I AM so confused with my build and PVP


Macro_Ninja

 

Posted

Ok so i have this Dominator hes geting close to lvl 50 and im just starting to get my epic powers and all that. SO i have to ask:
Which epic pool and why (i was thinking mace for PFF and poison ray but when i use it in PVP i can only get a max def of 20%-21%) Also i have a mids build if you want to see it ill post it(maybe you can figure something better then i did).


------------------------------------------------------------ Stealth is your ally -------------------------------------------------------------
---------------------------------------------------------------- Trust no one ------------------------------------------------------------------

 

Posted

what kind of Dom is it? and what do u plan on doing w/ ur toon?


 

Posted

Ooops i guess it would help if i said what i made :P its a mind/thorn dom.
its for i would like to do is zone pvping.


------------------------------------------------------------ Stealth is your ally -------------------------------------------------------------
---------------------------------------------------------------- Trust no one ------------------------------------------------------------------

 

Posted

build for +HP,+dam,+rech in that order...lev mastery is more beginner friendly as t comes with a res shield and makes u much more suvivable, and hiber is a more friable escape power...oh and proc the hell outta ur attacks haha


 

Posted

don't build it like a pve build.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by macro_ninja View Post
ok so i have this dominator hes geting close to lvl 50 and im just starting to get my epic powers and all that. So i have to ask:
Which epic pool and why (i was thinking mace for pff and poison ray but when i use it in pvp i can only get a max def of 20%-21%) also i have a mids build if you want to see it ill post it(maybe you can figure something better then i did).
glhf!

Quote:
Originally Posted by castle
issue 13 pvp powers changes
by floyd “castle” grubb

hello again everyone. Last time, i told you about the pve powers changes we have planned for issue 13. This time, we're going to talk about pvp.

Player vs. Player combat (pvp) is a fun topic. Currently, we have a small portion of our players actively engage in pvp on a regular basis. We think this is in part due to problems in how pvp is implemented in our game. We want to take some steps to help make player vs. Player encounters more attractive to a larger group of players, while at the same time opening up more "character build" options for the existing dedicated pvp players. This is a challenging issue to tackle, given the scope of the proposed changes, but we feel the time is right to address these issues.

Our first step was to look at what archetypes (at) were actually doing in pvp. What we found was there are two distinct different pvp categories: Zone pvp and arena pvp. This isn’t very surprising, since we originally wanted there to be differences between the two. However, the actual differences were different from what we'd initially planned. Zone pvp was less hyper specialized and formulized than arena pvp. Zone pvp is more open to new pvpers, but more likely to see the new pvper 'griefed' and driven out of the playzone (often, never to return.) arena pvp by contrast, is much more civil but has a huge barrier to entry -- if your character isn't up to par, you are not likely to contribute much.

We wanted to spend time working on revamps for the existing pvp zones; but due to the massive amount of work involved we’ll need to address this in a future release. That meant that we had to focus almost entirely on base raids and arena pvp. We did a lot of work on bases, raiding and the cathedral, but we have to save that for later -- those are all works in progress for a future update. Arena pvp, though, was a self contained area which could be isolated and worked with. It also provides an excellent testbed for base raids, since the two are at least in the most basic terms similar. That's where we focused our attention.

We began by looking at the disparities that existed, and discussed how to address them. Ultimately, we decided that in order to allow better competition between the at's and powersets, we needed to take some drastic measures. We decided that a different rule set needed to apply in pvp than in pve. By changing the basic rules, we hope to encourage a greater variety of character builds in arena pvp, and ultimately in base raids and zone pvp.

At the core, many of the power effects are the same: Heals still heal, attacks still deal damage, and holds still hold. However, the new system makes a number of adjustments that should be friendlier to a wider range of at's and skill levels. The goal is for players to be able to bring any at and powerset combination into pvp and to be competitive and have fun! Furthermore, with the issue 13’s multiple builds feature, players can design a pvp specific build and not have it affect their normal character.

There are still a number of balance factors which we are working through; the prevalence of phase shift type defenses, "caging" and "spiking" to name a few. These are things we are working on in the beta process to find the correct balance.

