Victory PvP University


Cherry Cupcakes

 

Posted

Hello all and many thanks to those taking time to help us noobs learn how to get our butts kicked! Err...I mean, learn how to PvP.

Since this is university, I would like to request a kind of introductory primer of the ATs. If our professors could voice their opinions on what the relative strengths of the various ATs (blue and red) are in PvP, I think that would help to set certain expectations.

i.e. What do you think is the best AT to start out with and why? If you were to rank the various ATs, what would the list look like? What are differences between zone and arena and why does a toon excel in one but not the other?

I think one of the many issues with how PvP is viewed, is the fact that a toon that does well in PvE can fail miserably in PvP. Obviously there are a lot of contributing factors for that failure. However, if people have reasonable expectations, it makes it a lot easier to swallow when it happens and it is less likely to contribute to a one and done mentality.


Better to reign in hell than serve in heaven.

 

Posted

Quote:
Originally Posted by YouWish View Post
I used to pvp with a dark/nin stalker and a dark/cold corr. My dark/cold was a killer in duels, but now that slows are useless, I guess she'll stay shelved.
I have a cold.dark defender! iz the growing FoTM atm:O


 

Posted

Quote:
Originally Posted by _Flux_ View Post
Since this is university, I would like to request a kind of introductory primer of the ATs. If our professors could voice their opinions on what the relative strengths of the various ATs (blue and red) are in PvP, I think that would help to set certain expectations.
Blue Side:
Controllers in pvp act as support mostly in pvp now good for buffing and using mezz to hold person for team attack tho the mezz isn't very long iz still useful. atm there damage output isnt so high.

Blasters are crazeh damage dealers depending on most builds in pvp and good for range damage as well. Energy manipulation seems to be strongest secondary atm due to Boost Range adds a good 60ft to most attacks depending on attacks base range.

Tankers are more for being taunt bots since taunt does -range in pvp and forces a person to attack them and no one else. tankers do decent damage and the epics help with damage also.

Scrappers are great they do pretty good they have strong melee damage and with Blaze mastery that have some pretty crazeh range damage as well the critcals in the blaze epic set are wicked. confront also does -range good for fighting long ranged toons such a blasters/doms/corrs forces them to get near you. tho most scrappers in pvp are regen atm seeing as it's a pretty easy survivable secondary. but there are few out there that choose to use other secondary's and still do pretty good

Peacebringers are good for pvp somewhat! in Nova Form yuh can do blaster type damage. and being peacebringer yuh can get 3 heals and which can be good for staying alive. but playing this yuh gotta do alot of shapeshifting. Warshades are the same just with there heals yuh need a enemy so meh.

Defenders atm arent really used much as i can see. but there mainly just support. but in i17 there getting a damage buff only useful for solo or small teams tho. so will see how that turns out.

As for red side i dont really play it much but...
Dominators seem to be the most damage dealing AT villain side atm they have good mezz and great damage. good for team also like holding person then blasting!

Brutes are good taunt bots also such as tankers but do bit more damage then tankers.

Corruptors are good support toons and also decent damage dealers. they do decent solo'n specially if your a thermal. but fun on teams also.

Stalkers are good for sneaking around and As'n/critcal things but imo is a bit boring but thats just what i think.

and last but not least Masterminds! these are prolly the strongest at's for dueling only because yuh got alot of things fighting for yuh and sharing hp(if in BG mode) can be very hard to kill. but in zones atm with all the tp foe'n can be a bit tough.

Quote:
i.e. What do you think is the best AT to start out with and why? If you were to rank the various ATs, what would the list look like? What are differences between zone and arena and why does a toon excel in one but not the other?
Well first i think the eastest AT to start out with hero wise would be a blaster since is most easy to play in a sense! not hard to blast from range.

the difference between Arena and Zone pvp is in arena people generally/usually turn off travel suppression and heal decay. turning off heal decay makes it so when yuh use a heal back to back it will not lower in heal strength which can make it better for surviving. so that would make a troller/corr bit easier in arena than in zone.


 

Posted

Quote:
Originally Posted by _Flux_ View Post
Since this is university, I would like to request a kind of introductory primer of the ATs. If our professors could voice their opinions on what the relative strengths of the various ATs (blue and red) are in PvP, I think that would help to set certain expectations.
IMO, support toons' effectiveness really depends on which PVP options you have turned on - meaning it really pays to think about how much zone versus arena you may be doing.

