Returning PVP'er lf advice


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Posted

Greetings!

After hearing news of reinvigorated PvP zones and arena because of server transfer on freedom, I decided to resubscribe and try once again. I havent been on since before architect, and I am looking for some insight on the current 50's I have and which would be best to start slotting and setting up since the addition of heal decay and travel power suppression.

My current 50's are:

Mind/Fire dom
Ice/Rad cor
Fire/Kin cor
Sonic/Thermal cor
Dark/Storm cor

I am looking for a setup that will be effective in RV for the most part, with the ability to solo if villains arent working together. I hopped on all of my toons briefly and was unable to decide which would be most effective. I noticed TK and hurricane don't repel anymore, everyone has insane accuracy to the point of -tohit debuffs being near useless and its very difficult to lock someone down without getting spiked by melee, etc.

Which of those 5 would be most ideal in the new system for general zone play? My Therm is built for support at the moment so I can keep him that way to heal and help, but I really would like to spec something to get out there and do damage.

Are there any new at's or powersets that have become viable since the change? I would assume Rad or stone melee would be more fun now, etc. If I were to look for a new toon what are some interesting ideas? As you can see I have always played squishies and thats because i like debuffing and crippling versus straight damage, but have the changes made that style of play impossible? every time I put RI on someone or get on them with hurricane they blast me right through it.

rad/cold cor?
stone/fire brute
em/fire brute
bs/wp stalker?
fortunata?
bane spider?
any doms?

Any ideas or advice would be appreciated! Thanks for your time.


 

Posted

Mind/Fire would be the most effective.

The Sonic/Therm will still be really nice.

The Kin is pretty bad, mostly unplayable.

The Ice/Rad I would not use because Ice is bad.

The storm can still work, though dark/ does suffer from not having aim.


 

Posted

i noticed on my mind fire that TK doesnt repel and it's only a mag 1 hold now -

1) is Mind/Fire stylistically different to play now that TK has been changed?
2) I noticed now that holds/stuns/etc. tend not to hold for long, and only drop a few toggles - how does a control based AT work around players being able to escape much easier?

Before i left my main idea was this in a zone:

Run and bait and stay active and fast until i am able to pull someone away from a larger pack. Jump under/over them and put on TK and push them into a wall/corner so they cant escape, confuse, stack dominates until their toggles drop, go to town with damage rotation.

Now that TK isnt a repel (which is fair imo - TK used to be far too powerful), it seems that it would just mean TK is a hold - but how does this mechanic work? Will it only drop a few toggles, all of the toggles, will they be held as long as TK is on? If the mag is too low for a scrapper/tank but i eventually get them with enough stacked holds, how long are they held for? etc.


 

Posted

There's no such thing as control anymore. Play your dom just like a blaster.


 

Posted

Wow, you really have been gone for a while. Let's bring you up to speed on some of the changes that were made during I13:

* PvE-style travel suppression replaced with an unresisted suppression that triggers when you attack, are attacked, or activate a heal or location-based power (this is why Kins are now worthless)
* Diminishing returns (DR) applies to all your stats except maybe hit points (and including slotted enhancements) - intent was to lower the gap between SO'd and heavily IO'd builds and reduce the ability to turn things like Blasters into tank-mages, but had the side effect of making Therm and Sonic shields (and many other external and self-buffs) worthless, and now no one really knows how much of a given stat you can throw into a build before it starts to become a wasted investment
* Heal decay means that if you heal more than once per 8-second period, you heal for less and less until the heal has barely any effect (for example my Therm Corruptor's heal goes from about 430 with no decay to about 86 under full decay). Was supposed to reduce the contribution of heals to a fight but basically had the side effect of turning everything into a damage spam; if you don't have phase or hibernate on a PvP build and you aren't a Tanker of some flavor you'll probably die a lot
* Mez got changed pretty drastically: protection was replaced with resistance, which means that everyone gets mezzed whenever they're hit by a mez. The 15-second suppression period is still in effect, but the mezzes themselves only last a few seconds, do not turn off or suppress defensive toggles (things like armor toggles or travel powers stay running, things like the Rad or Storm toggles turn off), and there's no way to keep from being mezzed and no way to get out of a mez once you've been hit by one except to wait for it to wear off
* Damage was rebalanced - basically AoEs were gutted to the point of uselessness and damage for single-target attacks is now based on animation time, so powers like Shout and Total Focus can be very powerful but you have odd cases like Bitter Ice Blast doing less damage than Ice Blast (the Ice Blast set in general is considered one of the worst sets in the game now) or Flurry and Kick being some of the hardest-hitting attacks.

Basically, they "rebalanced" the entire game in an effort to bring more people in and make more powersets and builds viable, but ended up trashing the usefulness of at least two sets, at least one AT (you will notice quickly that very few people play Defenders anymore and VEATs are rare as well), and effectively destroying high-end organized arena PvP.

Regarding the Dom: use TK as a "get away from me" button since it's pretty much only good for holding someone in place while you back off and heal up or something. Use your mezzes when the target gets low on HP so you can mez them and kill them off while they're unable to do anything. Other than that, ignore the fact that you have mezzes and just play it like you would a Blaster.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Oh yeah and TK automatically shuts off after 8 seconds.


