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Posts
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Joined
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Focus is better PvE where knockdown is a way of life, but PvP there's no contest, Impale is a LOT better.
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For a while you were able to build/sell the basic IoP's on test and they were completely removeable etc. But what's it like when you capture one? Does it then show up as an item on your place item list that can be placed once ever?
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I had an interesting thing happen with my Stone/Elec brute yesterday. After completing the first Mako arc, I received the temp power "Power of the Leviathan," which is a +damage -recovery temp.
I had to at least try it out, ao I clicked the power, and three attacks later I was completely out of endurance, and it didn't come back at all until the power wore off. Absolutely 0 endurance for several minutes. I've had -regen temp powers before [Vaz Wasting Disease, the Lab Equipment effects, etc] but this was unbelievable.
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Tell me about it. When I got that temp power on my Stalker I was like "AWESOME!" and popped Elude and ran at an EB, thinking Elude would completely counter-act the end problem of the power... Not. It's like what MoG does to Health only to end, you CAN NOT gain endurance for the duration of the power.
Just a thought, on this whole Endurance problem. Could someone with a Stop Watch time the end ticks from a single Toggle with and without Hasten on?
Though iirc, most of the threads I've seen about this Issue have involved SS or SM... Seismic Smash and Knock out Blow are more or less the same attack with different animations, perhaps someone could sit down with KoB and use it 100 times in a row and record the end immediately before and after each use? I'd be willing to sit down and do the same for Seismic Smash. -
>_>
I'd edit it but it's past the edit time. -
SG: The Chaotic Conflagration
Founders: They left
Leaders:Myself and Ed-Wreck
Description: We are Victory's classiest SG! Ok not really but we have fun saying it. We recently broke into the top 60 and are still climbing (pretty good considering we have 10 active members). We go for the maximum FPS the game can offer, that's Fun Per Second! We do a pretty healthy mix of PvE and PvP and are looking to go Raid-Ready with our base but need more people! We're into big teams and /Kins. No Really, we have like 7 /kin corrs, 4 40+ from 4 different members. We're really all about having fun, be that setting ambushes in RV or running 8 man teams in St. Martial.
Our base has TP's to all 7 zones, storage, med etc. etc., just about everything you could want except for defenses. We have an active coalition with several SG's and do SF's as often as we can, LRSF included. We use TS a lot, to the point that we almost never use SG chat. Typing's for losers anyway.
Requirements/Rules: Don't be a [censored]. We tend to kick people we lose contact with for 30+ days. Alts can stay in the SG as long as you like but we may ask to kick them should we fill up.
Recruitment: Send a tell to one of the following characters or Global Handles:
@Anijo Anan
@TooRowdyEdric
W-Desctruction
@jdos
Note: I'll try and keep this list up to date. -
I'm gonna go ahead and say this is something introduced by issue 7 or a subsequent patch. Back before I7 dropped and I was leveling my MC/Psi, I used to run on 3 /kin teams on a regular basis and had hasten and I damn well would've noticed if Dom made it back up while it was still active. Of course, lately I've been running on 4 /kin teams but with my stalker... I might have to switch back to my dom now XD
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Repost from Brute forum, but hadn't seen anyone mention this specifically, a problem I noticed with grounded....
Anyone else notice this problem with Grounded?
You need to be on FLAT ground for it to work, not just not in the air. It seems any little slope or bump makes the protections worthless. I accidently tested this by running around in The Gutter in grandville. A web grenades hit me when I was on a slope and I started to slide, when I hit bottom it instantly went away, I took one step up the slope and it came back, not from another throw, but from the same one. This happened for about 20 seconds straight, as soon as I stepped on the slope I was immob'd, as soon as I slide to flat ground, gone.
Bumpy areas are a nightmare. Running around the gutter its a mess, I was getting pummeled with web gernades and they'd hold for half a second, i'd hit "flat" ground instead of a small hill and gone, step onto the next bump, back. Magnitude seems high, I was shrugging off 4-5 greandes in a row if I was on flat ground, but one on uneven ground was enough to shut me down.
Seems Grounded really needs an increase to what is considered "near the ground". Perhapes a jump height above ground. At least enough so uneven ground doesnt count as "air" =/
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The problem with Grounded is worse than that. I stood on top of a pill box and repeatedly got knocked off of it. Standing flat ontop of an object does not count either. Secondly, standing flat on the ground where it DOES work (most of the time), I got hit with MA/Dragon's Tail and was thrown back 15 feet.
I've also been juggled while running Grounded which leads me to believe it only works when standing flat and not laying down either.
