Domination101

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  1. Nah, Disruptor blast does very little damage.
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    Since it seems that we keep going around in circles on the previous topics: a new question.

    Will the Domination PvP bonus points be applied if we attack with the PPP attacks?

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    no
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    Whether you want to believe me or not is your choice. I can say that Doms are worth having on PvP teams. Doms on good teams do quite well, we ran with 3 last night, 2 VG members and a pickup and did very well in RV till our /Thermal ran into network problems.

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    I'm aware of ALL of this... Infact we agree more than most anyone else on the Boards that it's meant to be balanced for Team VS Team.... IE: How we've always agreed that Stalkers should be encouraged to team more as well.

    The Problem is... Doms are unwanted on teams in general. They suffer from the Glass Cannon syndrome Blasters used to suffer from: IE: when everyone preferred Scrappers b/c they had much more HP's thus didn't need a wetnurse/rezzer. Well... everyone would much rather take another Stalker or Corruptor over a Dom... ESPECIALLY IN PVP. The complete lack of self +DEF buffs and Ally-Buffs, lack of Mez protection, lack of Hitpoints, and lack of Alphastrike capability makes a majority of them practically useless.

    Take what I've done... I rolled my Grav/NRG up to 33... did well in PvP but also got 2-shot Ganked by blasters/scrappers everytime I left the Base. But I was okay with that because I was Dropping scrapper and tanker toggles left and right in LESS THAN 3 ATTACKS which allowed me to hold them and contribute to easier kills for my team.

    After seeing the I-7 Patch notes... I abondoned my PvP Dominator and rolled an Nrg/Traps Corruptor instead who's already 3x less "squishy", has more damage, and so much utility it's not even funny. His final build is still pending... but you can bet that if I'm already at 3x the REP points of my dom at level 30, without being respec'd for PvP like my Dom is, and play both builds exclusively in Teamed PvP -- that a Corruptor is obviously the way to go. Plain and simple: Anyone who rolls a Dom is just gimping themselves in PvP.

    Here's what my Corr can bring to the table:
    Web'Nade: -JMP ...(only 1 Dom build gets this) and its a HUGE DEAL in PvP
    Caltrops: -SPD
    FF Gen: Very high +DEF and Status Resists to Stun/Hold/Immob ...again, HUGE in PvP
    Mortar: -DEF debuff with a VERY HIGH base Accuracy, even hit defenders in PFF consistantly
    Seeker Drones: -ACC/-Per Debuff: Both a HUGE deal in PvP
    Sniper Blast @ lvl 18: This crap plus Scourge OWNS "runners" in outdoor PvP Zones
    TripMine: High Damage plus toggle Dropping.
    PoisonTrap: Easily the most broken AoE hold in the game: Not only does it cycle in 30 secs for me, but it also autohits and "pulses", thus dropping toggles MUCH faster than Domination ever could.

    The best part is, /Cold and /Rad is actually preferred by most PvP Corruptors while traps is only preferred by Masterminds in PvP so no one will ever be able to call me a FotM like /Ice dominators obviously will be. IE: to Clarify I wasn't calling YOU a FotM... Ice/Nrg is FAR from it. However all /Ice doms will be FotM in I-7 ...very squishy and in need of contant buff-bottage...thus a burden to their team but a FotM none the less.

    THAT is how badly Doms will continue to suck in PvP, teamed or not... IE: to the point that a PvE built corruptor almost no one else in their right mind would level up to 30, but can totally leave them all in the dust.

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    Dont base your beliefs off of Gravity.
  4. Um...yes...Maybe you are comparing your higher level controller to a lower level Dominator. Mez durations scale with level.
  5. Domination is 90 Seconds. Holds last LONGER than Controller's holds in Domination.
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    Ok first off skimming through I didn't notice anyone mentioning the IOP effects on doms. Mez protection Items of Power?

    I have 1 40 Ice/Ice dom, and in PvE I feel I didn't need a buff. Drop my ice slick, throw out a few single target holds, drop a glacier... I can barely solo on villianous, but in a team I more than carry my own weight. I can't deal damage worth a spit, but I don't see that as my job.

    I don't see the recharge rate effecting me much at all in PvE. the recharge was never my limiting factor. I don't have the endurance to fill the bar in less than 5 minutes. Not a big deal.

    In PvP I'm totally useless. My friends all play it, I try and join them... Utterly useless. The hit buff in PvP supposes I'll live long enough to land 11-13 hits in PvP. Doesn't happen all that often. I'm far to soft a target. Tried playing in RV, wasn't even humorous. Exercise in masachacism.

    The toggle drop issue doesn't come up much.. Generally if I'm meleeing something with toggles I'm dead in 6 or 7 seconds... Don't live to notice if I've dropped toggles.

    Truth is that the tankers and scrappers I fight in Sirens Mez me all the time, I cannot mez them.

    On the off chance I do catch the stray enemy squishie in a hold, I usually run of endurance before they run out of hit points. Need to pop blues to kill a held "victim"

    So I will repeat what I've seen 20 pages of here... Its a step in the right direction, but not nearly a big enough step.

    Bonus damage in PvP?
    Mez Resistance in PvP?

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    wow you really can barely solo on villanous at 40 with ice/ice? Whats your build look like? If you want PM me and I'll take a look, Im intruiged.

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    You know that's nonsense.
  7. The Super Arachnoid I was referring to was an Elite Boss, but the regular Bosses are tough to take down too for any AT.
  8. I mean Hold....shot 1 shot 2 shot 3...
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    Also whoever suggested 75% cut for containment in PvE, I disagree since it works just fine in PvE but in PvP the 3x damage is way overboard.

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    A couple things about containment.

    1. For the most part the only powers that really benefit are the epic blasts, from which they get one (two if theyre fire).

