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CoV Clas Guides

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CoV Mastermind Class Guide





The Mastermind Class

For those of you familiar with WoW, and SWG the Mastermind is the CoV equivalent of a creature handler (SWG) or a hunter (WoW). Essentially, they are a ranged class who has the aid of a ?pet? to do the tanking for them as they pick off the mobs with their ranged weaponry. In addition, Masterminds also receive a bit of a bonus and actually have the power to buff themselves and group members. They are an extremely complex class of character to control, and provide you numerous ways to play the game in a group or on your own.

HENCHMEN

The calling card of a Mastermind is their ability to ?Summon Henchmen? (AKA call a pet). When first creating your Mastermind you?ll have the option to choose one of the following ?primary powers?. Choosing one of these powers will determine what kind of Henchman you?ll be able to call.


Mercenaries
Necromancers
Ninjas
Robots


While their names may differ quite a bit, each one of these classes do one thing for you???..tank. There are some slight differences in terms of resistances and a few ?special? powers each type of Henchman possesses, and your choice of henchman will actually determine your toon?s ranged weapon.

Here is how all of these differences break down. Use these to help determine what kind of Henchman you?ll choose. My personal favorite is the Ninja?..

Types of Henchmen (Mastermind Primary Power Set)

Mercenaries: The main differentiator between a mercernary henchman vs the other 3 types is the fact that they use weapons one would expect a humanoid mercenary to use. guns, grenades and so forth. However, keep in mind regardless of the type of henchman and their weapon of choice??they still just tank for you. In that regard it?s really aesthetic.

Mercenaries have a slightly increased resistance to certain types of melee damage, and they are innately resistant to Confusion and Placate powers. Also, if you choose this power set your toon will use a gun as his/her main weapon.

Necromancy: Choosing necromancy allows your Mastermind to call ?Undead Henchmen? to do your bidding. It?s pretty much what it sounds like, you call down skeletal beings to tank for you.

These undead henchmen have very few distinguishing characteristics in comparison to the other types of Henchmen. They have no special weaponry, and have some increased resistance to certain types of powers. Namely, cold, negative energy, psionic damage, sleep, fear and disorient. Keep in mind all of these resistances while increased, don?t really make that huge of a difference after applying enhancements as you advance in the game.

As for the impact of choosing this power set on your actual character, your toon will utilize spells for ranged attacks.

Ninjas: Again, I?m biased but these guys are my personal favorite. Ninjas tank, throw shurikens from a distance??..and even have the ability to super leap. While any henchman will eventually get to the target you seek them to pummel, Ninjas many times will jump extremely high and up to the mob much quicker than other types of henchman.

Ninjas also receive increased resistance to Confusion powers. If you go with Ninjas, your toon will be toting a bow for ranged assault.

Robotics: Robotic henchmen are probably the coolest henchmen to look at. If you ever wanted to have an R2D2 lookalike to tank for you, this is the choice you should make. Again, in my opinion your choice of a henchman type is really aesthetic. Eventually you can make any henchman do what you want. Robots have no true unique innate ability, other than the fact they are well, robots.

As far as the slight resistance boosts, robots are less vulnerable to Lethal, Cold and Psionic damage attacks. In addition, your toon will be using a rifle for long ranged attacks to assist his robot minions.

PRIMARY POWERS

For each Power Set, your individual primary powers may bear different names??.but they all do the same thing regardless of power set. In other words, the burst power for mercenaries has the same effect as the dark blast power under necromancy. With this in mind, I?ve grouped all individual powers together, and listed their impact on your henchman in the description.

------------------------------------
Primary Powers Level One:

Burst (Mercenaries)
Dark Blast (Necromancy)
Snap Shot (Ninjas)
Pulse Rifle Blast (Robotics)

Description:
This power can be selected as your first primary power during character creation. This power allows you to blast off quick shots from your ranged weapon. This pretty much takes the safety clip off your ranged weapon, so to speak.

------------------------------------
Primary Powers Level Two:

Soldiers (Mercenaries)
Zombie Horde (Necromancy)
Call Genin (Ninjas)
Battle Drones (Robotics)

Description:
This power can be selected as your first primary power during character creation. This power allows you to call your first henchman. A Mastermind is useless without it!

------------------------------------
Primary Powers Level Three:

Slug (Mercenaries)
Gloom (Necromancy)
Aimed Shot (Ninjas)
Pulse Rifle Burst (Robotics)

Description:
This power allows you to shoot a more powerful blast from your ranged weapon. Takes longer to recharge, but is much more powerful. Better used when you minion has complete agro of the opponent.

