Jump to content

2024 (end of year) AT for PvP  

10 members have voted

  1. 1. Most powerful PvP Archetype (do make a comment of to why :)) (You can pick several)

    • Blaster
      7
    • Brute
      2
    • Controller
      0
    • Corruptor
      2
    • Defender
      1
    • Dominator
      0
    • Mastermind
      2
    • Scrapper
      3
    • Sentinel
      1
    • Stalker
      0
    • Tanker
      0
    • Peacebringer
      1
    • Warshade
      1
    • Arachnos Soldier
      0
    • Arachnos Widow
      0
  2. 2. Least powerful PvP Archetype (again add the reason to as why :)) (You can pick several)

    • Blaster
      0
    • Brute
      0
    • Controller
      3
    • Corruptor
      0
    • Defender
      1
    • Dominator
      1
    • Mastermind
      2
    • Scrapper
      0
    • Stalker
      1
    • Sentinel
      1
    • Tanker
      2
    • Peacebringer
      0
    • Warshade
      1
    • Arachnos Soldier
      1
    • Arachnos Widow
      1


Recommended Posts

Posted
On 11/8/2024 at 4:10 PM, Glacier Peak said:

The same meta that has existed since Issue 13. Whichever Archetype can output the most damage in the shortest amount of time. Everyone else contributes to making that output more efficient.

Wouldn't that then not be a Stalker and a Blaster? 🙂 

  • Confused 1
  • 2 weeks later
Posted

1)  Mastermind is the most powerful AT, followed by Blaster.

 

 

2)  Controller is the least powerful AT.  Reason is the AT has no burst damage output.

 

And yes, I once made a zone PvP controller.  Insert sad face here -------->☹️

Controller - Ill.TA.mbd

  • Like 1
Posted
2 hours ago, bellona100 said:

1)  Mastermind is the most powerful AT, followed by Blaster.

 

 

2)  Controller is the least powerful AT.  Reason is the AT has no burst damage output.

 

And yes, I once made a zone PvP controller.  Insert sad face here -------->☹️

Controller - Ill.TA.mbd 41.2 kB · 2 downloads

Isn't Mastermind prone to people just moving away from your henchmen? 

Posted

A Mastermind won't be doing any damage to any target that has any common sense.

 

In a team environment, Masterminds are irrelevant outside of target saturation to confuse "TAB" tageters, but when there are dedicated target callers on a team that becomes moot. Masterminds aren't putting out damage that is relevant, that is, contributing to a team spike that can't be outhealed or Jaunted away from - they're getting in some annoying disruption that may or may not support team play at most. 

 

In a zone environment, who cares just go the other direction and let the Mastermind do nothing. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...