So, without further ado, here is the list of the current changes and how they were implemented. Please keep in mind that there is still more testing and tuning to be done.

Diminishing returns
nearly all attributes characters have are now subject to diminishing returns. The specific numbers vary from attribute to attribute, and from class to class (it's easier to buff resistance and defense on a tanker, than on a blaster.)
* in general, a single buff will have near full effect, while additional buffs begin to offer less and less benefit. Example: Under the old system, aim + build up might provide a combined 67% to hit buff, while under this system it provides a combined 49% to hit buff.
* the calculation is based on the sum of all buffs, so the order the buffs are applied in does not matter.
* it is important to note that the real numbers tool will not always report the results of diminishing returns accurately, at least initially. This is specifically true of damage buffs, which always display the pre-diminished value.

Melee attacks
* changed melee range to 7'. Since this is essentially a buff, this effect will be present in pve as well.

Travel powers
* pve travel suppression continues to work as it has since it was introduced. Pvp travel suppression will be handled differently, however (see below.)
* all teleportation and summonable teleportals are disabled while pvp travel suppression is active.
The duration of movement suppression in pvp is now variable based on the most recent suppression event applicable to the character. In case of multiple events applicable on the same server tick, only the longest value is applied.
Suppression events are:
Activating a foe targetedrange (range > 7') damaging power: 3s * sum of damage scales.
Example1: Power bolt has a damage scale of 1.0 (0.1 + 0.9) resulting in a suppression duration of 3 seconds.
O example2: Power burst has a damage scale of 2.12 resulting in a suppression duration of 6.39 seconds.
* activating a foe targeted melee (range >0' && range => 7') damaging power: 2s* sum of damage scales.
O example1: Swipe has a damage scale of 0.76 resulting in a suppression time of 1.52 seconds.
O example2: Eviscerate has a damage scale of 1.99 resulting in a suppression time of 3.98 seconds.
* activating a foe targeted range debuff or control power: 3.5s
* activating a foe targeted melee debuff or control power: 2.5s
* placing a location based entity: 4s
* activating a self or friend targeted heal power: 4s
* activating a friend targeted buff power: 4s
* being the target of an attack: 2s

control powers
control power changes are fairly extensive. The goal here was to make control effects less binary in nature. The shorter durations of status effects, combined with the change from status protection to status resistance means that these powers will now how impact on a pvp situation more frequently, but are no longer quite as severe a deciding factor.
* for controllers: Change duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for dominators: Change normal control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change domination control duration base to 4 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attribs. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations. Change magnitude bonus from +3 to +1.
* for all others: Change control duration base to 2 seconds for stun, sleep, hold, immobilize, terrorize, confuse, untouchable, intangible attributes. Duration of status effects (hold, sleep, etc.) no longer scale by level; instead they have fixed base durations.
* for tankers: Change taunt to a fixed 6 second duration.
* for scrappers and brutes: Change taunt to a fixed 4 second duration.
* for the manipulation pool: Change taunt to a fixed 4 second duration.
* for stalkers: Change placate to a fixed 10 second duration.
* for veats: Change placate to a fixed 4 second duration.

Buff and heal powers
* a heal event now imposes a 25% resistance to further heals on the character, regardless of source. This resistance to heals will last for 15 seconds, and stacks with itself. This means that if you are healed 4 times, no further healing will affect you until the resistance duration ends.
* status protection attributes for all statuses except knockback and knock up changed to status resist. For example, a tanker running unyielding at level 50 has 12.975 points of protection in pve, while in pvp he has 129.75% hold resistance. That will convert an 8 second hold into a 3.48 second hold.

Damage powers
* powers now calculate damage based on their activation time, instead of their recharge.
* lower activation time powers get a slight bonus to damage, due to chaining low damage powers being difficult in pvp.
* longer recharge time powers also get a slight damage bonus, so higher level powers with long recharge times deal extra damage.
* damage has been adjusted for all at's, reducing the damage gap between each at.

Resistance powers
* each at now recieves a bonus resist buff while in pvp, in order to set each at closer in overall survivability. This resist primarily reduces up the gap in hitpoints between lower hitpoint at's and higher hitpoint at's
* epic armors and tough (pool power) now provide resistance to all damage types while in pvp.
* any armor set lacking a type of resist or defense will now provide it while in pvp zones.

