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Posts
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Joined
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Cinders is very skippable.
Hot Feet is really nice if you ever plan on doing some AOE damage. I personally would never skip it, but I suppose if you are "taking all ranged powers" I can see why you might skip it.
To be honest, though, if you skip Hot Feet, why play a fire dom at all? You are probably better off with Earth/ or something because you still get the AOE stun but get so much more other control.
Your call though... -
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If not then can someone enlighten me as to which sets solo the best.
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Sorry, I missed this.
As far as dominators go, ignoring any /nrg vs /elec debates, I would say probably
Fire/Fire
or
Plant/Fire
solo the best. Others doubtless have different opinions. -
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If any set was nerfed in the last issue, /Elec was (despite the /Psi whiners.)
That said, give it a try. It should be fun. Make sure to take the melee range attacks and build up. -
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I think it is a little harder on a defender because you don't have a defense-based shield in the epics. -
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Traps is fine the way it is, mostly.
The only improvement it should get is in PGT, which should be reverted the way it was before it was made into a proc-happy mini nuke
Time Bomb should also be replaced by something useful like Gun Drone, though
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/signed -
Look at the (slightly our of date but still good) guide for Permadom by Brev in the index of guides stickied.
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hotfeet+mudpots
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As someone who tried to get some mileage out of Hot Feet + Chilling Embrace, I'm not expecting much from this combo. Hot Feet's flee effect means the enemy rarely get close enough to be in range for Mud Pots. Even without Hot Feet it's hard to get enough enemies into the 8' radius, unless you have someone hardier to herd, or Wormhole.
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+ fire cages if necessary, but yeah I see where you are coming from. -
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The teens are an awkward period. You're growing in so many ways, you're learning so many new things...
Err. Sorry, that wandered off on me.
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lol...Sounds like you are/will be a very understanding parent. -
QR
If LRSF is really your main goal, best to stick with Mind/NRG or Mind/Ice.
It sucks, but it is *very* easy to feel pretty useless playing a dom on the LRSF, so it is probably better to stick to the "tried and true" builds if that is really your main goal. -
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If I were doing defender balancing (aside from a whole whack of individual power tweaks) I'd do something similar as mentioned here.
ie damage boost while solo that scales down relative to the number of teammates within a given range.
*Proly like a 10-15% boost while solo, down to 0% in a full team with everyone within a 60ft range.
But at the same time I'd give them a powerboost effect that scales up from 0 to x % based on the number of teammates.
*Like up to a 15% powerboost effect.
While a powerboost effect wouldn't benefit everything defs do it would cover a lot. In addition to a heap of power tweaks I'd personally do it would be more than enough to distiguish defs as superior buff/debuff and make it apparent that as team size goes up so does their ability to support them.
I generally shy away from changes that involve a buff in one state only to be removed in another. But defender team damage is more than adequate once you factor in their forcemultiplication, it is only solo they could use a bit more. Just as their buff/debuff is more than enough solo, but could use a bit more in teams to ensure they stand above other support AT's.
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Nice idea. I like it. -
I'd join the other 2 in recommending rad/. Elec/ just seems a little too gimp (competent fans like Circuit Boy notwishstanding) to play right now.
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Check out _Brev_'s pemadom faq in the dom section under guides. It is a little out of date, but gives a pretty good rundown of sets with +recharge bonuses. -
It looks kind of iffy to me to be honest.
You are seemingly going for a pvp build, because otherwise I don't know why you'd take stealth along with cloaking device.
But if it is a pvp build, you didn't get tactics and so are going to be running blind. You also didn't pick up a single ranged attack, which will be kind of pathetic.
I would axe at least phase shift (just get the warburg one--its all of like 2 mins work and will last weeks) and probably combat training offensive. This will let you get tactics and poisonous ray.
Again, if a pvp build you are probably single target. So do you really want web envelope? You could switch it for web coccoon and have the added benefit of a hold along with the movement impairing stuff.
I dunno...I guess I just don't see where you are going with your build. It seems gimp for pve, because you got a lot of pointless abilities for that (stealth, grant invis, phase shift, probably others.) I am no pvp pro, but I occasionally muck around with my bane in warburg (where I have the best luck) or rv, and your build seems pretty gimp for pvp too. -
I disagree about electric. I think that would be kind of low damage and the end drain would be largely pointless and not have much synergy with /traps.
