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About Me

Found 13 results

  1. Hey guys, Sharing my mind/rad pvp dominator build I use for 8v8 arena and zone pvp. Devastating blow and radiation siphon hit like a truck and your ranged attack of dominate->proton volley->xray beam is fast and does decent enough damage. Hibernate allows you to stay alive evade coordinated spikes. 1500+ HP (with accolades) allows you to survive in general as well as increasing the effectiveness of green insps. TK can set up slow snipes for more initial damage. This build also provides some basic KB protection (41) against most attacks (force bolt from bubblers is probably still gonna KB you). Overall this is a fun pvp build with a lot of versatility and one of the better dom pvp builds you can roll with. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Radioactive Assault Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Levitate (A) Apocalypse - Accuracy/Damage/Recharge (13) Apocalypse - Accuracy/Recharge (15) Apocalypse - Chance of Damage(Negative) (15) Apocalypse - Damage/Recharge (27) Apocalypse - Damage/Endurance (27) Gladiator's Javelin - Chance of Damage(Toxic) Level 1: Neutrino Bolt (A) Gladiator's Javelin - Accuracy/Damage (31) Gladiator's Javelin - Damage/Recharge (34) Gladiator's Javelin - Accuracy/Damage/End/Rech (46) Gladiator's Javelin - Chance of Damage(Toxic) (46) Gladiator's Javelin - Accuracy/Endurance/Recharge (48) Gladiator's Javelin - Damage/Endurance/Recharge Level 2: Dominate (A) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime (3) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance (3) Superior Dominating Grasp - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime (5) Apocalypse - Damage (5) Gladiator's Javelin - Chance of Damage(Toxic) (7) Gladiator's Net - Chance of Damage(Lethal) Level 4: X-Ray Beam (A) Gladiator's Javelin - Accuracy/Damage (7) Gladiator's Javelin - Chance of Damage(Toxic) (9) Gladiator's Javelin - Accuracy/Damage/End/Rech (9) HamiO:Nucleolus Exposure (11) Touch of Lady Grey - Chance for Negative Damage (11) Shield Breaker - Chance for Lethal Damage Level 6: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 8: Super Speed (A) HamiO:Microfilament Exposure (31) HamiO:Microfilament Exposure (34) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Confuse (A) Superior Dominating Grasp - RechargeTime/Fiery Orb (29) Superior Dominating Grasp - Endurance/RechargeTime (29) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized Level 12: Telekinesis (A) Endurance Reduction IO Level 14: Combat Jumping (A) Luck of the Gambler - Recharge Speed (31) Karma - Knockback Protection (50) Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Fusion (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (17) Adjusted Targeting - Recharge (17) Adjusted Targeting - To Hit Buff (19) Adjusted Targeting - To Hit Buff/Endurance/Recharge (19) Adjusted Targeting - Endurance/Recharge (21) Adjusted Targeting - To Hit Buff/Recharge Level 18: Super Jump (A) HamiO:Microfilament Exposure (37) HamiO:Microfilament Exposure (43) Blessing of the Zephyr - Knockback Reduction (4 points) Level 20: Radiation Siphon (A) HamiO:Nucleolus Exposure (21) Gladiator's Strike - Accuracy/Damage (23) Gladiator's Strike - Chance for Smashing Damage (23) Touch of the Nictus - Accuracy/Healing (25) Touch of the Nictus - Chance for Negative Energy Damage (25) Touch of Death - Chance of Damage(Negative) Level 22: Acrobatics (A) Knockback Distance IO Level 24: Maneuvers (A) Luck of the Gambler - Recharge Speed Level 26: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Level 28: Assault (A) Endurance Reduction IO Level 30: Vengeance (A) Luck of the Gambler - Recharge Speed (46) Karma - Knockback Protection Level 32: Stealth (A) Luck of the Gambler - Recharge Speed (33) Kismet - Accuracy +6% (33) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Shield Wall - Defense/Endurance (34) Shield Wall - Defense/Endurance/Recharge Level 35: Proton Volley (A) Gladiator's Javelin - Chance of Damage(Toxic) (36) Gladiator's Javelin - Accuracy/Damage (36) HamiO:Nucleolus Exposure (36) Touch of Lady Grey - Chance for Negative Damage (37) Shield Breaker - Chance for Lethal Damage (37) Sting of the Manticore - Chance of Damage(Toxic) Level 38: Devastating Blow (A) HamiO:Nucleolus Exposure (39) Gladiator's Strike - Accuracy/Damage (39) Gladiator's Strike - Chance for Smashing Damage (39) Hecatomb - Chance of Damage(Negative) (40) Touch of Death - Chance of Damage(Negative) (40) Mako's Bite - Chance of Damage(Lethal) Level 41: Water Spout (A) Touch of Lady Grey - Recharge/Endurance (42) Touch of Lady Grey - Defense Debuff/Recharge/Endurance Level 44: Shark Skin (A) Unbreakable Guard - +Max HP (45) Gladiator's Armor - Resistance (45) Gladiator's Armor - Resistance/Rech/End (45) Gladiator's Armor - End/Resist (50) Gladiator's Armor - TP Protection +3% Def (All) (50) Gladiator's Armor - Recharge/Endurance Level 47: Summon Coralax (A) Soulbound Allegiance - Damage/Recharge (48) Soulbound Allegiance - Accuracy/Damage/Recharge (48) Soulbound Allegiance - Accuracy/Recharge Level 49: Hibernate (A) Doctored Wounds - Heal/Recharge Level 1: Brawl (A) Empty Level 1: Domination Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Preventive Medicine - Chance for +Absorb (40) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (42) Performance Shifter - EndMod (42) Performance Shifter - EndMod/Accuracy Level 50: Intuition Radial Paragon Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Assault Radial Embodiment ------------
  2. So, in light of Electrical Affinity and all the new degrees of debilitating -end that's going to unleash, I want to bring up something underperforming in PvP. Slows Slows just aren't worth their salt in PvP. -Movement doesn't seem to do a single thing over there, and every other IO comes with slow res to only heighten the issue. Now, I don't know whatever pretenses caused PvP IOs to all come with heaps of slow res, so I won't have any complaints there. Especially since if these changes go through, it won't be an issue as much anyway. Let's take a second to consider: Reducing the PvP rech res cap to 95% in line with all the other debuff res Increasing the strength of -movement debuffs on debuff-centered powers for PvP, similar to what currently happens with -regen debuffs like Heat Exhaustion or Envenom I think that's fair. Everyone goes zipping about in zones right now, kiting and the likes, usually blasters, and controllers have little relevance outside of very specific scenarios. I think starting with making slows actually MEAN something would be a good first step in allowing all the archetypes to have a degree of relevancy again. Obviously, we aren't going to see trolls 1v1ing (competent) blasters or scrappers like ever, but not everything is a 1v1. One of masterminds biggest issues is being thrall to chase tactics, giving them something other than unreliable immobilize (which really only helps if it's web grenade anyway) wouldn't hurt at all. Frankly, the fact that people can walk around IMMUNE to a cold doms primary debuff is ridiculous, and it's no wonder people don't roll support as much in PvP. Some of my stuff can be literally ignored, and that's without the intense numbers of recharge that most PvPers jump around with. Am I wrong on this one?