------------------------------------
Primary Powers Level Four:

Equip Mercenary (Mercenaries)
Enchant Undead (Necromancy)
Train Ninjas (Ninjas)

Equip Robot (Robotics)
Description:
This power basically upgrades your henchman, and makes them a bit more powerful. They cause more damage in combat.

------------------------------------
Primary Powers Level Five:

M30 Grenade (Mercenaries)
Life Drain (Necromancy)
Fistful of Arrows (Ninjas)
Photon Grenade (Robotics)

Description:
This is an AOE power. It allows you to fire a volley of shots simultaneously effecting any mobs within range.

------------------------------------
Primary Powers Level Six:

Spec Ops (Mercenaries)
Grave Knight (Necromancy)
Call Jounin (Ninjas)
Protector Bots (Robotics)

Description:
This power allows you to call a new type of henchman, dedicated to ranged attacks. In combination with your melee henchman you?ll be quite a force when soloing.

------------------------------------
Primary Powers Level Seven:

Serum (Mercenaries)
Soul Extraction (Necromancy)
Smoke Flash (Ninjas)
Repair (Robotics)

Description:
Consider this power an almost ?invulnerability? power for a henchman. All of your henchman?s power pools will be greatly increased as well as inflicted damage. After completion your henchman will be exhausted and will be rendered close to useless for a long period.

------------------------------------
Primary Powers Level Eight:

Commando (Mercenaries)
Lich (Necromancy)
Oni (Ninjas)
Assault Bot (Robotics)

Description:
This power allows you to call a henchman who carries a heavy ranged weapon, and has superb melee abilities. This power is essentially the Mercedes-Benz of Henchmen. This guy will kill everything in sight.

------------------------------------
Primary Powers Level Nine:

Tactical Upgrade (Mercenaries)
Dark Empowerment (Necromancy)
Kuji In Zen (Ninjas)
Upgrade Robot (Robotics)

Description:
This power allows you to permanently upgrade a called Mercenary with new ranged and melee weaponry. This is good to use on your lowest level henchman, as it will increase their skills almost to that of your highest level henchman power.

SECONDARY POWER SETS:

Choosing your secondary power set will determine how you engage in battle. There are 4 main secondary power set

Dark Miasma
These skills grant you powers which are focused on reducing your opponent?s HP. These are useful to help you create the most amount of damage, and aid your henchman in battle.

Force Field
If you are going the Mastermind route looking to assist others in groups, and essentially be a buffer?.you?ll need to go either force field or poison for your secondary power set. Force Field powers will allow you to cast certain spells which aid your allies (and yourself) in battle situations.

Poison
Poisons can oddly enough BUFF you or your ally, or DEBUFF your opponent. Quite an oddity considering the name. For example the alkaloid power under this tree of powers can heal your ally, or drain an opponent. All of the powers in this set have similar effects (buff or drain), but at varying strengths.

Traps
This set of powers jives directly with the definition of the set??.traps! By using traps you can shoot a crippling trap from your ranged weapon rendering your opponent completely immobile, covering a large area of the map with a damaging effect, or set traps which are only sprung when an opponent steps on or near it??.

Trick Arrow
Trick arrows equip your range weapon with a number of skills which allow you to cause havoc from afar, further increasing your value as a ranged attacker. You can entangle opponents, rendering them immobile??..throw up traps and more. This is a sort of combination of the trap powerset and the dark miasma power set. This is also my personal fav. I think it compliments soloing quite well??..and allows you to play the game as a mastermind without always searching for a group.

Going into the individual powers of these secondary powersets really isn?t necessary. The overall description of the powerset really defines how you will play the game. All the powers in the secondary tree all play back to that original purpose. Those who choose Dark Miasma are purely focused on causing damage, Force Field and Poison focused on buffing allies and stopping opponents from causing damage. Traps and trick arrows will cause you to be more of a disrupting force during combat, allowing your henchman to continue inflicting damage on your opponent, while you continue to rain down damage from a ranged distance.

CONCLUSION:
In my estimation, the Mastermind is the most entertaining class to play in the game. You can be a soloing machine, or a buffing champion. The game doesn?t do a good job of explaining the differences between the individual power sets, and their purpose in the game.

Hopefully this tutorial will help all of ponder on how exactly you wish to play the game, and allow you to build your Villain accordingly.



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CoV Corruptor Class Guide






INTRODUCTION:

Enjoy being an assault focused mage in games such as WoW or EQ2? If so, then the Corruptor class is the way to go in CoV. Instead of wands or staffs, you'll be wielding magically enabled rifles instead! Corruptors are primarily a ranged class, focused on inflicting damage through magically charged projectiles.

Corruptors have very low levels of HP, yet inflict a very heavy amounts of damage through their spells. With this set of powers, and the right enhancements the Corruptor can be used extremely effectively in either a solo or grouped environment.

