Curious dom question


2xH3lix

 

Posted

Ive seen a video of i think "ware" vs some other ppl, and i saw they had a team of almost all Doms.I also heard all over the place that Mind/fire doms were the pvp class to beat, but i dont get it, i dont get how a archetype focused on holds do the damage to be feared in Pvp.Long story short, i made one and i just would like someone to tell me why they are so deadly and if theyre feeling generous enough maybe give me tips on how to make one? Regardless of what you say , thanks in advance.


 

Posted

Doms do great damage.

Slot hold for hold duration, or have a way to plant someone in order to sleet them (from ice epic pool) then use fiery embrace and destroy faces.


I am PL in RL.

Freedom- Magnet Man, Hott Sauce, Stand-Up Comic

 

Posted

let's start off easy.

Ware used Earth/Fire doms and the occasional Ice/Fire dom (peril skillz).
Both of these things are capable of providing quite possibly the highest burst damage in the a pvp setting during the first 3 seconds of a spike. After that, Psi/EM damage spams out-do them in raw dps.

If the target drops in 3 seconds, who cares about the next 5 seconds.

Off to Mind/Fire land.
Mind/Fire's are awesome in 1v1s, less awesome in a team setting. In a 1v1, a mind/fire can leverage confuse to lower incoming damage and up the differential between dps received and dps outputted. In a team situation, tk is generally frowned upon, and dominate does less damage than fossilize. Oh, and it has a less useful secondary effect (it's own non-positional-type).

Do not, I repeat, do not listen to Sinister when it comes to slotting dominate. Slot it for damage. If you want to sleet someone, tk them or learn to place your patches accordingly. Get the intuition incarnate, and let that and domination take care of increasing your hold duration.

Anyways, be more specific if you have any questions.
I'll help a bit because I'm in a somewhat good mood today.


 

Posted

I thought domination was boarked a while back to basically only fill your end bar?


 

Posted

also to add to bb - overpowered stun ftw lol....earth powerboosted stun is nice.


 

Posted

Quote:
Originally Posted by B_Witched View Post
I thought domination was boarked a while back to basically only fill your end bar?
I'm pretty sure dom actually does make your mez durations unresisted by CM's. In that champ league when we tried them, there was a pretty clear difference between stalagmites duration with vs. w/o domination.


 

Posted

Quote:
Originally Posted by MrLiberty View Post
I'm pretty sure dom actually does make your mez durations unresisted by CM's. In that champ league when we tried them, there was a pretty clear difference between stalagmites duration with vs. w/o domination.
yurp.


 

Posted

Quote:
Originally Posted by 2xH3lix View Post
but i dont get it, i dont get how a archetype focused on holds do the damage to be feared in Pvp.
Looking for any sort of logic in this game's PvP is pointless.

For example, a tanker's strongest attack is fossilize, an epic power pool power. Damage in PvP is based on attack animation length...and yet fossilize is the strongest attack even though it's 3 times faster than some other attacks. Why? Because the system is broken beyond belief. It really could not be designed any worse.

As far as doms, what recal said is the truf.


 

Posted

Quote:
Originally Posted by B_Witched View Post
also to add to bb - overpowered stun ftw lol....earth powerboosted stun is nice.
this is now fixed.


 

Posted

Quote:
Originally Posted by OneAboveAll View Post
this is now fixed.
errr, since when?


 

Posted

Quote:
Originally Posted by recalx View Post
errr, since when?
on beta...along with a slew of other pvp fixes....i shouldnt have rolled a KM lol juss sayin. stalkers look enticing now


 

Posted

it is not on live so it is not technically fixed things always get dropped from beta - and even if they nerf km now- the juice done been drained outta dat berry. I know they were making a slew of changes to stalkers like higher hp cap and changes to crits and such.


 

Posted

KM's CS was doing *double* the amount of damage it was supposed too. I'm not saying CS wasn't broken, but now its a bad set with no build up and no tier 9 crit to even hope for.

I still stand by the fact that for the 2 days it took to Level, IO and accolade a KM for RV that I played for all of a week was worth it to troll people explaining to them how bad they were for dying to Concentrated Strike. On the bright side, that free's up 5 sets of glad armors to use on actual decent toons.


I didn't really see a "slew" of PvP changes, basically they normalized all the outliers when it came to mez duration. Which would be Controller Mind control, Earth Dom Stalagmites, Earth assault Seismic Smash and Fissure. They sort of buffed stalkers, giving them a higher HP cap (2088 I think). Oh and stalkers might be able to fight club now.


 

Posted

Quote:
Originally Posted by MrLiberty View Post
KM's CS was doing *double* the amount of damage it was supposed too. I'm not saying CS wasn't broken, but now its a bad set with no build up and no tier 9 crit to even hope for.

I still stand by the fact that for the 2 days it took to Level, IO and accolade a KM for RV that I played for all of a week was worth it to troll people explaining to them how bad they were for dying to Concentrated Strike. On the bright side, that free's up 5 sets of glad armors to use on actual decent toons.


I didn't really see a "slew" of PvP changes, basically they normalized all the outliers when it came to mez duration. Which would be Controller Mind control, Earth Dom Stalagmites, Earth assault Seismic Smash and Fissure. They sort of buffed stalkers, giving them a higher HP cap (2088 I think). Oh and stalkers might be able to fight club now.

haha when we get 4 fixes to pvp in an issue in what like seems forever..that's a slew....LOL.

edit: nerfing enzymes is huge.


 

Posted

aw man... the HO nerf. so not cool.
im glad my accounts are f2p now.


 

Posted

Wait what is the HO nerf exactly? Is that PvP only or PvE too?


 

Posted

Quote:
Originally Posted by Supermax View Post
Wait what is the HO nerf exactly? Is that PvP only or PvE too?
Theres a few threads talking about it now...heres one:

http://boards.cityofheroes.com/showthread.php?t=282055


"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-

 

Posted

Thanks man. Well it sounds like there is still some confusion on what exactly will be changed. Either HO's will be a bit less useful, or just about totally useless.


 

Posted

Quote:
Originally Posted by Supermax View Post
Thanks man. Well it sounds like there is still some confusion on what exactly will be changed. Either HO's will be a bit less useful, or just about totally useless.
every single one of my pvp builds has 2 enzymes in tactics.

this is pretty huge for me.

they work differently on tactics... nothing makes me hit as much as when i have those slotted in. no io set at least.


 

Posted

Quote:
Originally Posted by Supermax View Post

For example, a tanker's strongest attack is fossilize, an epic power pool power. Damage in PvP is based on attack animation length...and yet fossilize is the strongest attack even though it's 3 times faster than some other attacks. Why? Because the system is broken beyond belief. It really could not be designed any worse.
I always figured since they gutted the duration of holds pretty much any of them do more then they other wise should. Even blaze mastery for scrappers char does more damage then fire blast.


 

Posted

Quote:
Originally Posted by Supermax View Post
Looking for any sort of logic in this game's PvP is pointless.

For example, a tanker's strongest attack is fossilize, an epic power pool power. Damage in PvP is based on attack animation length...and yet fossilize is the strongest attack even though it's 3 times faster than some other attacks. Why? Because the system is broken beyond belief. It really could not be designed any worse.

As far as doms, what recal said is the truf.
fossilize's listed animation time is incorrect.
there's a trailing animation right after the main hand motion is cast, which takes a bit longer than most holds in the game.
that's factored into the damage equation. i think.