Taunt powers (note: These changes are effective in pve as well! They are essentially accross the board buffs which should give greater crowd control ability to those who possess these power.)
* add 75% range debuff to tanker taunt (full aoe)
* add 75% range debuff to scrapper confront (and equivalents.) these remain single target.
* add 75% range debuff to brute taunt/confront powers. The range debuff should have radius outer set to 0 so it only affects the main target.

Classes tables
* increased max resist value for all status effect attribs. This means status resistance effects will have more meaning. This also affects pve.
* increaserange str min value to 25%. This means no player or critter powers range can be decreased to more than 25% of its original range. So, an 80' attack can never be debuffed below 25'. This also effects pve.

So, there you have it. A whole slew of changes for you to chew over, plan around...and test on the training room! We still have a lot of testing and tuning to do. While our initial playtests are showing these changes to be fun, we’ll ultimately look to broader playtests to validate the changes.

Here's hoping you all enjoy it!
Floyd 'castle' grubb


A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670

Quote:
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...

 

Posted

OK so this is my build what you all think? (side note: im not looking for expensive so i dont normaly put purples or PVP in my enhancments Mostly because finding them or buying them is hard) but if you know any thing that is worth it but not to much
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Macro Ninja X: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Thorny Assault
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Mesmerize
(A) Thunderstrike - Accuracy/Damage: Level 50
(3) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(3) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(37) Thunderstrike - Damage/Endurance/Recharge: Level 50
(40) Thunderstrike - Damage/Recharge: Level 50
(40) Fortunata Hypnosis - Chance for Placate: Level 50


Level 1: Thorny Darts
(A) Accuracy IO: Level 50


Level 2: Levitate
(A) Devastation - Accuracy/Damage: Level 50
(33) Devastation - Accuracy/Damage/Recharge: Level 50
(43) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
(43) Kinetic Crash - Accuracy/Knockback: Level 50
(46) Kinetic Crash - Accuracy/Damage/Knockback: Level 50


Level 4: Dominate
(A) Thunderstrike - Accuracy/Damage: Level 50
(5) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(5) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(33) Thunderstrike - Damage/Endurance/Recharge: Level 50
(33) Thunderstrike - Damage/Recharge: Level 50


Level 6: Confuse
(A) Malaise's Illusions - Accuracy/Recharge: Level 50
(7) Malaise's Illusions - Endurance/Confused: Level 50
(7) Malaise's Illusions - Accuracy/Endurance: Level 50
(21) Malaise's Illusions - Confused/Range: Level 50
(34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50


Level 8: Aid Other
(A) Doctored Wounds - Heal/Endurance: Level 50
(9) Doctored Wounds - Heal: Level 50
(9) Doctored Wounds - Heal/Recharge: Level 50
(21) Doctored Wounds - Heal/Endurance/Recharge: Level 50


Level 10: Impale
(A) Thunderstrike - Accuracy/Damage: Level 50
(11) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(11) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(13) Thunderstrike - Damage/Endurance/Recharge: Level 50
(13) Thunderstrike - Damage/Recharge: Level 50


Level 12: Boxing
(A) Accuracy IO: Level 50


Level 14: Tough
(A) Reactive Armor - Resistance/Endurance: Level 40
(15) Reactive Armor - Resistance/Recharge: Level 40
(15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(17) Reactive Armor - Resistance: Level 40
(17) Reactive Armor - Endurance: Level 40
(37) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 16: Hurdle
(A) Jumping IO: Level 50


Level 18: Aim
(A) Recharge Reduction IO: Level 50
(19) Recharge Reduction IO: Level 50
(19) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 20: Health
(A) Panacea - +Hit Points/Endurance: Level 50


Level 22: Stamina
(A) Endurance Modification IO: Level 50
(23) Endurance Modification IO: Level 50
(23) Performance Shifter - Chance for +End: Level 50