  3. Earlier today, some discussions on the HC Discord prompted the idea of being able to toggle PVP inside of SG bases. Some folks even discussed the fun activities they could do. Like Role Playing, Raiding, etc. What are your thoughts on the idea of being able to toggle PVP on and off inside of SG bases?
  4. Hey, everyone! We're going to kick off this year with an improved version of the event we ran toward the end of last year. -Sign up with a team of 3 people -Randomly pair up with other teams of 3 people and face off against other team combos in 6v6 matches -Round robin style preliminary round, this time with a finals structure afterward PRIZES!!! *Members of the winning team will receive AT LEAST 1000 merits each. *Second place finishers will receive at least 500 merits each. *Finalists will receive at least 300 merits each. *Those who don't win anything above will qualify for raffle prizes of 2-300 merits. The number of raffles and merit prizes will increase depending on the number of signups - there isn't a set rate for that, though. It really just comes down to: if more of you sign up, I have an easier time asking for more stuff. This event will take place on the INDOMITABLE server on SATURDAY, JANUARY 25th, at 6:00 PM EASTERN time! Rule-set: -Matches will be 10 minutes, 6v6 -ARCHETYPE LIMIT 2 (as in no more than two on your combined 6 person team). Keep this in mind when signing up, try to be flexible if possible. -No heal decay, no travel suppression, small insps only -Only one person on your team can be using a variation of taunt -Alpha incarnate only -Minimum xp level 50 -Poison is limited to one per team (your combined 6 person team) -No "barcode" names -Banned powers: --Telekinesis --Electrified Net Arrow --Stalker Zapp --Steam Jump --Anniversary Jump Pack thing from p2w Map Pool: Randomly selected and announced at the start of each round robin round. Outbreak Steel Skyway Atlas Striga Signing up -Sign up by posting your teams here, or pming me your team (@S) on the PvP discord (which I will then post here). -Sign ups should contain the most commonly known alias of the player, maybe a commonly used global or two, or your PvP discord alias (there's no limit to how many accounts or characters each player can sign up, and you don't need to write them all down - you're essentially just signing up a player). If you're not in the PvP discord, it's a great place to be! Here's the join link: https://discord.gg/ACfXPxK -Feel free to advertise in this thread or on the discord (or almost anywhere) as a free agent if you don't have partners. All experience levels welcome, obviously! See you there!
  5. This thread will focus on PvP related issues to the mastermind. Note that PvP specific simply means ONLY an issue in PvP, and not that the other listed are not able to improve PvP upon revisitation. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and wouldnt help much anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else, as well as other problems that are observed. It isn't often there are acknowledged PvP threads.
  6. Hey guys, Thought I'd share this PvP video of a competitive 8v8 arena match on my thugs/kin MM! We played on Skyway and were running 2 emps, 1 mm, 3 blasters, 1 dom, 1 defender (nature). The general idea behind this lineup is we gather around every 2 minutes to buff the entire team with kinetics/nature buffs. My role is to mess up the enemies ability to target (when they tab they must tab through my pets) to disrupt the enemy offense and to provide extra damage on targets via pets and my shark attacks/KO blow. If anyone has any questions about what's going on in the vid let me know!