With DR on, ally buffs can be reduced to really trivial usefulness. For example, resist ally shields may end up giving only 3-5% if your target is a squishy running their ancillary shield option. The same can go for the defense shields if the ally has slotted for defense.

I guess this is a good time to digress a bit - unless it changed, DR works on a "per power" basis, which means that the enhancements in the power itself contribute to the point where DR kicks in. For example, assault may not add all that much to your +damage if you have your attacks slotted to the ED cap. It's not just set bonuses or global values that are diminished.

With Travel suppression on, +movement buffs tend to become minimally useful. Between all the attacking and getting attacked, speed boost and IR do not have much of a chance to help out. With TS off they can be more useful, but I think most PVP builds are already at the movement caps. The buffs do help against slows, though.

DR is kept on even in the PVP league, IIRC - with no DR and the base resists granted as part of the I13 changes, everyone would be at the resist cap to all damage types. Looking at Mac's "standard lineup," you only see Emps as standard support, and they are there for the heals and (maybe) perception I would wager. I have to say I am surprised to see a rad there...my pea brain thinks the debuffing would be tough to keep up given the new mez mechanics, but maybe the rad debuffs just need to be in place for the couple seconds of spiking.

For emps/therms, heal decay on or off will affect how many people you can keep alive/assist. Zones it is always on, but I think most arena matches turn it off - not sure what Vic will do for Fight Nights.

The changes are one of the main reasons my PVP enthusiasm waned when I13 hit. Of my PVP viable/decent toons, and the ones I was leveling just for PVP, pretty much all of them were team support. I would have had to "start over" and roll all new characters, and I just didn't have it in me. What I should have done instead of giving up is used the AE exploits to get me those toons, but instead I got jaded...ah, c'est la vis.


I am sure I missed some things, so I will let the smart people talk now


 

Posted

Quote:
Originally Posted by TehHippeh View Post
With DR on, ally buffs can be reduced to really trivial usefulness. For example, resist ally shields may end up giving only 3-5% if your target is a squishy running their ancillary shield option. The same can go for the defense shields if the ally has slotted for defense.
Resist shields are useful if the target is a squishy running a defense-based armor (Frozen Armor or Scorpion Shield, generally), as you'll be able to use a buff to get them about to the point someone running a resist-based armor would be at (40% base resist on squishies DR's to about 28%, and base + resist armor will be right around 40%). Defense on squishies DR's to a point where it's not worth building for (for example, my Thugs/Dark MM has about 35% smash/lethal defense in PvE, which gets DR'd to 15%; adding PB'd Vengeance - which would be almost 45% on its own in PvE - bumps me up to 19%).

Quote:
I guess this is a good time to digress a bit - unless it changed, DR works on a "per power" basis, which means that the enhancements in the power itself contribute to the point where DR kicks in. For example, assault may not add all that much to your +damage if you have your attacks slotted to the ED cap. It's not just set bonuses or global values that are diminished.
Correct - this is one of the reasons you'll see weird things like your heals healing less (even with heal decay off) than they do in PvE, or why your total endurance usage will be higher in PvP (i.e. your enhancements in your powers get DR'd in addition to buffs and set bonuses).

Quote:
With Travel suppression on, +movement buffs tend to become minimally useful. Between all the attacking and getting attacked, speed boost and IR do not have much of a chance to help out. With TS off they can be more useful, but I think most PVP builds are already at the movement caps. The buffs do help against slows, though.
IR gives really nice jump control, but many teams don't run Kins because it's simply more efficient to put a Blaster into that spot.

Quote:
DR is kept on even in the PVP league, IIRC - with no DR and the base resists granted as part of the I13 changes, everyone would be at the resist cap to all damage types. Looking at Mac's "standard lineup," you only see Emps as standard support, and they are there for the heals and (maybe) perception I would wager. I have to say I am surprised to see a rad there...my pea brain thinks the debuffing would be tough to keep up given the new mez mechanics, but maybe the rad debuffs just need to be in place for the couple seconds of spiking.
After I14, a test ladder was attempted (this was before the "no heal decay" option so it was run with DR off). With no DR, squishies had capped resistance to almost everything, which meant the only way to reliably get kills was to mez or KB a target and double AS them. It was really one-dimensional, and even now with the no TS/HD ruleset, lineups are fairly regular.


@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

My current build I am working towards ( I do have all of the purples ). Though with the neft coming to BoZT I was wondering if I should drop the Thunderstrikes for Devisations and frankenslot my Power Bolt and Power Blast.