Level 24: Weave
(A) Red Fortune - Defense/Endurance: Level 50
(25) Red Fortune - Defense/Recharge: Level 50
(25) Red Fortune - Defense/Endurance/Recharge: Level 50
(29) Red Fortune - Defense: Level 50
(29) Red Fortune - Endurance: Level 50


Level 26: Hasten
(A) Recharge Reduction IO: Level 50
(27) Recharge Reduction IO: Level 50
(27) Recharge Reduction IO: Level 50


Level 28: Swift
(A) Run Speed IO: Level 50


Level 30: Aid Self
(A) Doctored Wounds - Heal/Endurance: Level 50
(31) Doctored Wounds - Heal/Recharge: Level 50
(31) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(31) Doctored Wounds - Heal: Level 50
(34) Interrupt Reduction IO: Level 50
(50) Doctored Wounds - Recharge: Level 50


Level 32: Telekinesis
(A) Endurance Reduction IO: Level 50
(34) Endurance Reduction IO: Level 50
(37) Range IO: Level 50
(50) Range IO: Level 50


Level 35: Super Speed
(A) Celerity - Endurance: Level 50
(36) Celerity - RunSpeed: Level 50
(36) Celerity - +Stealth: Level 50
(36) Quickfoot - Endurance: Level 50
(46) Quickfoot - Endurance/RunSpeed: Level 50


Level 38: Thorn Barrage
(A) Thunderstrike - Accuracy/Damage: Level 50
(39) Thunderstrike - Damage/Recharge: Level 50
(39) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(39) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(40) Thunderstrike - Damage/Endurance/Recharge: Level 50


Level 41: Poisonous Ray
(A) Thunderstrike - Accuracy/Damage: Level 50
(42) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(42) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(42) Thunderstrike - Damage/Endurance/Recharge: Level 50
(43) Thunderstrike - Damage/Recharge: Level 50


Level 44: Scorpion Shield
(A) Red Fortune - Defense/Endurance: Level 50
(45) Red Fortune - Defense/Recharge: Level 50
(45) Red Fortune - Defense/Endurance/Recharge: Level 50
(45) Red Fortune - Defense: Level 50
(46) Red Fortune - Endurance: Level 50


Level 47: Personal Force Field
(A) Red Fortune - Defense/Endurance: Level 50
(48) Red Fortune - Defense/Recharge: Level 50
(48) Red Fortune - Defense/Endurance/Recharge: Level 50
(48) Red Fortune - Defense: Level 50
(50) Red Fortune - Endurance: Level 50


Level 49: Thorntrops
(A) Damage Increase IO: Level 50


------------
Level 1: Brawl
(A) Accuracy IO: Level 50


Level 1: Sprint
(A) Endurance Reduction IO: Level 50


Level 2: Rest
(A) Recharge Reduction IO: Level 50


Level 1: Domination
Level 6: Ninja Run


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------------------------------------------------------------ Stealth is your ally -------------------------------------------------------------
---------------------------------------------------------------- Trust no one ------------------------------------------------------------------

 

Posted

that build is bad...srry
look back at other Dom builds in this forum to get a better Idea of how to build


 

Posted

Please check out the Mind Dom pvp builds in the forum. They will be a tremendous reference point.

Don't slot for defense. I won't say it is totally useless, but ever since I13 it might as well be. Slot for the following in this order:

Hitpoints
Knockback protection
Recharge

The hit point cap for Doms is 1606.4. You will want at least 1500 so you will not be one-shot, and try to get at least 41 points of KB protection.

As a squishie it is important that you can evade. Vertical movement is king in PvP so be sure to pick up at the following:

Hurdle
Super Speed
Combat Jumping (helps with immob res. too)
Super Jump
Acrobatics (for some extra KB protection and Hold res.)
Tactics (extra perception, confuse and fear res.)

It's probably easier to get the Leviathan Mastery epic for the resist shield and hibernate. Heal self can be interrupted too easily without some kind of phase power, but that also depends on play style.

I'm sure I left something important out, but I hope that helps. Again, check out the Mind Dom builds in the forum and consult an experienced Mind dom pvp'r if possible.

gl.hf!


Phantom Flight / Villainous Llewthorous
@TFury
@T.Fury