  7. Hello all, I’m wondering if anyone has any ideas for a katana/SR PvP build. I know It’s not ideal for PvP, but as this is my badge hunting toon; I often find myself in PvP zones. I would like to have a build that would at least give me a better chance in PvP than my current PvE build provides. Thank you for any assistance you can provide! -Web
  8. It really isn't fun forking over 25-100 million for some of these Hami-o's while others sell for less than 2 million. I am looking at you Microfilaments.... I can't see any real harm in allowing converters to work with HO's? Normalizing the value of HO's shouldn't impact attendance to Hamidon raids, but I am no economist. If you take PvP seriously at all you know how sought after some of these are and why paying 350+ million influence just to max out super speed & super jump just feels terribly asinine. Thoughts on how to tackle this? edit: There are some great suggestions on how to tackle the overall issue; normalizing the economic value of HO's. enhancement converters or allowing the player to pick one from a selection post Hamidon defeat in particular are existing elegant solutions that could be implemented. Current HO prices: Membrane >=50mil Microfilament >=50m Cytoskeleton >=35m Nucleolus >=25mil Enzyme >=10m Lysosome 5-10m Ribosome 1-8m Centriole >=5m Peroxisome <=1m Golgi <=1m Endoplasm <=1m
  9. TEAM LETHAL LOTTERY EVENT SATURDAY OCTOBER 5, 9 PM EASTERN (6 PM PT) OVERVIEW 6v6 arena matches where each round your team of 3 players gets paired with another team of 3 players and will face off against another randomly paired 2 teams. The number of rounds played during the group stages will depend on the number of teams signed up. Finals format is to be determined based on number of teams attending. You play as one of the 2 the characters you signup with. We're looking at running the event on test server which has the PVP mez duration fixes and allows people to bring different characters without leveling up new toons. This means using the test server commands to level up and slot your characters prior to the event (it probably takes 20 min if you have a build ready); see the popup menu utility for an easy way to do this. Vote in the poll if you're for/against running the event on test. edit: test server won the vote, event on the test server PRIZES Reward merits temporary PVP Discord Titles more? SIGNUPS Sign up as a team of 3 in this thread with one player posting your @players and characters (ATs and powersets). You can edit in the characters you're bringing later, just do it before the event. Feel free to enter with a team name if you want. Be sure to read the rules below. While it’s encouraged to sign up as a full team you may use this thread to sign up solo or a team of 2. You can use this thread or Discord to join or form teams prior to the event -be sure to update your posts with changes. Before the event teams of 2 (and teams of 3 with no-shows) will be filled with the remaining solo-signups with early signups having priority (late signups may not get on to a team). If there are enough solo signups they’ll be formed into teams of 3. There's no guarantee you're get to play if you don't sign up with a team, but we'll try to get everyone in if possible. RULES AND FORMAT Default arena settings (10 min matches, small insps only, no TS, no heal decay, arena temp powers only) Ties settled in sudden death Banned powers (pending test server changes): electrifying net arrow (blasters) and telekinesis. Limit 1 poison (any AT) per group of 6 (and only 1 of your 2 characters may be a poison). late rule edit: AT limit of 3 stalkers You determine your lineup each round in your group of 6 before being matched with an opponent (i.e. no counter picking for team comps). Alpha only incarnate powers. Other incarnates to be unslotted for the event. Group stage maps will be randomly chosen from a pool of the following: Sky, Steel, Outbreak, Striga, Atlas, Lab Finals maps will be chosen from the same map pool. Length of event will depend on the number of teams, but we’re aiming for 2 to 3 hours like the previous events. New players are welcome and encouraged to come out and get a taste of some arena PVP. Feel free to ask any questions about the event, builds, or PVP in general here on the forums or on the PVP Discord. You can also PM questions to the admins and mods on the PVP Discord. The event will be run from Discord and voice channels will be available to use for communication, be sure to check beforehand that you can get Discord working. This event will be run instead of Saturday kickball.
  10. Decided to make a pvp tier list for masterminds. I'm one of the few people left that plays masterminds at a competitive level and have been fielding masterminds on test ladder teams since i10. This list applies to zones/arena (casual/PuG). Primaries: Explanation: Because there is no real lockdown in the game right now (outside of -jump which is nullified by super speed) a primary with pets that have solid ranged damage is mandatory. S Tier: Demon Summoning, Thugs A Tier: Robotics B Tier: Necromancy F Tier: Ninjas The Dumpster: Mercenaries, Beast Mastery Explanation: (Viable)Demon Summoning - Demons are just crazy, they don't have the strongest ranged attack chain but they are still very capable of dishing out decent ranged damage because the pets use tier 2 blasts (fire blast/ice blast) and the demon prince uses holds(which can also be procced out). Demons can do upwards of -60-80% resistance just on their own (this value gets DR'd so it never turns out to be that high) especially if the enemy roots next to them long enough for them to begin meleeing(they can wreck almost anything in melee). Hell on Earth->burnout->Hell on Earth also allows you to not only greatly buff the damage of two pets, but also spawns a billion little imps that help disrupt enemy targeting and deal additional damage. The demon prince can be efficiently slotted with damage procs as well. Overall this set has great versatility between the -res from hellfire and the extremely strong melee capabilities, decent ranged capabilities and hell on earth. (Viable)Thugs - Thugs has always be insanely good since release. Everything about this set is good. The tier 1 pets are strong and get an arsonist that deals good damage with his fire bomb ability and can scourge. Thugs also get the best pets in the game, enforcers, who can be heavily procced out for huge damage and have access to assault/tactics which buffs all of your pet damage as well as your own. The thugs tier 3 pet, bruiser is also an extremely strong melee pet (think of him as a ss/invul brute, he builds fury!) and has access to KO blow, which can easily do around 250-300 damage(this is the highest damage attack any pet can do). Thugs also get the best summon/buff power out of all MM sets, gang war, which can be casted twice with burnout allowing you to run around with 26 pets in total. Overall this set has the strongest dps out of any MM set and is the go to set if you are looking for raw damage output. (Viable)Robotics - Simply put robots have the best ranged damage burst output of any MM pet set. Most of their attacks can be procced with explosive strike. The tier 3 robot has the strongest ranged attacks of any MM pet and can deal significant damage to anyone silly enough to stand in front of you. Even though this set has slightly stronger ranged damage than thugs, I would not say it out DPS's thugs and is why I put this in A tier rather than S. Choose this set if you want solid, reliable and consistent ranged damage. (Viable)Necromancy - Necromancy was actually A or S tier in pre i13 days. Back when you could actually lockdown targets allowing the pets to get their melee in. These days necro is still decent because their ranged attacks can be procced but they are a mere shadow of what they used to be and what this set is actually capable of. The tier 1 pets, zombies, are cannon fodder and don't do much, they have decent ranged attacks with vomit (toxic damage, very unresisted) and life drain (can be