I'd say, here are a few, with the most desirable listed first:
sonic/traps - very big damage. You can stack -res with the sonic attacks and acid mortar
fire/traps - nice aoe damage.
ice/traps - a little control and all around nice damage
dark/traps - dark would probably go well with a defense loving trapster (and doesn't everyone with a /traps build for defense?)
rad/traps - if you like procs -
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You write as if Tankers are somehow in need of buffing for buffing's sake. I stopped reading at that point.
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I agree. My tanker is the only 50 I have that can survive indefinitely with only SO slotting against an infinite (agro cap 17, but simulated this by going in MA solo with one of those broken missions where 3-zillion guys ambush spawn in the last room) number of purple enemies, AND kill them off pretty quickly.
Say what you want about scrappers being the ultimate soloers, but my scrappers simply can't (maybe I'm just building them wrong) take on spawns like the ones my tanks can.
In what alternate world does this need to be buffed? Tankers are so survivable and have access to AOE damage, so you need to be very, very careful about buffing the amount of damage they can do.
Pretty much any tank is thrilled, for example, that the new I16 rules will allow them to solo a spawn for 8.
If it is really found that everyone is playing brutes and no one is playing tanks, the solution is to nerf brutes not buff tanks. Maybe reduce brute hp cap or their dam resist cap, or something to make them (even buffed) a little less survivable than tanks.
Tanks main role is the ability to take/resist/defend against damage, and they should remain supreme in that role. Their forte is *not* doing a lot of damage though, and they could be so easily be completely beyond overpowered by buffing their damage.
(and I'd nerf controllers too by reducing their buff/debuff factor to .5 and making containment respect normal damage buffs. With this done, I think the defender, corruptor, controller percentages might even out a little more.) -
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Just don't take Time Bomb.. please..!
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Oh I'll take it.
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It's time for a traps/sonic defender
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And this is why. Siren's Song + Time Bomb FTW.
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It's still no good. You are, in 99.999% of cases, better off just stacking trip mines. And trip mine doesn't have the outrageous recharge time that timb bomb has. Plus, you free up one more power. -
Can you separate it into
1-10
11-20
21-30
31-40
41-49
50
I am not sure I agree with "defenders not making it into the 40s." They might be fine up to 49, but then people realize they suck for farming with the other options and stop playing them or choose to play another type of character at 50.
I honestly don't know how it would break down if you did it as above. -
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Since when did defenders get trick arrow as a secondary o_O???
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My first 50 way back when was even was a TA/A. I've been villain side too long since then. Aren't all buff/debuff sets secondaries? -
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I did watch someone play a Rad/Dark, they seemed to enjoy it greatly.
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This is because they're awesome. I've been playing the game for 5 years, and I have only two characters at level 50: My Dark/Rad Defender and my Rad/Dark Corruptor.
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Strong endorsement. Maybe I'll have to try one. -
Nice. They even have a company already out there they can talk to.
Do it! -
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Redraw on almost every single attack? Ewwww.
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Corruptors can do one "better".
AR/TA/Mace.
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Yeah, that'll be a whole new level of "OMG why did I create this stupid character?"
Here's hoping the porting of /traps to defenders makes the devs re-look at traps.
People are talking about all of the negatives of just porting the cor version of traps over. One positive is trip mine (if ported unchanged) will be pretty big damage in defender-land. It is worth noting at least. Just get enough defense to toe-bomb it and ignore all of your other attacks. -
Well, with all of the $10 packs the NCSoft store sells now, here's another idea.
Get a deal with some plastics company. Then offer to let people order a copy of their character in miniature for $xx. They could be 3 inches high or so, and modelled after the costume you select. You could just click on the character in the character select screen, and click "order miniature" and a miniature version of your character would be made up and mailed to you.
If it was affordable enough, I'm sure many people would get one. -
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Yes, the -def all stacks (although there is a cap.)
Yes, you will need a couple applications of the hold to get bosses, unless domination is up in which case one should do it.
No, immobilizes do not make it easier for a hold to stick.
Be judicious with stone cages. Don't put them on when you have earthquake up, as they'll stop the knockdown. -
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As Frosticus says, /traps main advantage in pvp is that you (relatively, ty DR) have high def. Take it or leave it...
Timb bomb being teh suck is not really a pvp issue... More of a /traps as a whole issue
My impression is that /traps (now that the poison gas fun has been nerfed) is not really on the devs radar. It is still fine for MMs, and the 12 cors that play it will just have to suck it up.