommended IO-wise?
(4) Is the detention bubble useful in PvP? Does it actually work on anyone?
(5) Does Terrify have a use and how would you slot it?
(6) Epic choice recommendations?
(7) For shields, in PvP, do they help teammates enough to matter. I would get them for a Pve build, but for the PvP build, if they don't help, I may skip as I hear defense isn't too useful in PvP. If you and I were on the same team, would you be expecting me to bubble you in otherwords.
(8) Finally, any slotting recommendations for TK.

Once again, as a KB specialist, I am not interested in being an uber damage machine. I just want to find some folks to team up with to provide support in the form of damage mitigation called KB. I know I could go FF/Energy Def, but I'm not a fan of playing fenders personally and I would likely PvE with an alt build for TF's and stuff. I like trollers, and I know Mind has some decent single target damage. Also, TK is just too much fun.

Thanks in advance.


 

Posted

1. Yes, its useful, but its not going to be a panic button like hiber.

2. There is no protection anymore, and against kb, no it will not. Aim for 41 points of KB protection through IOs and Acro

3. Forcebolt can be slotted with Kinetic Crash and you'll have great knockback ability with some nice bonuses. Levitate can be slotted as your choice, Forcebolt should recharge fast enough to spam though.

4. Detention works for like a base 4 seconds for Trollers. I wouldnt grab it, but others might, cant comment.

5. Terrify I cant comment either.

6. Ice Or Primal, depends on play style. Ice for Hiber, Primal for PB, which I wouldnt know how useful would be for you unless you got Aid Self.

7. I like bubbles, but I play a defense toon. If nothing else, you can slot -kb IOs.

8. I think TK shuts off after like 4 seconds anyway. I hear its pretty nice to have though, so End Redux and Recharge maybe? Some others Minds/ would know better.


 

Posted

(1) Is PFF useful in PVP? It's my tier one, so no real choice, but question of slotting.
slot it with karma kb proc and 3 sheild walls - not the no touchy of old days but still useful
(2) Does dispersion bubble provide adequete mez/kb protection for pvp ( I play on Freedom)?
as stated there is no protection on shortened duration on mez
(3) What slotting for Levitate and Force Bolt is recommended IO-wise?
two roads here - if you kb a target they cannot be kb'ed for a short time so slot force bolt for kb and lev for dmg...
(4) Is the detention bubble useful in PvP? Does it actually work on anyone?
in a team not really
(5) Does Terrify have a use and how would you slot it?
fears still work just not as long.
(6) Epic choice recommendations?
primal for powerboost -
(7) For shields, in PvP, do they help teammates enough to matter. I would get them for a Pve build, but for the PvP build, if they don't help, I may skip as I hear defense isn't too useful in PvP. If you and I were on the same team, would you be expecting me to bubble you in otherwords.
end drain is a killer in pvp so the end drain prot bubbler is very nice - both make it easy to slot for kb protection and not hard to fit in a build.
(8) Finally, any slotting recommendations for TK.

3 end rdx on an end heavy build or 2 end rdx + 1 range if you can spare the slot or just 2 end rdx.


 

Posted

Well I think I can help you with this. My mind/ff Cherryl on Victory server was once a force of nature, but come issue 13... well considering the new rules of pvp, which is "Damage is king"... she went to the bottom of the barrel pretty fast.

(1) Is PFF useful in PVP? It's my tier one, so no real choice, but question of slotting.

Answer: No not really anymore. It used to add to base defense, then they changed it to vector based, which has a soft cap already. With diminishing returns, if you're soft capped already it will give you about .2 to .9% defense. No joke. If your foe has a a decent amount of tohit or accuracy, it'll be as if it's not even on, AND you can't attack back.

The most you'd want to put in there is recharge. And even then I wouldn't slot it much since it recharges very fast for controllers.


(2) Does dispersion bubble provide adequete mez/kb protection for pvp ( I play on Freedom)?

Answer: It does not provide knockback protection at all, and in pvp there is no more mez protection, only resistance. The bubble only reduces the length you are held, immob, or stunned. It does not protect against any other mezes but those three.