For those who enjoy watching opponents being slowly pummelled from a distance, all the while doing their best to get in your grill.......this is your class.

PRIMARY POWER SETS


Assault Rifle
Dark Blast
Energy Blast
Fire Blast
Ice Blast
Radiation Blast
Sonic Attacks


Upon creating your character you'll be prompted (with little fanfare) to choose a primary power set, and an individual skill belonging to that power set. Well, considering most of us here consider ourselves to be power gamers.......the meager explanations offered are simply not enough! What are the differences between each power set? What about the powers themselves? These were the first thoughts that came to my mind.......and the answer is quite simple.

All of the primary power sets offer essentially the EXACT same types of attacks and damage. The only difference between them is how they are represented on the screen. Really the one you choose just adds more character to your toon, so if you dig fire..........choose fire control, if you dig microwaves and x-rays, choose radiation. At the end of the day, they all offer the SAME powers, just with different names and graphical representations.

Let's take a look at each of the 9 levels of powers within each power sets. Again, as with the actual power sets themselves the individual powers all have the same effect on a mob, for each level. In other words the first level power in the Fire Control Set has the same impact as the first level power in the Mind Control Set. This holds true for all nine levels. Let's delve into each power level and how it will impact mobs.


PRIMARY POWERS

For each Power Set, your individual primary powers may bear different names??.but they all do the same thing regardless of power set. In other words, the burst power for mercenaries has the same effect as the dark blast power under necromancy. With this in mind, I?ve grouped all individual powers together, and listed their impact on your henchman in the description.

------------------------------------
Primary Powers Level One:

Burst (Assault Rifle)
Dark Blast (Dark Blast)
Power Bolt (Energy Blast)
Flares (Fire Blast)
Ice Bolt (Ice Blast)
Neutrino Bolt (Radiation Blast)
Shriek (Sonic Attacks)

Description:
This is the most basic ranged attack, with the least damage inflicted. These powers also have the added bonus of impacting an opponent's ability to engage in combat at varying levels.

------------------------------------
Primary Powers Level Two:

Slug (Assault Rifle)
Gloom (Dark Blast)
Power Blast (Energy Blast)
Fire Blast (Fire Blast)
Ice Blast (Ice Blast)
X-Ray Beam (Radiation Blast)
Scream (Sonic Attacks)

Description:
This level of powers also are ranged, and are essentially slower....but more powerful versions of the level one powers. These powers also have the added benefit of hindering an opponent's skillset.

------------------------------------
Primary Powers Level Three:

Unlike most classes in the game, powers in Corruptors Primary power sets actually vary by level beyond the second level. Note the descriptions for each power below.

Buckshot (Assault Rifle)
- Close range attack which also knocks back an opponent.
Moonbeam (Dark Blast)
- Long range sniper attack.
Energy Torrent (Energy Blast)
- Close range "knock back" attack.
Fire Ball (Fire Blast)
- AoE attack which causes damage over time.
Frost Breath (Ice Blast)
- Medium range AoE attack which causes damage over time.
Irradiate (Radiation Blast)
- Short range, heavy damage AoE attack.
Howl (Sonic Attacks)
- Short range, powerful attack.

------------------------------------
Primary Powers Level Four:

M30 Grenade (Assault Rifle)
- Long range, heavey damage AoE attack.
Dark Pit (Dark Blast)
- Disorienting Attack, causes no damage, yet renders foe helpless.
Power Burst (Energy Blast)
- High power, knock-back attack.
Rain of Fire (Fire Blast)
- AoE attack causing damage over time.
Aim (Ice Blast)
- Increases your accuracy for a period of time.
Electron Haze (Radiation Blast)
- Attack which reduces opponents' accuracy, and knocks them back.
Shockwave (Sonic Attacks)
- High power AoE attack.

Description:

------------------------------------
Primary Powers Level Five:

Beanbag (Assault Rifle)
- Renders an opponent unable to attack for a period of time.
Tenebrous Tentacles (Dark Blast)
- Immobilizing AoE attack.
Sniper Blast (Energy Blast)
- High powered sniper attack, knock-back possibility.
Fire Breath (Fire Blast)
- Medium range AOE attack.
Freeze Ray (Ice Blast)
- Little damage, but completely immobilizes an opponent for a period of time.
Proton Volley (Radiation Blast)
- Long distance sniper attack, reduces defense of target.
Shout (Sonic Attacks)
- Medium range high power attack.