Also, neither the short nor the long text for the power mention the knockback/immob res. yet. -
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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invul gets higher smashing/lethal resistance, dark gets higher negative energy resistance and higher psionic resistance, fire gets higher fire resistance, and stone (granite) gets higher s/l/f/c/n/t resistance. so when you say "elec gets the highest resistance" what you really mean is "elec gets the highest energy resistance".
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Dark ends up with 30% neg. energy resistance and 22% lethal/smash and only 15% energy. Then that random 37% to psi.
Fire ends up with 50% fire resistance and 22.5% lethal/smash/nrg/neg. nrg
Invul ends up with 35% lethal/smashing, and what, 10, 12% to everything else?
This is discounting Unstoppable, granite armor and power surge. I haven't seen any numbers on power surge but I'm sure we will after this weekend. It's probably going to be along the lines of unstoppable, with massive resistance to everything. As for the psi resistance on /elec? also 27%
I think the complaints about the lack of a self heal may have been more valid before they announced the change to grounded, that it will now protect against kb and immob.
Anyways, I'm happy with the set the way it is at low levels (1-12), were any change to be made, I'd say it would be a conversion from resistance to defense, not the addition of a self heal. We need more defensive brute sets anyway. -
A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker. -
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Yeah..
I wish I'd got /energy or /ice
I think I would have liked both of those, although /psy jsut fits so well with my char concept. Really, they should just up /psy's damage to match the other sets. It's a disturbingly weak damage set, with no benefits, unless -recharge is a more huge than I'm noticing.
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The defender set's -recharge is quite noticeable for me, but that might not translate well to the Dominator side. Even then, I only got my Emp/Psi to 5 or so, so all I had was Mental Blast and Subdue lol.
Actually, I think the Psi-cops are weak to Smashing. Levitate seems to own them nicely.
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I was gonna comment on the same thing. Psychic Shockwave was awesome for killing the objects and then for the minions I can keep 4 held at once with Dominate. For damage I'm relying on Mind Probe, Psychic Shockwave and Levitate. -
My Apologies ShrikeX, I had not intended that as a direct comment at you but at this thread on a whole.
Anyways, I tend to agree with the issue of it being a Secondaries only thing. In PvP especially I depend a LOT on Levitate from MC to deal my damage. If I actually want to kill someone my cycle is Terrify->Dominate->Levitate->Dominate->Mind Probe->Levitate->Dominate and continue as needed. I've only been PVP'ing in Siren's up til now so Psychic Shockwave hasn't been too important PvP wise but in RV it's going to be incredible important, given it's a PBAOE 65% toggle dropper.
As for my Secondary, Psionic Assault, this ONLY coming from Secondaries hurts, my primary damage dealer isn't even part of my Secondary. And then there are people who slot the Fire holds for damage. I agree, the 8pt thing should really be all powers that do damage. I don't want to be earning it for each tick of TK (though that's a fun idea in and of itself ) but for those who intentionally do damage with their primaries this is unfair. -
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COMPLAINING ABOUT THE AT AS A WHOLE IS NOT THE PURPOSE OF THIS THREAD
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Like it or not, Doms are the way they are. Don't like it? Shut up and play a different AT. What we are here for, what this Thread is here for, is to pay attention to the changes Issue 7 is implementing. If you want to endlessly debate the pro's and cons of the AT and how you're not doing enough damage or our controls aren't as long as a controller's has absolutely NOTHING to do with finding bugs in the current changes and/or reporting on how they effect gameplay.
Things are how they are, now shut up and go to RV (assuming it doesn't crash for you -_-') and try out building Domination on a pvp team. Go try PvE and maybe push for 41 to start trying PPP's. But for God's sake do NOT turn this thread into the Domination section, leave it as the "Official Thread for Dominator Changes" -
I'm really hoping a Dev gets a chance to read this, I might send a PM or something, but I had an issue with the Hero at the end.
We did a Grandville Mayhem on Viscious with 3 people (all 3 were lvl 40) and got Back Alley Brawler as an Elite Boss at the end. We had me (MC/Psy), a SS/Invul Brute and an Ice/Kin corr. Needless to say he got owned, but I noticed an interesting problem with my holds on him.