As far as adaquate protection, with acrobatics stacked on, you can drop a 4 second hold to a 1.5 second hold. You'll get stunned and immobed for a little bit longer, 2 or 3 seconds. It's on par with scrapper/brute/stalker levels of resist.


(3) What slotting for Levitate and Force Bolt is recommended IO-wise?

Answer: Levitate is your damage move, slot it as you would a ranged attack. I use Devistation for the damage bonus, you're gonna need it.

And if you take forcebolt then slot it with force feedback for it's damage and recharge bonus. You can overcome acrobatics easily with a very high mag knockback. It's still the same for melee characters, you won't be able to knock them down unless they are mezed, or you have some very insane kb numbers. With a full set of force feedback you can get a mag 50 knockback, diminished of course.


(4) Is the detention bubble useful in PvP? Does it actually work on anyone?

Answer: It works for 8 seconds, sometimes less when it bugs out. I dunno why it does. It has some uses to it still, just not nearly enough to justify taking it.

Edit: It has been brought to my attention that this move only lasts 4 seconds now. I change my answer to no it's just bad.


(5) Does Terrify have a use and how would you slot it?


Answer: No, it blows in pvp. It does crap damage, even with containment. Unless they changed something recently it has a 7 second duration, which really... well it's not terrible, just not useful enough to justify taking it.

(6) Epic choice recommendations?


Answer: Stone mastery. You're gonna need all the damage you can get. Seismic smash, and throw rock.


(7) For shields, in PvP, do they help teammates enough to matter. I would get them for a Pve build, but for the PvP build, if they don't help, I may skip as I hear defense isn't too useful in PvP. If you and I were on the same team, would you be expecting me to bubble you in otherwords.

Answer: Ok here's a big one. I assume you don't know about the new rules of pvp at all then? They added in Diminishing returns. This prevents archatypes from going over a certain limit that's drastically lower than what's in PvE. The whole thing is good in some ways, but imo really hurts a vast majority of things more than it's good.

But I will go over the defensive aspect of Diminishing returns.

Now as we know, 40% defense is the soft cap for all vector based defense, you know smashing, lethal, Ranged, melee, ect...

For pvp, all non-melee characters have a diminishing returns cap of 20% defense. Epic archatypes have it closer to 35%, as well as scraps, brutes, and stalkers. Tanks have a lot more room in that they can hit the soft cap of 40%.

Next thing, your enhancements. Diminishing returns does effect your enhancements to a point where you will see a difference in your pvp numbers compared to pve. So if you had an ally bubble that does 17% in pve, in pvp it'll be around 11 or 12%

Next thing is the Haves vs the Have nots. A good portion of the good epic powers have defense based shields for squishies, Arcitc mastery, Scorpion mastery, Stone mastery, to name a few.

A blaster who takes arctic mastery and has a few defense buffs like combat jumping and IO bonuses can already hit that 20% defense ceiling. You then buff him for your 12% bubble... oh but he's at the diminishing returns cap. You may have given him 12%, but on his total it's diminished to giving him .1% defense.

Essentially the only improvement you've done is a cosmetic one on his ugly face. I'd reccomend coloring your ally bubbles to the most costume-obscuring bubble possible, possibly a bullseye too.

Now keep in mind this applies to all people with defense based abilities. Super reflexes, Shield defense, yea it essentially does nothing for them.

Now for those who don't have defense, consider you're only giving them 12% defense, which is about the same as if you had not even enhanced the bubble, and that anyone with any accuracy or defense debuffs is not even going to notice it at all.

And there's another thing, ally defense buffs do not give elusivity, which is ANOTHER calculation in defense. But I won't get into that. Forcefielders have no Elusivity in their set at all, which makes their defense as if it wasn't even there.

So to summarise, No, it makes nearly no visible difference whatsoever. Don't bother unless you just want IO set bonuses, or to grant your allies with end drain resist.

(8) Finally, any slotting recommendations for TK.

Answer:
2 recharge, 2 End Redux.

And from me, just as a bit of advice, the power behind forcefields is long gone, and being neither a debuffing or even a decent buffing set, has really gone down the crapper. Which answers your question on why all the forcefielders are disapearing.