------------------------------------
Primary Powers Level Six:

Sniper Rifle (Assault Rifle)
- Slow attack which knocks down an opponent.
Night Fall (Dark Blast)
Aim (Energy Blast)
- Increases your accuracy for a period of time.
Aim (Fire Blast)
- Increases your accuracy for a period of time.
Ice Storm (Ice Blast)
Aim (Radiation Blast)
Amplify (Sonic Attacks)

Description:

------------------------------------
Primary Powers Level Seven:

Flamethrower (Assault Rifle)
- Medium range AOE attack, which also cause DoT.
Torrent (Dark Blast)
- Little damage but knocks back opponents and reduces accuracy.
Power Push (Energy Blast)
- Knock back attack, little damage.
Blaze (Fire Blast)
- Short range, high damage attack.
Bitter Ice Blast (Ice Blast)
- High damage blast of ice, which also slows opponent.
Cosmic Burst (Radiation Blast)
- Short range, high damage, disorienting attack.
Sirens Song (Sonic Attacks)
- Attack which renders an opponent completely unaware of your presence.

------------------------------------
Primary Powers Level Eight:

Ignite (Assault Rifle)
- Sets a fiery trap causing damage to all who pass through it.
Life Drain (Dark Blast)
- Steal life from an opponent, and reduce accuracy.
Explosive Blast (Energy Blast)
- High powered AoE attack.
Blazing Bolt (Fire Blast)
- Extreme power sniper attack.
Bitter Freeze Ray (Ice Blast)
- Freeze an opponent, and attack him unopposed for a period of time.
Neutron Bomb (Radiation Blast)
- AoE radiation attack, also reduces defense.
Screech (Sonic Attacks)
- Disorienting attack.

------------------------------------
Primary Powers Level Nine:

Full Auto (Assault Rifle)
Blackstar (Dark Blast)
Nova (Energy Blast)
Inferno (Fire Blast)
Blizzard (Ice Blast)
Atomic Blast (Radiation Blast)
Dreadful Wail (Sonic Attacks)

Description:
This level of powers are the "granddaddy" of all primary powers. Unleashing any of the above powers cause a massive amount of damage to the opponents in range, immediately killing most opponents of your level.


SECONDARY POWER SETS:

Choosing your secondary power set will determine how you engage in battle. There are seven main secondary power sets for Corruptors. All of the powersets are focused on inflicting damage, however in different forms.

Cold Domination
Cold Domination powers allow you to harness the power of ice, to slow and damage your opponents.........to purely inflict damage or to save your allies.

These powers are essentially the same as those found in Kinetics, Radiation and Thermal Radiation power sets.


Dark Miasma
These skills grant you powers which are focused on reducing your opponent?s HP. These are useful to help you create the most amount of damage, and aid your henchman in battle.

Kinetics
By choosing kinetic energy, you utilize your mastery of kinetic forces to damage opponents, or save allies.......depending on the individual power. These powers are essentially the same as those found in Cold Domination, Radiation Emission, and Thermal Radiation power sets.

Radiation Emission
Radiation Emission grants you the ability to use radiation to attack opponents, or assist your allies in battle.

These powers are essentially the same as those found in Cold Domination, Kinetics, and Thermal Radiation power sets.

Sonic Resonance
Using a power in this set will cause thorns to sprout all over your body, allowing you to inflict damage at a melee range, or hurl thorns at a ranged distance. These thorns all have the possibility of poisoning an opponent, dealing damage over time.

Thermal Radiation
Thermal Radiation quite frankly is the same as radiation, just semantics and graphical representation of the powers differ. These powers allow you to attack opponents, and also buff/aid your allies.

Traps
This set of powers jives directly with the definition of the set??.traps! By using traps you can shoot a crippling trap from your ranged weapon rendering your opponent completely immobile, covering a large area of the map with a damaging effect, or set traps which are only sprung when an opponent steps on or near it??

Going into the individual powers of these secondary powersets really isn?t necessary. The overall description of the powerset really defines how you will play the game. All the powers in the secondary tree all play back to that original purpose. If you want to focus on dealing damage in a group, going with energy, fiery, icy or thorny is the route you should take. If you want to help control mobs to REDUCE damage received during group battles, go psionic. However understand if you are psionic, you are really reduced to playing ONLY in a group in the game. This is a major drawback to Dominators in my opinion.

CONCLUSION:
Corruptors are a unique class in the game. Essentially they are just the standard Mage class found in more traditional fantasy-based MMORPGs. You are offense oriented, but are able to cast some weak spells (compared to Dominators) which buff your allies. When properly controlled, Corruptors can take down the majority of oppponents one on one without the opponent ever reaching melee distance.

In summation, if you're big on battling, and inflicting major damage through magic.....the Corruptor is the class for you.


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CoV Stalker Clase Guide






The Stalker Class:
Your Classic ?Ninja With Possible Set of Spines?