procced and does decent damage). The tier 3 pet lich does various mezzes like fear and holds which don't mean much in pvp but can be procced out to increase its hold damage and any other dark attack it has. The tier 2 pets, grave knights, is what really used to make this set shine. Think of it as having 2 broadsword scrappers. These pets are the second strongest melee DPS pets next to jounin. These pets can bang, with access to headsplitter and disembowel, even with the melee pet modifiers they can still chunk HP bars with attacks that can do anywhere for 200-250. I'd say if lockdown were ever reintroduced back into the game this set would jump up the tier list dramatically. Also give graveknights the ability to crit in pvp. It's not like MMs are overpowered to begin with.. (Not Viable)Ninjas - I wish ninjas were good, I'd roll one immediately. Their problem is their trash ranged damage (understandable, ninjas are not known for ranged damage are they?) which normally wouldn't be a problem because they more than make up for it in their melee damage. With some of the best melee damage numbers for pets in the game, ninjas can slam if given the opportunity. Unfortunately they will never ever be given that opportunity against living breathing opponents(no lockdown means no one is gonna get meleed by your pets :) ). Which is sad because jounin have higher base melee attacks than even grave knights (and they actually crit in pvp!). This set really really relies on having actual lockdown or slows(are you seeing a pattern yet? lol). (Not Viable)Mercenaries - Bad base numbers, serum is trash, most of the pets have 3 second animations that do lower damage than say thugs/robotic ranged attacks that might be 1 second casts. Spec ops look cool but just end up throwing stun grenades (just puts people in mez suppression in pvp which is bad). Commando's damage is not great and is the only pet with an attack (LRM rocket) that has like a 4 minute cooldown, which doesn't really make sense given its damage is pretty awful. This set belongs in the dumpster for the time being until it gets reworked. My suggestion is to rework spec ops to be a sniping/critting pet, and make serum a 2 min cooldown buff that can buff pets for 100% damage or something like that. (Not Viable)Beast Mastery - Has the best melee dps (not burst, that goes to ninjas) out of all MM pets. This set would be viable if lockdown actually existed. The pets do actually dish out massive amounts of damage, they'll just never have that opportunity unfortunately. I really tried to make a beast/kin work in zones but it's more trouble than it's worth. Secondaries: Explanation: Because movement speed and slows follow a DR (diminishing returns) curve, slows do not work under 99% of circumstances (unless an enemy happens to be powerboost+weakened or benumbed). Masterminds were designed to rely on lockdown to apply pressure and secure kills, with this gone many sets that rely on slows to set up kills are extremely weak. Sets that apply buffs or have AOE healing are often times the best secondaries. S Tier: Poison, Nature Affinity A Tier: Empathy, Thermal, Pain Domination B Tier: Trick Arrow, Cold Domination C Tier: Kinetics D Tier: Radiation Emission F Tier: Time Manipulation The Dumpster: Traps, Force Field, Dark Miasma, Storm Summoning, Explanation: (Viable)Poison - Best debuff set in the game, has been MMs best set since upon release. Weaken is -special which has huge utility including debuffing a healer's ability to heal, debuffing an enemies ability to debuff (lol), think of it as a reverse powerboost. Also you can powerboost weaken and strengthen its anti-powerboost effects even more so. Powerboost+weaken+neurotoxic breath actually slows people! One of the few ways MMs have to actually lock an enemy down. Envenom is also strong with a very short cooldown and -def (-achilles proc). Noxious gas is insanely powerful against melee opponents as well and debuffs almost every stat imaginable. If the enemy is not in mez suppression it forces a puke animation as well which can spell death for squishies. The only weakness of this set is no self heal(if you are attacked while in BG mode you need to heal your pets with the single target heal, not optimal). (Viable)Nature Affinity - Strongest buff set in the game. Big AOE damage buff for you and all your pets and big AOE absorb shield for you and your pets AND a single target -res debuff. Need I say more? (Viable)Empathy - Having a PBAOE heal on MM is actually OP in combination with BG mode. You really should never die with this set unless you are chasing friends out of BG mode to heal them which is kind of the big weakness of running emp on a MM, you will be out of BG mode much of the time. I don't really recommend this set if you are planning on just buffing your pets, just go nature if you wanna do that. (Viable)Thermal - AOE heal+BG mode= you tanking 8 man teams by yourself (not really but you should never die). Heat exhaust is nice but because there is no lockdown you may never be able to capitalize off of it. Melt armor is okay, but the recharge is absolute ass, also, suffers from the same problem as heat exhaust, you have no slows, you cannot capitalize off this debuff. Res shields are useless because of DR curves unless you are buffing melees. Forge is okay but MMs have the weakest buffs/debuffs in the game so the values are gonna be bad. (Viable)Pain Domination - Decent healing set if you are man/woman enough to run around out of BG mode all the time and risking getting facerolled by a blaster. Has a PBAOE dmg buff which is nice, but if you are running this for damage buffs for pets just go nature. (Viable)Trick Arrow - This set boils down to two powers, entangling arrow (for the -jump) and acid arrow (can be annihilation/achilles -res procced for around -60% res). This set was designed to lockdown enemies, but because of movement speed DR curves cannot do so. Glue arrow will not do shit, no, not even with powerboost. So this is more of a set to set up kills for your more mobile teammates. All the other powers literally don't matter because no one is gonna be ever going to be slowed by you. (Viable)Cold Domination - Normally, because of the movement DR curves i'd tell you this set is garbage. But because it has access to benumb (-special debuff, think of a reverse powerboost) you may actually be able to slow something with this set(just maybe). The weakness of this set is your lockdown/ability to apply an effective offense is tied to two 40 second cooldown (more on a non min/max build) powers (powerboost+benumb) to be able to actually slow an opponent down enough to attack them. If you aren't able to powerboost->infrigidate->webnade->benumb->sleet->heat loss a target chances are you will not slow them down enough to get them a kill. Not only that if the opponent has teleport this setup also does nothing. That said this is a great team arena set though. (Viable)Kinetics - You can speedboost pets, removing one of the weaknesses MMs have (they are slow because of pet speed and the need to stay in BG mode). Intertial reduction is really nice too, caps your horizontal jump speed. Powerboost+transference+transfusion can mess up people's end bar too. All the other powers don't really matter because (no lockdown). (Not Viable)Radiation Emission - AOE heal is nice. AM is nice. EF/RI require you to be in range for them to be toggled which wouldn't be a problem but nothing can be slowed in the game really so. Only reason I didn't put this set into the dumpster is because it has an AOE heal. Also I have no idea why but they stealth nerfed the -res values of EF (this was done on private server, not on live). Not really a great decision given what poison can do without a need for you to be in constant range of the enemy. All they need to do to fix this set is to reintroduce slows and increase EF -res back to its original values. (Not Viable)Time Manipulation - The only saving grace of this set is you can hold people just a tiny bit longer than other holds with time crawl+time stop. Other than