    2. I think something that makes their damage seem so strong is their buffs/debuffs. Again, not everyone has those. If Im empath or ff, I cant increase my damage at all. I need every bit of damage containment can give me.

    3. For the most part, pet damage is mediocre. Yes, imps do good damage if theyre all hitting the same target, but sometimes in PvP zones theyre more trouble then theyre worth. Ive been in warbrurg and have them pull npc's on me when Im trying to fight one person. Same thing with phantom army. Outside of those two, pets do not do good damage. And for those that dont know, pets do not benefit at all from containment.

    4. You dont get containment unless you land a mez power first. If youre going up against a high-defense toon, this can be very hard. Especially if you dont have a defense debuff/to-hit buff. Most controllers dont. And of course controllers dont have aim either.

    I remember when containment first came out it seemed so uber to my blaster. Then playing as a controller, its not nearly the "gimmie" I thought it was.


    I would find it ironic that some dom's are calling for containment nerfs, seeing that its only a matter of time before people start calling for domination nerfs. "Its too strong...they can get it up too quick, or it lasts too long *snicker*...they tear through my mez protection..."

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    Controllers need to be toned down a bit. If they can 3 shot Dominators and Corruptors, then the game is severely out of balance.
  10. I hit level 44 on test with my Fire Fire Dominator. I have the Black Scorpion pool. The debuff in poisionous ray is nice, but my shield is defensive so you know how that goes. Fighting Scrappers that can hit you, but you have no way of hitting them shows imbalance. Blasters have Personal Force Field, and Controllers have access to mez protection.

    Now Developers, don't get me wrong, I like the Domination change, but you guys really messed up in the name of balance in the Patron powers. I don't see why Dominators need more AOES, or end drains. What Dominators needed were abilities that increase their survivability. Is there some kind of disconnect with Dominators? We never hear from any reps in our section.
  11. Considering 4 Hero ATs can kill any AT that's not a brute within 3 shots in RV, it wouldn't make sense if they nerf it.
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    Ok...Why isn't the resistance portion of the Scorpion Shield enhanceable? I recently hit 42 on my Dominator and noticed this...Anyone know if this is intended?

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    Is defense enhanceble? -M

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    Yes.
  13. Ok...Why isn't the resistance portion of the Scorpion Shield enhanceable? I recently hit 42 on my Dominator and noticed this...Anyone know if this is intended?
  14. Not enough damage with Domination running? LOL

    Oh and by the way Castle, will our Patron Power Attacks get the same 8 point bonus?
  15. So you think only Dominators are going down fast in RV? Look a little closer.
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    Tip: Don't team with MM's.

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    I never ever invite MM's to my team. It might seem trite but their pets are always in the way. whether its blocking a doorway and I can't attack, or somehow Im in front of them and need to run. I just can't deal. Plus all the downtime for resummons and buffs is annoying, its detrimental to domination and fury.

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    I don't think it is a very viable option to just say "don't team with MMs." For one thing, MMs are about 1/3 of the population of most servers at any given time. For another, when I am forming a team, I'm not going to turn down a VG member who I know is a good player just because his AT makes my inherent hard to use. If our inherent is structured in a way that it hinders us from teaming with the most popular AT in CoV, then there is something wrong with our inherent.

    As I have noted many times, most of the people who like doms seem to prefer a solo or small-team playstyle. That's fine, but I don't think any AT should be structured so that they *have* to play solo or on small teams to be effective.

    FivefifteenA

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    Most MMs dont control their pets. They don't use the goto command, they only cause confusion spinning back and forth running in circles. They take forever to equip. MMs should team with other MMs. Maybe you should try LARGE RELENTLESS TEAMS without MMs...
  17. [ QUOTE ]
    The only real change for doms in PvE is the reduction in the timer. The only people I see this as helping are those who solo or play on small teams. On large teams, with MM set up time and the inevitable afks you have with 8 people, the Domination timer is not a problem. Some people advocate that, during team afks, doms should find a minion and beat up on it to keep Domination up. This is both kind of pathetic and, on a big team, dangerous. I personally would kick anyone who attacked mobs while the team was afk on a large team, because with improved mob AI there is always a change of unintended aggro in this situation.

    I think that doms need help on large teams, and so I was very disappointed in a change that only helps doms that are constantly attacking -- because doms on a large team are not going to be constantly attacking.

    I would prefer to see a change to the acc and duration of holds as mob level increases. As it is now, there is a very sharp drop-off in the duration of holds and their chance to hit with harder mobs. Since a large team on Relentless will generally have +2 and +3 mobs to the highest person on the team, it becomes very difficult for a dom to add much control. When I started my first corr after playing doms for a while, it was really noticable to me how much better the corr soft controls hit and last on harder mobs. The falloff in dom abilities against harder mobs needs to be addressed.

    I'm sure some people will reply that they hold higher level mobs just fine, and I'm glad that they are happy with their performance, but really, when you get maybe 10 seconds duration against +2s from an aoe hold that is three-slotted for hold duration with SOs, that's not too hot.

    FivefifteenA

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    Tip: Don't team with MM's.
  18. [ QUOTE ]
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    People that defend Blaster's melee attacks always say that there is risk for them going into melee but you have to realize that your melee attack has a status effect on it which makes that risk really low.

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    Not all of the melee attacks have status effects, and not all of those that do have status effects have reliable effects. One secondary doesn't have a single melee attack with any kind of status effect at all.

    And yes, the status effects do reduce risk. They should make it easier to manage risk. Blasters have no defenses. To make up for it, they need offense that can mitigate damage in the process of defeating enemies.

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    Neither does the melee ATs when all of their toggles are dropped.
  19. People that defend Blaster's melee attacks always say that there is risk for them going into melee but you have to realize that your melee attack has a status effect on it which makes that risk really low.