You need a REALLY good team to make it work. Coordinated and everything, because if you're just knocking things over left and right, and no one is taking advantage of it... well it may seem fruitless. You just really need the right teammates to make it work.

Good luck though, you're gonna need it.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

Quote:
(3) What slotting for Levitate and Force Bolt is recommended IO-wise?

Answer: Levitate is your damage move, slot it as you would a ranged attack. I use Devistation for the damage bonus, you're gonna need it.

And if you take forcebolt then slot it with force feedback for it's damage and recharge bonus. You can overcome acrobatics easily with a very high mag knockback. It's still the same for melee characters, you won't be able to knock them down unless they are mezed, or you have some very insane kb numbers. With a full set of force feedback you can get a mag 50 knockback, diminished of course.
Yeah not many squishy toons get their KB high enough to stop a force bolt.. thats lots of fun... But for the Melee toons that have KB protection in their main powers you won't be knocking them back at all, as the KB protection dropping while mezzed was corrected a cpl of months ago.


 

Posted

Are you primarily considering playing in PvP zones or the Arena?


 

Posted

Quote:
Originally Posted by Feugan View Post
Yeah not many squishy toons get their KB high enough to stop a force bolt.. thats lots of fun... But for the Melee toons that have KB protection in their main powers you won't be knocking them back at all, as the KB protection dropping while mezzed was corrected a cpl of months ago.
Oh that was? It's been a long while since I've used my mind/ff, and the pvp I've been doing lately is just with blaster or corrupter.

So ok, has anyone gotten a knockback high enough to KB a melee character through kb protection lately? 50 is pretty high, and it's like 40something in pvp. I didn't think that was enough, even pre I-13.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

The KB resistance they get in their toggle/click mez protection now makes it so KB really has no effect. Others, like fire/dark can be kb like any other squishy.


 

Posted

Wow thanks for all the advice. I'll need to digest this for a bit to see if it is worth going on. It is true that I did not keep up with all the new PVP diminishing returns as I am looking to return to PvP and usually I like to start new projects froms scratch just for the heck of it. Typically my projects are either damage dealers, or support specialists. Likely, I would play in zones, but arena is fine with team. I would team in any case as I would really be useless solo, and I think the idea was to find a team that would capitalize on my ability to knock people down. Perhaps I'll start a sg called "Kick em while their down" and bother fiteklubbers (love the term) who try to do it in the zone.


 

Posted

Quote:
Originally Posted by NightSable View Post
Wow thanks for all the advice. I'll need to digest this for a bit to see if it is worth going on. It is true that I did not keep up with all the new PVP diminishing returns as I am looking to return to PvP and usually I like to start new projects froms scratch just for the heck of it. Typically my projects are either damage dealers, or support specialists. Likely, I would play in zones, but arena is fine with team. I would team in any case as I would really be useless solo, and I think the idea was to find a team that would capitalize on my ability to knock people down. Perhaps I'll start a sg called "Kick em while their down" and bother fiteklubbers (love the term) who try to do it in the zone.
hehe, that would be kinda cool to see, especially if you can get a bunch of scrappers or something with [kick]... seeing as its some uber power now


 

Posted

I should be giving you some advanced advice but ur asking too many questions at once


 

Posted

Id make a ff/psi defender instead


@KoolVirus

 

Posted

Quote:
Originally Posted by NightSable View Post
(1) Is PFF useful in PVP? It's my tier one, so no real choice, but question of slotting.
(2) Does dispersion bubble provide adequete mez/kb protection for pvp ( I play on Freedom)?
(3) What slotting for Levitate and Force Bolt is recommended IO-wise?
(4) Is the detention bubble useful in PvP? Does it actually work on anyone?
(5) Does Terrify have a use and how would you slot it?
(6) Epic choice recommendations?
(7) For shields, in PvP, do they help teammates enough to matter. I would get them for a Pve build, but for the PvP build, if they don't help, I may skip as I hear defense isn't too useful in PvP. If you and I were on the same team, would you be expecting me to bubble you in otherwords.
(8) Finally, any slotting recommendations for TK.