that unfortunately this set is garbage. All of the things this set was designed to do DR too hard in pvp to matter much. Also pets aren't effected by recharge buffs so the utility of this set is extremely limited. (Not Viable)Storm Summoning - Can't slow anything so you can't get sleet off. Thunder clouds don't detoggle anymore. Mastermind hurricane does not -range. Absolute trash. (Not Viable)Traps - Traps is actually a hilarious zone set. You used to be able to set up mines, acid mortar and poison traps and tp foes into them and insta kill them. But, because no fun allowed, tp foe was nerfed and now applies a .75 second unaffected status to enemies that you TP foe, just long enough for them to casually walk out of all your traps(while setting all of them off too, of course). I really don't understand these changes. So yeah this set is absolute trash. (Not Viable)Force Field - Defense DRs hard for MMs, meaning even if you are at 300% defense, in pvp DR will put you at 20-25% defense. Forcebolt is also very weak for MMs because their buff/debuff numbers are low. So yeah this set has almost no utility. You can give your pets defense shields I guess but no one is going to ever shoot your pets. They're going to shoot you. (Not Viable)Dark Miasma - No lockdown, can't fear into tar patch. Also because damage is so extreme you will get 0 utility out of the -acc, people will just roll their faces on their keyboards and explode you before that will matter. They really need to revert the mez system to make these sets actually playable again. APP/PPP: Explanation: Mastermind APP/PPPs give MMs access to extreme damage attacks, shields, holds and strong ranged damage. S Tier: Leviathan Mastery, Mace Mastery A Tier: Chill Mastery B Tier: Mu Mastery C Tier: Charge Mastery The Dumpster: Heat Mastery, Soul Mastery, Field Mastery Explanation: (Viable)Leviathan Mastery - How do sharks know how to KO blow? I dont know but it owns. This is the best MM PPP for pvp. Res shield means +hp IO from unbreakable guard (mandatory for MMs because their HP is so low). KO blow can be 2 acc/dam 4 damage procced and does hefty damage, in fact, this is the hardest hitting move MMs have access to period. Spirit shark jaws is the hardest hitting ranged damage attack MMs have access to as well! This set works very well in the current meta. (Viable)Mace Mastery - Mace mastery gives you access to powerboost (MMs have needed this for so long..) and webnades (gives you limited lockdown, not to reliable though). This is good to pair with sets that can slow like cold or poison. The only weakness of this set is you get a defense shield which is useless in pvp. (Viable)Chill Mastery - Chill mastery is actually quite viable for MMs. Ice blast can be procced and does decent damage, hoarfrost caps MMs HP (they get more utility out of this power than any other AT because even with a min/max build you are only going to get around 1200-1300 HP on MM), and hibernate isn't too bad on MMs either (you are protected from getting AS'd when you come out if you are in BG mode). Frozen armor is defense based so that makes it kind of worthless, but it can still be slotted with unbreakable guard +hp. (Viable)Mu Mastery - The last of the viable APP/PPPs. You get a res shield and thunderstrike. Pretty nice. You may as well go leviathan though if you are looking for a res shield and a heavy hitting attack though. (Not Viable)Charge Mastery - Very similar to Mu Mastery but instead of a res shield you get surge of power, a tier 9 resistance power. Not all that great in pvp because DR curve means that resistance is soft capping well below what you expect it to. (Not Viable)Heat Mastery - You get char/fire blast to round out your ranged attack chain (if you have a ranged attack chain on a pvp MM you're doing it wrong). No res shield though makes this set trash. (Not Viable)Soul Mastery - Bunch of AOE stuff, probably not bad in PVE but useless in PVP. Soul Storm is actually decent though, but still i'd just go leviathan if I wanted a strong damaging hold. (Not Viable)Field Mastery - Powerblast is decent, temp invuln is nice. Everything else is AOE and for PVE. Balancing MMs for PvP Notes: MMs do need a lot of help. If there is not going to be a reversion of the mez system to the old pre-i13 mez system(if that happens that solves almost all problems MMs experience) then I have some suggestions to make to help make MMs more viable. Buff Mercenaries - Very bad set, obviously it was designed very early on and was never really altered. I think spec ops just need to be completely reworked to be a single target damage DPS pet with emphasis on snipes and melee knife crits or something. Serum needs to be buffed to be a damage buff or something, the +res is so useless on a pet I feel. Also it's a 10 min cooldown for god knows what reason lol. Give Grave Knights crits - It's not like MMs are OP in pvp by any means. Grave knights are quite literally the only real damage you get out of necromancy. Increase Pet movement speed, melee pets by 40%, ranged by 25%, perhaps even more so because pets are REALLY slow and in todays super speed/super jump environment this is really a hinderance ESPECIALLY in zone pvp where because you have no lockdown you are just endlessly kited while you fight off zone NPCs, stalker AS and blasters with fly sniping you. Yeah it;s a pretty awful and miserable experience right now if you are trying to do anything but sit around and camp in a MM in zones (even that doesn't work). If some of the best MM players (Volund, Public Enemy etc) in the game struggle hard to pvp in zones that really says something about where the AT is. Allow pets to be slotted with range or increase pet base range - Like I was saying playing MMs in zones is one of the most miserable things you can do in this game, if you just had higher range for pets or allowed them to be slotted with range this would make a huge difference. You could also just add +range components to pet IO sets. Thing is MMs are trying to compete with ranged damage that is procced out (MMs ability to damage proc is limited) so adding additional range to pets I feel is not asking for too much. Increase pet damage - If there is no lockdown and pets are easily kitable, I feel they need their damage increased. Pets don't have very much access to proc damage which is the MAIN source of damage in pvp right now (I think it's something like 60/40 damage between procs/base damage). I think a 25-30% increase in pet damage would make up for their lack of proc damage and a MMs lack of reliable lockdown (which used to be how MMs managed to kill things) Increase supremacy/Bodyguard mode range - This will help a bit with survivability. I don't think it needs to be increased much, I think right now the range is 25 ft., if the range were increased to 37.5ft I think that would be reasonable without going overboard. Increase Base HP from 803 to 903 - This is such a small buff but the problem is you get caught out of BG mode you don't even get a chance to pop phase or greens, you just insta die, I don't want MMs to become unkillable tanks but some HP to buy just a fraction of a second to make a decision would be so huge. If we went back to the old mez system I would never ask for a buff like this, but there are too many times where you get auto held out of BG mode and 0-100'd killed because your HP is only 1200(this is with accolades and a min/max build). Blasters can easily do 1500-2500 in a single attack chain, a little bit of HP would go a long way for MMs especially when blasters had their HP buffed for god knows what reason (not to mention the defense/absorb shields they now get). I still think the easiest way to buff MMs though would not even be to buff them directly(they would still need some buffs), but just remove DR curve on movement speed, which would allow slows to actually work in pvp. It would also help mitigate the endless ranged DPS facerolling because people would actually have to THINK before they commit to a fight. "Am I going to get slowed by this guy if I just run up to him?".
