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Chojin Chojin is offline
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Old Feb 6th, 2006, 09:10 PM       
I have a great guide for Dominators and I can teach anyone how to be succesful with a brute ;< But you should play all the archs a bit to find out what you like best.

Brutes: The most HP of villain classes, has the highest defense/resistance caps and the highest damage caps of all villain archetypes. Has the inherent power 'fury' which builds as you swing at people or are swinged at. When it's full you can do 3X damage. Right now this class is decimating and with the right powers is near invincible as well. In PVP they are probably 2nd best in damage because it's hard to build fury in PVP. Mostly melee. As powers go, it's generally recommended to go with Super Strength, Dark, or Energy for primary and Fire, Invulnerability, or Stone as a secondary. Issue 7 will introduce electricity to this Archetype.

Stalkers: The least HP of villain classes, can do a LOT of damage with their assassin strikes. Probably the biggest deviation from typical play as you can't stand and fight. Combat is usually hit-and-run and you'll need to play with others. Class doesn't really come into its own until about level 30, which will take a few weeks. Reviled in Warburg, where they hide everywhere and gank people. Mostly melee. Energy primary does the most damage right now but will be toned down in the next issue. I7 will add dark as a secondary to this Arch.

Dominators: 2nd-least HP of villains, they have no passive defenses, meaning you have to pay attention to every mob in the area and keep them locked down with your powers. Does a fair amount of damage and is a great Arch to have in large teams to lock down the huge spawns. Mostly ranged. Gravity is more damage-oriented than the other control sets and needs to be used with knowing exactly what you're doing to be used effectively. Psionics does way less damage than the other assault sets, and almost no damage to non-thinking enemies (zombies, robots, etc).

Masterminds: The most boring archetype to most people, you get up to 6 pets which you can directly command. Probably best for people used to RTS's. The powers that the mastermind has (aside from spawns) are the weakest of all the Archs, with the notable exception of Personal Force Field. Mostly ranged. Force bubbles are almost useless except for PFF which basically protects the MM from anything bad ever happening.

Corruptors: Like COH's defenders, corruptors are a mix of damage and support. You can play the class either way but it's often more effective as a support Arch. Can do double damage to opponents with less than half HP remaining. Mostly ranged. Thermal and Kinetics are the only real support secondaries in the class (or the game), and you'll see a lot of them out there as there isn't a definitive 'healer' class in COV.
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