My best obvious guess to why you are reading this is because you have interest in creating a Stalker when City of Villains finally hits the shelves. Personally, this is my favorite villain class. This class is unique to the others in the light that the weapons they specialize in for their primary power pools are human weapons and blades. Since I provided a Star Wars: Galaxies analogy for part one of the guides, I would have to compare this class most closely to the Fencer or Teras Kasi class in the game mainly because Stalkers deal with katanas and martial arts . One very cool aspect to this class is the option of spines or claws; this can be very cool if the creator of the character is into this kind of stuff.
Let?s start off this guide like I did to the previous one. Here are the skill sets and level requirements for your primary powers:

(Do note that all of this information I am providing for you is pre-release, I will update as there is more to update&#33
Primary Powers

Claws
? Level 1 - Swipe
? Level 1 - Strike
? Level 2 - Slash
? Level 6 - Assassin?s Claw
? Level 8 - Build Up (100% Damage Bonus / 5% Accuracy Bonus for 10 Duration)
? Level 12 - Plicate (105% Accuracy for 10 Duration)
? Level 18 - Focus
? Level 26 - Eviscerate
? Level 32 - Shockwave
Energy Melee
? Level 1 - Barrage
? Level 1 - Energy Punch
? Level 2 - Bone Smasher
? Level 6 - Assassin?s Strike
? Level 8 - Build Up (100% Damage Bonus / 5% Accuracy Bonus for 10 Duration)
? Level 12 - Plicate (105% Accuracy for 10 Duration)
? Level 18 - Stun
? Level 26 - Energy Transfer
? Level 32 - Total Focus
Martial Arts
? Level 1 - Thunder Kick
? Level 1 - Storm Kick
? Level 2 - Crippling Axe Kick
? Level 6 - Assassin?s Blow
? Level 8 - Focus Chi (10 Duration)
? Level 12 - Plicate (105% Accuracy for 10 Duration)
? Level 18 - Cobra Strike
? Level 26 - Crane Kick
? Level 32 - Eagles Claw
Ninja Blades
? Level 1 - Sting of Wasp
? Level 1 - Gambler?s Cut
? Level 2 - Flashing Steel
? Level 6 - Assassin?s Blade
? Level 8 - Build Up (100% Damage Bonus / 5% Accuracy Bonus for 10 Duration)
? Level 12 - Plicate (105% Accuracy for 10 Duration)
? Level 18 - Divine Avalanche (+15% Defense)
? Level 26 - Soaring Dragon
? Level 32 - Golden Dragonfly
Spines
? Level 1 - Barb Swipe
? Level 1 - Lunge
? Level 2 - Spine Burst
? Level 6 - Assassin?s Impale
? Level 8 - Build Up (100% Damage Bonus / 5% Accuracy Bonus for 10 Duration)
? Level 12 - Plicate (105% Accuracy for 10 Duration)
? Level 18 - Impale
? Level 26 - Ripper
? Level 32 - Throw Spines

In my opinion, I think the best combo with this class would be having Super Reflexes as a secondary power. I can imagine Regeneration as being not too bad of a combo either, healing / reviving makes for faster leveling in most cases. Since most of the primary powers consist of blades or some earth-type melee weapon, better dodge, quickness, and heightened senses would best accommodate this. The super reflex group is 90% self buffs / passive powers, but I think they can help you most in the long run, and not to mention faster transportation!

Secondary Powers

Energy Aura
? Level 1 - Hide
? Level 2 - Kinetic Shield
? Level 4 - Power Shield
? Level 10 - Entropy Shield
? Level 16 - Energy Protection
? Level 20 - Repulse
? Level 28 - Energy Drain
? Level 35 - Conserve Power
? Level 38 - Overload
Ninjitsu
? Level 1 - Hide
? Level 2 - Ninja Reflexes
? Level 4 - Danger Sense
? Level 10 - Caltrops
? Level 16 - Kuji-In Rin
? Level 20 - Kuji-In Sha
? Level 28 - Smoke Flash
? Level 35 - Blinding Power
? Level 38 - Kuji-In Retsu
Regeneration
? Level 1 - Hide
? Level 2 - Fast Healing
? Level 4 - Reconstruction
? Level 10 - Dull Pain
? Level 16 - Integration
? Level 20 - Resilience
? Level 28 - Instant Healing
? Level 35 - Revive
? Level 38 - Moment of Glory
Super Reflexes
? Level 1 - Hide
? Level 2 - Focused Fighting
? Level 4 - Focused Senses
? Level 10 - Agile
? Level 16 - Practiced Brawler
? Level 20 - Dodge
? Level 28 - Quickness
? Level 35 - Evasion
? Level 38 - Elude