  11. In light of the new changes I made a new dom pvp tier list, this list applies to zones/arena (PuGs/casual): Primaries: Broken Tier: Dark control S Tier: Earth, Mind, Grav A Tier: Plant, Ice, Elec B Tier: Fire Explanation: Given current mez mechanics, the only thing that really matters about a primary is the hold. Hold duration, cast time and damage. Most of the secondary effects don't make much of a difference other than grav which can actually effect jump height significantly. I'd say all control sets are viable, it just has to do with your preference of what type of hold do you want, do you want a long cast time high damage hold? Or do you want a faster hold with lower procing ability? (Viable)Dark control has 6 second base duration hold, longer than all the other hold durations which are at 4. This is bugged and I would expect it to be fixed so I wouldn't make dark control for the broken hold duration. Also if you pick this set you are a cornball. (Viable)Earth gives doms 2 strong ranged attacks in fossilize and stone prison with decent ability to proc because of the cast times. Probably best primary right now for pvp(outside of dark). (Viable)Mind has dominate which although does not have great procing ability has the fastest cast time, is hitscan (meaning it hits the target the instant you cast) and ignores positional defense. As a dom in pvp you are very squishy so having fast cast times is important so you can leave combat when needed. Rest of the set is great for using as set mule. TK can also set up free kills on teams. (Viable)Grav has access to many utility powers that are useful in pvp including wormhole and dimensional shift. The secondary effect actually inhibits movements somewhat because it's -jump (most slows don't do anything). Dimensional shift means you have a phase shift every 16 seconds that does not put you in phase suppression. (Viable)Plant - Strangler is a great hold with good damage and fast projectile speed. (Viable)Ice - Block of ice has good damage and good proc ability due to its cast time. (Viable)Elec - Good range hold damage although the animation is a bit on the long side this will mean this set is easier to proc. Everything else in the set is mostly AOE and negligible. Gremlins are nothing more than a set mule for bonuses because you will never lock anyone down long enough for them to attack. (Viable)Fire - Char's fast animation and low cooldown means poor proc ability. Char also has a slow projectile speed but this can sometimes be used to your advantage by throwing char first and using another attack to have char+the additional attack hit at the same time for more burst damage. Imps are useless given current mez system (no real lockdown) so one of fire's greatest strengths are gone. Secondaries: Explanation: There is one thing and one thing only that matters in pvp right now. Damage. S Tier: Energy Assault, Fiery Assault A Tier: Ice Assault, Elec Assault, Earth Assault B Tier: Rad Assault C Tier: Thorny Assault D Tier: Dark Assault F Tier: Martial Assault Dumpster Tier 😞: Psi Assault, Savage Assault Explanation: (Viable)Fiery Assault is the best dom assault set for pvp in the game. Blaze and blazing bolt are lightning fast and do massive amounts of damage. Embrace of fire is up roughly 40-50% of the time and last 30 seconds. It's easy to do 800-1000+ between hold->blaze->blazing bolt. Overall its the speed and damage of the attack chain, the low cooldown of your attack chain and embrace of fire essentially being a 30 second build up that puts this set far and beyond the others. (Viable)Energy Assault - After having its animation times reduced, being granted "power up" and the damage buff energy assault is in a good spot now. With a strong attack chain in total focus->power burst->sniper blast you'll have no problem doing massive amounts of damage with this set and you'll be a capable threat against blasters. (Viable)Ice Assault - Very strong ranged attack chain in bitter ice blast->ice blast->ice bolt and with power up can now be a capable threat. The melee attacks are very strong as well with the new buffs. This set is possibly S tier but i'll have to see more ice assault doms to get a better picture of what this set can do. (Viable)Electric Assault - Build up is always great and is the best "boost" power to have in the current meta. Thunderstrike, which has always done pretty massive damage has had not only its animation buffed but its damage buffed as well (to what degree I have no idea it's not listed in the notes). Very fast ranged attack chain with decent damage and a very strong melee attack chain. The only thing holding this set back is damage raw numbers (ranged attack chain is on the lower side but it's offset by having build up) and the short cooldowns this sets ability to proc as effectively as other sets. Normal you'd think short cooldowns is a good thing but lower base cooldowns often just means the attacks won't be able to proc effectively in the PPM system. If overall damage ever gets lowered in this game this set's viability will jump up dramatically as draining end will become more of an option with higher times to kill giving this set the utility it was designed to have. (Viable)Earth Assault - Earth's two biggest weaknesses to me before the buff were its ranged attack chain (slow cast and requires ground contact) and a lack of build up (power boost does not mesh with earth really in any way). Now both of those weaknesses have been addressed with a faster ranged attack chain (cast time almost cut in half between stone spears->hurl boulder) and power boost becoming power up means earth should be able to apply enough pressure to be viable. Earth has the strongest and fastest melee attack chain of all dom sets. Melee isn't necessarily bad on doms, the idea is you hold and during the hold duration you get off your high risk attacks off then finish with your ranged attack chain (stone spears->hurl boulder). With earth's extremely fast and high damage melee attack chain (stone mallet->heavy mallet->seismic smash) and now decent follow up ranged attack chain makes this set among one of the best assault sets. (Viable)Rad Assault - Build up->devastating blow is the hardest hitting move doms have access to. Rad has had its damage buffed and snipe animation speed increased but overall the long cast times and lack of smooth attack chains leaves too many opportunities for enemies to escape, evade or heal when trying to secure a kill. If siphon strike or devastating blow had an animation speed increase this set could become more viable. (Please give devastating blow the old energy transfer animation. (Viable)Thorn Assault - This set seems to have it all with build up, great base damage and strong ranged attack chain with strong melee attacks. The recent changes to the cooldown of its attacks also means better procability for attacks. But this