Thanks in advance.
1) I'm not exactly sure. It still can be useful when you're in a jam! I usually slot mine with 3 Defense IO's.
2) To my knowledge yes, as long as you aren't getting pounded by a lot (like more then 4-5?) of holds, etc.
3) For Leviate and Forcebolt I suggest 6 slot kinetic crash since it gives the recharge and KB prot bonuses.
4) My experience with intangibles and the sort are they only last a week seconds. I'm not sure if its worth it I took it off my /dark.
5) I love Terrify! I usually do mine just with glimpse of the abyss. 5 slots only usually.
6) Epics Id either go psychic for the extra mez protection, primal for powerboost to beef up your holds and buffs, or stone for rock armor ( + def) and earths embrace.
7) Every little bit helps! I find those bubbles to be very helpful personally even in PvP.
8) A couple of issues back for PvP TK actually use to own, used it lately and its almost like it doesn't work at all. I dunno anyone else take on this but I just slot 3 end redux.


 

Posted

For those that don't seem to know, TK is basically an unresisted hold that lasts, I think 10 seconds. It keeps the person held as long as he takes no damage. So you can use those 10 seconds to put any debuffs you want on the person...as long as they take no damage, the hold won't drop. It's pretty damn powerful.

That is, unless they completely changed it in the last 2-3 months. I haven't used it in about that long.


 

Posted

Quote:
Originally Posted by Supermax View Post
For those that don't seem to know, TK is basically an unresisted hold that lasts, I think 10 seconds. It keeps the person held as long as he takes no damage. So you can use those 10 seconds to put any debuffs you want on the person...as long as they take no damage, the hold won't drop. It's pretty damn powerful.

That is, unless they completely changed it in the last 2-3 months. I haven't used it in about that long.
For trollers thats right... Defenders still have a repel TK though... I am not sure vside, why theres two different versions of TK running around is anyones guess.


 

Posted

Wait. People still play defenders in PvP? Whoa.

Seriously, in addition to your point, doms also get the normal TK effect. And mind doms are at least 90% of the doms right now, so a lot of players can take advantage of it.


 

Posted

Quote:
Originally Posted by Supermax View Post
Wait. People still play defenders in PvP? Whoa.

Seriously, in addition to your point, doms also get the normal TK effect. And mind doms are at least 90% of the doms right now, so a lot of players can take advantage of it.
Emp/Psi Defenders are still very viable. I'm sure we are going to see a surge in Emp/Energy soon do to how awesome power push is. Power push is good....but thats all energy brings to the table, thats why IMO Psi > Energy.


 

Posted

For arena PvP you want to go with Ice Mastery on an FF so you can have a phase and perception/tohit.

On a mind/FF you'd primarily be disrupting enemy offense in a team arena match. That would involve KBs, Cages, TK, Confuse, Holds, ect.

As for Emps, Ill/emp will still be the best in an 8v8 - although the difference between going Ill over anything else would be very marginal.


 

Posted

Quote:
Originally Posted by Silit View Post
For arena PvP you want to go with Ice Mastery on an FF so you can have a phase and perception/tohit.

On a mind/FF you'd primarily be disrupting enemy offense in a team arena match. That would involve KBs, Cages, TK, Confuse, Holds, ect.

As for Emps, Ill/emp will still be the best in an 8v8 - although the difference between going Ill over anything else would be very marginal.
ill/emps are making a comeback as are fire blasters, i guess they are right when they say history repeats it self...all im waiting for now is the buff to ice blast...... one can only hope.


 

Posted

Quote:
Originally Posted by Silit View Post

As for Emps, Ill/emp will still be the best in an 8v8 - although the difference between going Ill over anything else would be very marginal.
i dont think its just marginal. it makes a big difference to good players. getting away from toggle debuffs from an earlier distance w/o having to pop on a toggle that stops you from healing ur team, placing more targts on the map for the other team to toggle through, confusing their disruption/buffing, and even going as far as placing a terror while you buff and heal at no animation cost to u is a big diff. I've only seen a few emps that can multi-task that well so your right kinda right. it makes only make a small difference to ur average player but back in i6-i9 there were a few emps that can pull of heal/buff/and disrution all at once. B4 the tk nerf mind was almost as good. If i were the OP i'd reroll into ill/ff fire/ff grav/ff or even earth/ff.