Truthfully, I have no better way of concluding the guide with the details given. I can say that for sure, upon release of the game that I will be going Ninja Blades / Super Reflexes. I have always been a fan of being able to run through places faster, and always had either super jumping or flying abilities on my old City of Heroes characters. I can promise with the Reflexes, your leveling will go faster at least at the bottom half of the leveling scale.
One other thing I have yet taken into consideration is Player vs. Player combat. We all know from our horrid experiences from Star Wars: Galaxies that the gun beats the sword 99% of the time by the infamous ?kiting? technique. I think this factor only supports my opinion and selection of Super Reflexes as being the most beneficial power, but like I have said in the previous article, I?m sure someone the same level as me with a different Stalker combo could come up with a way to beat any other person. This is perhaps a better aspect of the game, it?s not all in character muscle to win a fight, and it?s skill at the game.
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CoV Brute Class Guide







The Brute Class:
The Elemental ?Brawler?


The focus of this guide will be on the ?Brute? Class. Being an ex-Star Wars: Galaxies player, I would consider these bad boys to be the brawlers of City of Villains. Do take into consideration that there is a fine line between the Stalker and the Brute. While the Stalker relies more on martial arts, claws, spines, and things of that sort, the Brute functions ? kills ? on a more elemental level.
Let?s begin with the Brute?s Primary Power Pool. When you first create your Brute, you will be given a selection of powers to choose from, in my opinion; your decision should reflect your own personal taste. You will find that no matter what combo you choose, you will still be pretty effective.

Primary Powers

(Do note that all of this information I am providing for you is pre-release, I will update as there is more to update&#33
Dark Melee
? Level 1 - Shadow Punch
? Level 1 - Smite
? Level 2 - Shadow Punch
? Level 6 - Touch of Fear
? Level 8 - Siphon Life
? Level 12 - Taunt (Attacks +5%)
? Level 18 - Dark Consumption
? Level 26 - Soul Drain
? Level 32 - Midnight Grasp
Energy Melee
? Level 1 - Barrage
? Level 1 - Energy Punch
? Level 2 - Bone Smasher
? Level 6 - Build Up (Damage Increase / Accuracy Buff)
? Level 8 - Whirling Hands
? Level 12 - Taunt (Attacks +5%)
? Level 18 - Total Focus
? Level 26 - Stun
? Level 32 - Energy Transfer
Fiery Melee
? Level 1 - Scorch
? Level 1 - Fire Sword
? Level 2 - Cremate
? Level 6 - Build Up (Damage Increase / Accuracy Buff)
? Level 8 - Incinerate
? Level 12 - Taunt (Attacks +5%)
? Level 18 - Breath of Fire
? Level 26 - Fire Sword Circle
? Level 32 - Greater Fire Sword
Stone Melee
? Level 1 - Stone Fist
? Level 1 - Stone Mallet
? Level 2 - Heavy Mallet
? Level 6 - Build Up (Damage Increase / Accuracy Buff)
? Level 8 - Fault
? Level 12 - Taunt (Attacks +5%)
? Level 18 - Seismic Smash
? Level 26 - Hurl Boulder
? Level 32 - Tremor
Super Strength
? Level 1 - Jab
? Level 1 - Punch
? Level 2 - Haymaker
? Level 6 - Hand Clap
? Level 8 - Knockout Blow
? Level 12 - Taunt (Attacks +5%)
? Level 18 - Rage
? Level 26 - Hurl
? Level 32 - Foot Stomp

You should now have your primary power pool all chosen and done for. In the character creation screen, you will next be queued to select your secondary power. Just like good ol? City of Heroes, City of Villains? character creation is very similar in structure. Your secondary powers that you choose will affect your defense as you move on through levels. There will be 2 different kinds of secondary powers in every class usually; there will be the ones that shield you and deal damage to your opponent, and there are the ones that will directly benefit you, and do nothing for anyone else, friend or foe. Let?s have a look at what you have to choose from:

Secondary Powers

Dark Armor
? Level 1 - Dark Embrace
? Level 2 - Death Shroud
? Level 4 - Murky Cloud
? Level 10 - Obsidian Shield
? Level 16 - Dark Regeneration
? Level 20 - Cloak of Darkness
? Level 28 - Cloak of Fear
? Level 35 - Oppressive Gloom
? Level 38 - Soul Transfer
Energy Aura
? Level 1 - Kinetic Shield
? Level 2 - Dampening Field
? Level 4 - Power Shield
? Level 10 - Entropy Shield
? Level 16 - Energy Protection
? Level 20 - Energy Cloak
? Level 28 - Energy Drain
? Level 35 - Conserve Power
? Level 38 - Overload
Fiery Aura
? Level 1 - Fire Shield
? Level 2 - Blazing Aura
? Level 4 - Healing Flames
? Level 10 - Temperature Protection
? Level 16 - Plasma Shield
? Level 20 - Consume
? Level 28 - Burn
? Level 35 - Fiery Embrace
? Level 38 - Rise of the Phoenix
Invulnerability
? Level 1 - Resist Physical Damage
? Level 2 - Temporary Invulnerability
? Level 4 - Dull Pain
? Level 10 - Resist Elements
? Level 16 - Unyielding
? Level 20 - Resist Energies
? Level 28 - Invincibility
? Level 35 - Tough Hide
? Level 38 - Unstoppable
Stone Armor
? Level 1 - Rock Armor
? Level 2 - Stone Skin
? Level 4 - Earth?s Embrace
? Level 10 - Mud Pots
? Level 16 - Rooted
? Level 20 - Brimstone Armor
? Level 28 - Crystal Armor
? Level 35 - Minerals
? Level 38 - Granite Armor

Let me reiterate my previous statement regarding primary / secondary combination: No matter what route you choose to take, you can always make your self just as effective as the next person with a completely different template. With the soon to come City of Villains leveling guides, here on MPS, we will be able to assist you the entire way to the top with whatever combo you choose.


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CoV Dominator Guide








INTRODUCTION:

The Dominator class in City of Villains is primarily focused on ranged attacks. If you are looking for a character you can head out and solo with effectively, this really isn't the class. While some kiting is possible, it's not very effective as you get higher up in level.

Dominators have a low HP pool, so you'll need to do as much damage as possible prior to the mob reaching you. By choosing the correct primary and secondary power sets, along with the requisite skills you can make the Dominator quite a damage machine at lower levels, but regardless of how you approach it this class is best suited for a group beginning around level 5.

PRIMARY POWER SETS


Fire Control
Gravity Control
Ice Control
Mind Control
Plant Control


Upon creating your character you'll be prompted (with little fanfare) to choose a primary power set, and an individual skill belonging to that power set. Well, considering most of us here consider ourselves to be power gamers.......the meager explanations offered are simply not enough! What are the differences between each pwoer set? What about the powers? This was the first thought that came to my mind.......and the answer is quite simple.

All of the primary power sets offer essentially the EXACT same types of attacks and damage. The only difference between them is how they are represented on the screen. Really the one you choose just adds more character to your toon, so if you dig fire..........choose fire control, if you are a nature type of guy, choose plant control. At the end of the day, they all offer the SAME powers, just with different names and graphical representations.

Let's take a look at each of the 9 levels of powers within each power sets. Again, as with the actual power sets themselves the individual powers all have the same effect on a mob, for each level. In other words the first level power in the Fire Control Set has the same impact as the first level power in the Mind Control Set. This holds true for all nine levels. Let's delve into each power level and how it will impact mobs.


PRIMARY POWERS

For each Power Set, your individual primary powers may bear different names??.but they all do the same thing regardless of power set. In other words, the burst power for mercenaries has the same effect as the dark blast power under necromancy. With this in mind, I?ve grouped all individual powers together, and listed their impact on your henchman in the description.

------------------------------------
Primary Powers Level One:

Ring of Fire (Fire Control)
Crush(Gravity Control)
Chilblain (Ice Control)
Mesmerize (Mind Control)
Entangle (Plant Control)

Description:
(This level of power can be chosen when you first create your character)
This level of power, regardless of power set releases a DOT spell on a mob, causing damage over time, and immobilizing an opponent. This is great to use from a distance as a Dominator, and then follow it up with a ranged attack.


------------------------------------
Primary Powers Level Two:

Char (Fire Control)
Lift (Gravity Control)
Block of Ice (Ice Control)
Levitate (Mind Control)
Strangler (Plant Control)

Description:
(This level of power can be chosen when you first create your character)
This level houses a ranged attack, excellent to use directly after successfully casting an immobilizing power (such as those located in Primary Powers Level One). You can cause damage from a distance by throwing various things depending on your Power Set.

------------------------------------
Primary Powers Level Three:

Fire Cages (Fire Control)
Gravity Distortion (Gravity Control)
Frostbite (Ice Control)
Dominate (Mind Control)
Roots (Plant Control)

Description:
This level houses yet another immobilizing spell, which causes damage over time. What differentiates this level of powers from level one is not only is it a DoT (damage over time) attack, it's also an AoE attack, impacting all mobs in a certain area.