set suffers from the same problem as rad, long cast times. Without any real lockdown in the game(because of the current mez system), it's hard to use sets that have long cast times. Thorny darts->impale->thorn barrage is around 5 seconds to cast (not even including your hold cast time) which not only leaves you very vulnerable as you root but often times means an opponent that will simply get away from you. Very close to being a top tier set if it weren't for the long animations. (Not Viable)Dark Assault - Might not be a bad 1v1 build with its -acc and self heal. In all other scenarios though the high damage environment of todays current pvp meta means you won't have time to wear down enemies with with DoTs and -acc. The current pvp system does not really lend itself well to attrition style sets like /dark. If dark had an increase on base damage or if overall damage in the game is lowered this set would become more viable. (Not Viable)Martial Assault - I really want this set to be good, but unfortunately this set does not have access to any good melee attacks (for pvp) as all the strong melee attacks are AOE (which suffers from AOE damage formula making them essentially useless). It's ranged attack base damage is also very very low. If this set had access to a stronger single target melee attack say eagles claw and higher base damage on its ranged attack chain this set would become more viable. That said this set IS good for PvE though. (Not Viable)Psi Assault - Back in the day (before i13) psi assault used to whoop ass because of its unresisted damage type and the strength of psychic shockwave. Now with damage type mattering less, no build up or power up and an incomplete melee attack chain (no greater psi blade or any extreme/superior damage attack)and a weak ranged attack chain (no will dom or power up/build up to boost dmg) and nerfed psychic shockwave this set is one of the worst for pvp. This set would either need higher base damage or to be reworked to include higher damage attacks such as greater psi blade or will dom to be viable. (Not Viable)Savage Assault - Extremely low base damage across the board. But you do get to throw bees on people, so doesn't that really make you the winner at the end of the day? APP/PPP: Explanation: Dom APP/PPPs are used for survivability, utility, or as slot mules to grant further bonuses. S Tier: Leviathan A Tier: Mace Mastery B Tier: Primal Forces Mastery, Fire Mastery C Tier: Mu Mastery, Psionic Mastery D Tier: Ice Mastery Dumpster Tier 😞: Soul Mastery Explanation: (Viable)Leviathan Mastery - Offers the best slotting among all sets and a res shield. Res shields are extremely important because often times they are the only way for doms to get access to the unbreakable guard 7.5% HP IO. It is a must to be close to capped HP (1606) on doms to survive making this IO mandatory. Water spout is slotted for 2 lady greys for HP bonus meaning even the tier 1 powers for this power set still have utility for set bonuses. The pet while pretty useless in pvp is also great for slotting for further HP. If you don't have phase you can take hibernate, but hibernate more often than not gets you killed, I don't recommend it at all. (Viable)Mace Mastery - Mace is decent in 1v1 arena and 1v1 scenarios in zones primarily because of PFF. Dominator PFF grants the highest elusivity of any PFF shield with 60% elusivity meaning you're really not gonna get hit by anything outside of a BU+aim blaster. You also get access to poisonous ray which can be slotted for achilles -res proc which makes the -res value around 38.75% (this value gets DR'd) which can be very effective in helping you kill more quickly or set up kills for teammates. The weaknesses of this set is its lack of a resistance shield (no unbreakable guard proc unless you go tough (don't do that)) and poisonous ray's long animation cast time (2 seconds). (Viable)Primal Forces Mastery - You get energy transfer which just owns. You get conserve power which surprisingly helps a lot because dominators do tend to have endurance problems in pvp if you are attacking non stop. Temp invuln is a res shield so you get the unbreakable guard IO. Energy torrent and explosive blast are not really good though and should be ignored. (Viable)Fire Mastery - This set is not good because of the powers themselves but because they can be used as set mules. Fire ball, rain of fire can be slotted with jav volleys if you're looking to get more range in your build. Melt armor is also decent even though the recharge is really trash. You also get a res shield which as you know means +HP io. (Viable)Mu Mastery - Mu is only good in certain scenarios, mainly in end drain builds. Powerboost powersink can actually wreck someone's end bar and the guardian pet can continue to wreak havoc on someone's end bar. Although surge of power might seem great, because of DR it'll probably end up being much more useless than it looks because ranged characters are already often times soft DR capped on res so at most you'll get 5-10% more res from surge of power. May as well take it though right? (Viable)Psionic Mastery - Psionic mastery actually used to be pretty good in the old patch because you needed tohit to autocast snipes. But now that that's all over with the only real utility this build gets is having higher than normal res to psi (still a very common damage type in pvp). (Viable)Ice Mastery - Ice mastery might look really good and survivable but it really isn't. Luckily frozen armor can be slotted with unbreakable guard +HP but you're still stuck with a defense shield which drastically brings down your survivability. Hibernate is useless, if you hibernate in zones, you will be assassin striked the second you come out. If you hibernate in arena during a spike, chances are you will die in hibernate animation. Hibernate is actually not bad in 1v1s though so if you plan on doing strictly a 1v1 build it might not be a bad choice. You should already be close to HP cap so hoarfrost is really just equivalent to a 2 green insp pop every 3 mins (not worth it). Sleet is actually the best part of this set because it can be double slotted with -res procs (annihilation and achilles) bringing its non-DR'd -res to around -60% which is pretty strong. Overall though this set is not very survivable and if you're set on going hibernate go with leviathan instead for the res shield and pet. (Not Viable)Soul Mastery - This set is chalk full of PBAOE buffs that require acc checks, if you're spending your precious hold duration time walking up to your opponent to soul drain them for that 6.8% damage buff you're asking to get smacked around. Everything in this set is trash except for the pet (actually got the best pet of all dom APPs/PPPs) and the fact that you get a res shield. Now if people stop moving and group up together in groups of 8 then just maybe this set might become viable.