Build it set up as a bit of a Hybrid, I Know it will not hold up in 1v1 but I figure with 3v3 or higher it will make up for the short comings.


(NRG/Elec/Cold

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Posted

Quote:
Originally Posted by Xury2 View Post
Here's another pvp video I wanna show you guys, it's from M3zm3r1z3, who I consider to be the best dom I've ever seen. This is the few Issue 13 footage he has, most his stuff is before the changes though.

The point of showing you this is to show you how having a high damage character, and good support is important in pvp. Dominators are pretty much the redside blasters. Just look at how much damage he deals.

Here is is. (Watch in HD)
That music is horrible! Good video though.


 

Posted

DM Regen build. I dont know what the budget is so I kept this relatively inexpensive. It utilizes no PVP IO's or purple sets but still get 1917 hit points, 56% acc bonus and +52.5% rech. Attacks have 1 or more inexpensive procs slotted.

Cheers!

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@Ra Ra

 

Posted

Maybe it's about time I dusted off my MA/Regen...


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Quote:
Originally Posted by Ra_Ra View Post
DM Regen build.
Thanks for this information. I need to learn Mids a bit better to understand what to do. I think I got it working.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Thanks for this information. I need to learn Mids a bit better to understand what to do. I think I got it working.
.......you haven't used Mids before?


I've already forgotten about most of you

 

Posted

Quote:
Originally Posted by VoodooCompany View Post
.......you haven't used Mids before?
Nope. Just downloaded this weekend and learning how it works.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Nope. Just downloaded this weekend and learning how it works.
I'm so sorry to hear that. You don't know what you've been missing....

And yet, that explains so much


I've already forgotten about most of you

 

Posted

Quote:
Originally Posted by PennyPA View Post
Nope. Just downloaded this weekend and learning how it works.
If you look in the upper righthand corner, there is a button for setting the numbers displayed to either PvE or PvP. The changes can be pretty dramatic (you only get 2-3 seconds of mez from a hold in PvP, for instance, when those are usually 10+ seconds in PvE), so make sure you have the right one selected for what you want to do.

And enjoy... playing with builds in Mid's is like a fun mini-game in itself... at least to me.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Thanks GP. I need to spend an focused evening trying the program out and hopefully will understand what to slot up.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
If you look in the upper righthand corner, there is a button for setting the numbers displayed to either PvE or PvP. The changes can be pretty dramatic (you only get 2-3 seconds of mez from a hold in PvP, for instance, when those are usually 10+ seconds in PvE), so make sure you have the right one selected for what you want to do.

And enjoy... playing with builds in Mid's is like a fun mini-game in itself... at least to me.
As a word of caution on this, the PVP number displays do not take into account DR. You will get the base PVP numbers, but not what you would actually have if you stepped into a PVP map with DR enabled.


 

Posted

any suggestions on a pvp build for a clw/nin?


 

Posted

I will see who I can get to post a build or suggestions for you tal.


 

Posted

Claws Nin

Not knowing your budget and whether you are proficient enough to go staminaless, I went with this build. 1603 hp with accolades, +25 dam, +57.5 rech, +18 acc. Only purple set is the Coercive Persuasion. The set is relatively inexpensive but if you want to save some infamy, you can replace them with 6 Malaise's Illusion and won't miss a beat.

The key things with running a stalker in pvp are:

1. AS + placate + sharks + Get away. You are not a scrapper.

2. You will mainly use AS and Sharks. See #1

3. As a /Nin, you will often live in Kuj-In Retsu. Just beware of the crash.

4. See #1

Personally, I would go staminaless (see #1) but if you are new to PVP stalking, play with fitness first then respec later. Both my stalkers (Electric Willpower and Spines SR both are staminaless see #1).

You will notice there is an empty slot in Assasin's Claw. I left that intentionally. The ideal slotting is 3 Nucs 3 Procs. 2 of the 4 possible procs are very cheap (Mako, Touch of Death). The other 2 are very expensive. If you pvp with this stalker alot, save up for the Heca or Glad Strike Proc and slot it in the empty spot. Trust me, you want 3 procs.

If you want any tweaking, send me an in forum message. Best of luck to ya.

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@Ra Ra

 

Posted

wow masque, this is pretty cool. i am glad to see so many ppl are taking interest in PvP again. good job on all that to you and the ones that ar ehelping you.




quick advice to those that are new(ish), roll lolstalker or blaster and carry oranges......j/k...good stuff either way.