 

Posted

Thanks alot for all of the reply's its helping me immensely:

Sounds like a full rebuild is necessary -

Is permadom still a goal to attain, or is recharge not as important as other stats?
How were confuses/sleeps/fears affected?
Should I even pick up TK or just use dominate to a last moment mez for a kill?

I also noticed they buffed villain PPP's a bit -

Should i keep medicine and go leviathan for hibernate or mace for PFF?
Should i go concealment for phase and go Mu for power surge?

Also -

Sonic/Therm wise - if they nerfed thermal shields with DR does that mean instead of going for a pure old school shields support build should i just keep cauterize and thaw and focus more on blasting while integrating Heat Ex and Melt Armor? I'm assuming forge is also useless because of DR?
Also should I go Concealment for phase and soul for PB? Leadership for tactics and Leviathan for hibernate?

In general - do people still pick up CJ for immob protection or just use super jump?


 

Posted

to duel on a sonic therm, go leviathan and leadership.
to play offensive therm on a team, go phase and focused acc with webs or pb to make the stun more op.
to play support therm go phase and pb.


 

Posted

Quote:
Originally Posted by Unexplanetory View Post
Is permadom still a goal to attain, or is recharge not as important as other stats?
How were confuses/sleeps/fears affected?
Should I even pick up TK or just use dominate to a last moment mez for a kill?
DR hits recharge pretty badly once you get past 30-50% or so (again, everything's all messed up and no one is entirely sure what works anymore). Whereas under the old rules (and in PvE) you can have permadom with about 75% global recharge + Hasten and have it stack infinitely, you'd need about 120% global recharge + Hasten for permadom under DR, and even then it would only stack two or three times (not sure on that exactly, someone with more experience might know). After I13 the biggest reason to use Domination was for the damage buff, but as you may or may not have noticed Dominators got changed in I15 - the damage buff was removed from Domination and added to the damage modifiers and some assault sets had their damage/recharge/endurance tweaked (Elec is not quite as good as it was, and Energy is really good now). With the way mez works in PvP now Domination doesn't add any mag or duration, it just ignores mez resistance. These days Domination is good for an end refill when fighting Therms, and that's about it.

Confuses, sleeps, and fears had the same changes to them as all the other mezzes, so sleeps are largely worthless except as a place to slot the placate proc (currently broken to fire almost 100% of the time so you'll see a lot of Mind Doms/Trollers and Psi Blasters using it). Confuse is still on a different timer than other mez and it's still very useful. Fear is still all kinds of weird but it's not really common - biggest advantage for Fear used to be most melee sets had no protection against that and you could burn someone out of Break Frees during a match, but with a 2-4 second duration that's not the case anymore.

Quote:
I also noticed they buffed villain PPP's a bit -

Should i keep medicine and go leviathan for hibernate or mace for PFF?
Should i go concealment for phase and go Mu for power surge?
Pool-wise on a Dom I'd do Fitness/Leaping/Speed/Leadership and then take Leviathan for Hibernate. Some people do Medicine and Mace instead of Leadership/Leviathan but I've found that's not as common. Very rare to see a Dom using Mu anymore (Mez was the last one I remember seeing after I13) and I don't think anyone uses Soul. Power Surge looks nice on paper but it's mostly only good for the recovery these days because of diminishing returns on resistance (40% base free PvP resistance to everything + another 30% resistance to everything from your patron armor will DR at somewhere around 35% and Power Surge would add less than 10% on top of that).

Quote:
Also -

Sonic/Therm wise - if they nerfed thermal shields with DR does that mean instead of going for a pure old school shields support build should i just keep cauterize and thaw and focus more on blasting while integrating Heat Ex and Melt Armor? I'm assuming forge is also useless because of DR?
Also should I go Concealment for phase and soul for PB? Leadership for tactics and Leviathan for hibernate?

In general - do people still pick up CJ for immob protection or just use super jump?
If you plan on playing team support, keep all the Therm powers you would've had pre-I13. Thaw doesn't give mez protection anymore but keeping it applied to someone is the difference between a 1/2-second mez and a 2-second mez and can make a difference during a mez/damage spike. Forge is still useful for the tohit if your ally doesn't have too much +tohit on their own, and even then it's good for damage since that's basically what PvP is balanced around these days. The shields will only add a few percentage points of resistance to squishies who are running resist-based patron/epic shields but there are still villains who use Mace Mastery, Blasters who use Frozen Armor, and the occasional melee character that can benefit from a bit more +res. Many Therms don't have the shields or Thaw anymore though and I suppose I can't fault them for it as they're relatively useless compared to how they once were.

People seem to use CJ as an IO mule these days (LotG, Zephyr -KB, Karma -KB) and just run SS and SJ, but I'll often toggle on CJ when I've been hit by an immob just because it makes it last less time. Speaking of -KB, you may have noticed that knockback has become a lot more common (due to a combination of the Acro nerf from a few years ago and then the I13 PvP changes, especially to mez) and you'll find yourself getting tossed around a lot unless you built for it before I13 or are on a melee. You'll usually want to shoot for 41 points of KB protection in any squishy build, more if you can fit it in.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."