  12. I am a sad AT. No one wants me! This post mainly concerns the PVP. Because, in PVP, the performance of the Archetype is more sought after than the exotic and fun side. However, the subject, in general, also concerns the PVE. First of all, I would like to say that I am very grateful to people who take time to make these updates, and I respect those choices. What I particularly like about this game is the variety of powers and archetypes. But I have often the feeling that changes always go in the same direction : Improve things that are already working well (from the point of view of combat effectiveness) Here is some of the latest changes I have in mind, that were quite unnecessary in my opinion : - Be able to attack under Invisibility ? Why ? Now, 90% players will use this... is the next step is to make this power inherent ? - Add more heal for sentinel regen : Seriously ? wasn't the AT already strong enough compared to the others? In PVP, we see 80% of regen sentinels, 20% with bio armor. Even if the figures were wrong before, it was more consistent with other ATs. - I heard about a possible future boost for the Gun Drone on device blasters. Ok, devices have been less trendy lately, with the arrival of Tactical Arrow (and the Ubber Nature blasters) Also, the interest of having some "to hit" on targetting drone was annihilated by the snipe changes. But devices is still a great choice in comparison to : Fire manipulation, Ice, Electricity... So, what I'd like ? Focus next changes on those who are left out. Make more attractive what no one ever plays, except for a few fringe nutters who have money to spend ! Here is a non-exhaustive list of suggestions I have in mind while i'm writing this. Perhaps some of them have already been posted and debated, I don't know. I will not give any numbers, just various ideas to make these ATs more attractive. - Dark Armor : I suggest something radical, like : Dark Embrace immunize the player against -fly/-jump ! Death shroud can't be detoggle by mezz - Assault Rifle : increase M30 grenade KB to 18 increase duration of Stun on Beanbag - Dual pistols : increase base damage on single target attacks - Sonic Resonance : Increase duration of Sonic Cage Disruption Field can't be detoggle by mezz - Traps : I don't have many ideas for this... more damage on seeker drones ? - Ice melee : Add range (40?) on Freezing touch - Fiery Melee : Increase range (40) on Incinerate - Dual blades : No idea here... I never dared to test that ! - Peacebringer : Thank you for giving us the opportunity to color the attacks, but, could you also open epic powers please ? same choice the sentinels have. - Dominators : Domination also increases the mezz duration in PVP Also, increase duration of all mezz in pvp (except the broken and hated dark grasp of course !) - Super Reflexes, Invulnerability... Maybe the hardest thing to do... : Change/decrease the DR effect ? Defense on a sentinel is a joke for example ! Well, I hope that this topic will open the debate, and that the next changes will go in that direction !
  13. 2 V 2 EVENT SUNDAY AUGUST 11, 3 PM EASTERN INDOM SERVER, POCKET D 4.3 BIL INF PRIZE POOL OVERVIEW Double elimination bracket, best of one, 10 minute matches 1 archetype limit per team, 1 powerset limit per team (e.g can't do ice/* blaster with an */ice def or ice/* sent, but */icy assault dom would work) No switching characters mid event, you play on the same character you sign up with (multiple builds allowed) More rules and format info below PRIZES (per team, provided by @FireWire1) 2 BILLION INF for 1st, 2nd 750 mil, 3rd 500 mil, 4th 400 mil, 5th 300 mil, 6th 200 mil, 7th 100 mil, 8th 50 mil PLUS (possibly) Influence raffled off and a fun pre-event match for influence SIGNUPS Sign up as a team in this thread with one player posting the following info: global names of both players and their AT and power sets e.g. @xhiggy - rad/elec defender @fire wire - fire/kin controller Sign ups will close end of day August 9th. You can edit your team up to this date. If you're solo you can post as LFT in this thread with your global and what characters you'll play. RULES AND FORMAT Default arena settings (10 min matches, small insps only, no TS, no heal decay, arena temp powers only) Ties settled by a 5 minute rematch, further ties settled by sudden death Banned powers: dark grasp (controllers and dominators), paralytic poison (defender version only), and telekinesis Powerset limit is for Primaries and Secondaries only - power pool, ancillary, and epic sets may be the same. Alpha only incarnate powers. Other incarnates will need to be unslotted for the event. Maps order will be randomly chosen from a pool of the following: Cargo, Graveyard, Perez, Lab; rerandomed after every 4 rounds. # of matches will depend on how many people sign up, budget for at least 3 hours to make it to the final round. New players are welcome and encouraged to come out and get a taste of some arena PvP. Feel free to ask any questions about the event, builds, or PVP in general on the PVP Discord. Or PM either @Fire Wire or @xhiggyin game. The event will be run from Discord and voice channels will be available to use for communication, be sure to check beforehand that you can get Discord working. Feel free to come up with a team name if you want.
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