@The REAL Chop

My teachers always told me to follow my dreams. To bad they are all Nightmares.

 

Posted

Hello all.

I'v been wrestling with a 2nd build for my fire/em blaster. I took it to last weeks event and it actually didn't do nearly as bad as I thought it would. It's an i7 PvE build. SOs/HOs, flame mastery. The biggest issue I had was the lack of rapid verticle movement. i.e. super jump. That and the fact that I skipped taking flares. (Hey, at the time, flares sucked, and it was for PvE...)


I pretty much know what to take on this toon out of the pri/sec. I even have a decent idea of what to take out of the power pools and app. I figure fitness/speed/leaping/concealment and ice mastery.


Anyway, the question I have is about enh. slotting. I expect all my pri/sec attack powers will be 6-slotted. Whether they are franken-slotted or just full sets, that's how I see them. What I am having the most issues with is how to slot super speed/super jump/health. Also, should I take combat jumping? I have the vet reward, so it's not a requirement, but it is a nice place to drop a LotG global recharge.


Thanks


Better to reign in hell than serve in heaven.

 

Posted

Quote:
Originally Posted by _Flux_ View Post
Hello all.
I pretty much know what to take on this toon out of the pri/sec. I even have a decent idea of what to take out of the power pools and app. I figure fitness/speed/leaping/concealment and ice mastery.
If you decide to go the concealment (phase shift) route, take Force Mastery instead Ice for PFF. It's a commonly used combination. Keep in mind that you will need the assistance of yellow inspirations, clear mind, clarity, etc for perception.

Tell me your budget and I'll try to work out a build for ya.


@Ra Ra

 

Posted

Quote:
Originally Posted by Ra_Ra View Post
If you decide to go the concealment (phase shift) route, take Force Mastery instead Ice for PFF. It's a commonly used combination. Keep in mind that you will need the assistance of yellow inspirations, clear mind, clarity, etc for perception.

Tell me your budget and I'll try to work out a build for ya.

Hmm. Budget. I'm not sure how to answer that. This toon personally is poor but it is part of my personal SG and has reasonably well-off relatives. Additionally, I have a fair number of ios tucked away in bins. Lets go with 750m-1B inf. Yeah, I know, I'm being cheap. (Please disregard the cost of Numina, Miracle, or LotG procs in your cost calc. I have a number of these stored. Assuming, of course, they are used.)

I appreciate your help and if I could impose a bit further and ask you to explain some of the decisions you made while creating this build, that would be great. I think that would help me in the creation of future builds and perhaps aid others as well.


Better to reign in hell than serve in heaven.

 

Posted

This build will give you capped hit points, +51% acc, +16% damage, 41 KB protection and +57.5 rech for bonuses.

Fire Primary

Pros: Fast attacks. You can spam Fire blast, Flares, Fire blast, Flares over and over again.

Cons: Short range on Blaze. Only 3 single target attacks.

When making a build for a blaster, you want a decent amount of Accuracy and recharge. With fire blast, the Devastion Chance for Hold Proc is actually quite useful. Since you are spamming each attack so fast, the proc goes off quite often. If later down the road you want to make this a really good dueling toons, there are other ways I would build it but it's quite costly and really isnt worth it for Fire primary.

I took Flash Freeze solely for the cheap Fortunata set. You get sweet numbers (4% end recov, 15% acc, 10% rech) for such a cheap set.

This build also has Leadership Pool and Cold Epic. Leadership because +perception is key. Without Tactics, you become reliant upon an emp, sonic, pain dom corruptor etc to keep +perception buffs on you. If they are too busy healing/trying to stay alive, the buffs will be non existent for portions of the match. Without it, you are pretty useless on the team.

With the Cold Epic, you get a nice self heal and hibernate. Hibernate is useful for 2 reasons: 1. Obviously because you are unaffectable while being attacked 2. Heal + end recovery.

If you still want to go the Concealment pool route, let me know and I'll tinker with a build.

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@Ra Ra

 

Posted

this is what i am using these days, it is mostly a PVE setup but it seems like it works.
I realy do not like the idea of hasten/SS, and thanks to weave i can scrap abit with scrappers. my biggest problem is i can not take down any /regen or /willpower. (this may makes your pvpers head explode)


[color:#489AFF]Villain Plan by Mids' Villain Designer 1.601[/color]
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