------------------------------------
Primary Powers Level Four:

Smoke (Fire Control)
Propel (Gravity Control)
Arctic Air (Ice Control)
Confuse (Mind Control)
Spore Burst (Plant Control)

Description:
This level of powers allows your toon to attack the mob with a power which will engulf them in a shroud, unable to see your approaching. Any mob you attack within the shroud will immediately be able to determine your location, but all other mobs will remain confused and unaware of your presence.


------------------------------------
Primary Powers Level Five:

Hot Feet (Fire Control)
Crushing Field (Gravity Control)
Shiver (Ice Control)
Mass Hypnosis (Mind Control)
Seeds of Confusion (Plant Control)

Description:
This power is quite interesting. When battling a mob, many mobs attempt to flee when their power reaches extremely low levels. By unleashing a power from this level you surround the ground arround yourself with an entangling spell, causing enemies to slow down to an extremely slow pace......AND cause damage over time. Great to use in a group, when surrounded by multiple mobs. It slows down fleeing mobs, and causes damage to all other mobs involved in the battle.

------------------------------------
Primary Powers Level Six:

Flashfire (Fire Control)
Dimension Shift (Gravity Control)
Ice Slick (Ice Control)
Telekinesis (Mind Control)
Spirit Tree (Plant Control)

Description:
These powers allow you to completely "disorient" foes in a certain area, rendering them temporarily confused and unable to assist their allies, or attack any foes. This also deals some damage over time, decreasing their HP during their incapacitation.

------------------------------------
Primary Powers Level Seven:

Cinders (Fire Control)
Gravity Distortion Field (Gravity Control)
Flash Freeze (Ice Control)
Total Domination (Mind Control)
Vines (Plant Control)

Description:
This power completely removes an opponent from battle for an extended period of time.


------------------------------------
Primary Powers Level Eight:

Bonfire (Fire Control)
Wormhole (Gravity Control)
Glacier (Ice Control)
Terrify (Mind Control)
Carrion Creepers (Plant Control)

Description:
This is one of the famed "knockback" powers many who have followed CoV have spoken of. Once an opponent enters the area where you cast this power, they are "knocked back" a long distance and also incur some damage. Interesting to use on the side of a tall building or cliff to knock foes out of battle.

------------------------------------
Primary Powers Level Nine:

Fire Imps (Fire Control)
Singularity (Gravity Control)
Jack Frost (Ice Control)
Mass Confusion (Mind Control)
Fly Trap (Plant Control)

Description:
This power allows Dominators to call their own pets (two to five depending on level) which are available for a temporary period of time. These pets can be buffed like any other teammate if in a group.


SECONDARY POWER SETS:

Choosing your secondary power set will determine how you engage in battle. There are five main secondary power sets for Dominators. All of the powersets are focused on inflicting damage, however in different forms.

Energy Assault
Energy assaults grant your Dominator both ranged and melee attacks. The differentiating factor are two-fold. Any of the attacks can either disorient (confuse, somewhat immobilize) an opponent, or "knock back" an opponent with a ranged attack.

Fiery Assault
This power set gives you the ability to use fire based attacks on opponents, dealing damage over time. Both forms of attacks, melee and range deal damage over time to an opponent.

Icy Assault
This power set grants your Dominator melee and ranged attacks which cause a good deal of damage, which also giving you a large chance of "slowing" your opponent, causing their attacks and movement to slow drastically during battle.

Psionic Assault
This set of powers in unique to the Dominator. They are focused on "dominating" your opponent's mind, causing them much difficulty in battle. From knock back attacks, attacks which reduce an opponent's speed/power....and even can render them immobile. This is the true calling card of the Dominator, but also one which renders the class best suited for a group.

Thorny Assault
Using a power in this set will cause thorns to sprout all over your body, allowing you to inflict damage at a melee range, or hurl thorns at a ranged distance. These thorns all have the possibility of poisoning an opponent, dealing damage over time.

Going into the individual powers of these secondary powersets really isn?t necessary. The overall description of the powerset really defines how you will play the game. All the powers in the secondary tree all play back to that original purpose. If you want to focus on dealing damage in a group, going with energy, fiery, icy or thorny is the route you should take. If you want to help control mobs to REDUCE damage received during group battles, go psionic. However understand if you are psionic, you are really reduced to playing ONLY in a group in the game. This is a major drawback to Dominators in my opinion.

CONCLUSION:
Dominators are a class for those who enjoy playing mainly in groups. While you can solo at lower levels, the unique secondary power set of Psionic powers is really the definining characteristic of a Dominator.......and the main reason to choose them. Unfortunately, this power set renders you to group play only, and not much movement or excitement.

Some will disagree with this assessment, I've played with tons of people in other MMORPGs who love these type of roles. I'm just not a big fan of staying at a maximum ranged distance and casting general spells at large groups of mobs while others tank and deal out the damage.


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