I unfortunately got his aggro first, and did the only thing I could: Held him. It took 3 holds, which is to be expected for an EB, and then I hit Domination AND hasten came up at the same time () So I continued to stack holds on him. Now, I've tested this. Dominate, as I have it slotted, with Domination and Hasten up, can be stacked 6 times on a PLAYER. But after about 10, 15 seconds of me stacking holds on him, BAB started walking around again. At first I thought a Disorient from the Brute had overridden the hold somehow but then he turned and took a swing at the Brute. This CAN'T be right, I had him held and then started stacking MORE holds on him than before and he broke through them. He was an EB and had no visible "Arrows of Dominator Rapingness"... anyone else have any experiences like this with the ending Hero? -
Let's not forget Stalkers. Their inherrant ability is the crits from Hidden, which on a team happens once per fight unless they hit and run all day or a Dominator holds them. The long and short of it though is Dominators aren't damage dealers and most Doms need to accept this.
Now at the risk of a Dev reading this and deciding to Nerf it, my solution to the lack of Damage has become Confuse. "But it steals all my XPeeeeee" you cry? Well, sort of. At some point along the way, Confuse hits a cap as to how much XP it can *actually* steal from you. The trick is you actually have to damage everything the confused target hits before they kill it. So, I confuse a boss, toss down my AOE Fear (MC/Terrify) which retardedly does damage (another sore spot for me but I leave it alone) and let the boss kill everyone. I currently don't have mass confusion but I'm probably gonna spec it back in.
Plant Doms: Seeds of Confusion + AOE Immob
Fire Doms: [censored], you do damage and smoke owns
Ice Doms: Ice Slick FTW, and you get a confuse.
Grav Doms: Atleast you have a pet >_>
So the cap for the confuse XP seems to be roughly half at lvl 40. Perhaps it has always been half, but at lvl 40, Half is still good XP and this tactic allows you to solo Newspaper missions on Relentless.
The other thing is it has been my experience, even more so with i7 than prior, that AOE's build domination up a lot faster than single shots. I'll get some hard numbers later tonight perhaps but it feels like 1pt per hit foe as a general statement about PvE.
For those complaining about PvP, go try it on test please and/or READ THE FREAKING THREAD because it's now ~13 hits from a secondary in pvp to build domination. -
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A new Issue 7 video just went up. This one highlights some PvP action in Recluse's Victory!
Link to Game Informer.
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So did anyone else notice that in the Teen rating box it not only said "Violence" but also "Suggestive Themes"? Obviously if you're not a teenager you won't realize that when you reach level 14 in life you won't be able to fly, or that at lvl 26 you'll be able to summon a Commando to come kick the a$$ of the cop trying to give you a speeding ticket -
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So: This question goes out mostly to other Doms, Corrs and MM's but has anyone else noticed that the damned PPD Psi Corps LT's are taking 2 holds to get held as if they were bosses? This is a total departure from the rest of the game, I have NEVER had a LT take 2 Dominates to hold but ever last one of the Psi Corps bastards did. [...]So why do the LT's take 2 holds to hold? This has to be a bug... right?
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Some Lost lts and Arachnos lts AND minions, also take two holds to, uh, hold. Yeah, it kinda sucks at times, but what can you do but stack 'em. However, I myself (Gravity/Ice Dom) didn't have any trouble holding anything in the mission in one shot.
I was running on Villainous, and the end named Hero I got was a joke. He was the Lt version of Blast Furnace, and he got held and dead. The only thing tough about him, was that he came with about 12 psi-cops and Longbow and security guards, which would've been nasty if they hadn't all been trying to come through the same little door. I simply installed my Singularity in the doorway, and anyone approaching the door got unceremoniously dumped on their face at the far wall. I just picked them all off with ranged attacks.
Yeah, it seems the difficulty of the final boss, as it were, is a bit too random. I'll check it out again tonight, and see if I can't get an Elite. I hope it's not BAB...last time that punk took all my inspirations and two Sings.
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We ran it with an initial team of 4 (1 person continually crashed, another fell through the level and was unable to get back using /stuck and ended up logging for the night) and so when it came time for the boss fight there were only 2 of us left and running on Viscious, so the boss was a red boss.
I'm pretty curious about this hold thing though, because with the lost Anathema lt's take 1 hold for me as do all the others I think... and which Arachnos MINIONS take 2 holds? I dunno, I've seriously never had my primary single target hold (Dominate) take 2 shots to hold an LT before.
Out of curiousity, how's yours slotted? I have 3x42+ SO acc's, 1 42 SO recharge and 2 42 Hold Durations (one 41+ the other 40++) -
The bug with mission/contact beacons from within the tower is a bit annoying. Every time I start a new mission for Ghost Widow the beacon tells me to go down the elevator, back up the elevator, down the elevator again, then out of he tower and too the mission. I hope that helps any QA devs reading this.
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So: This question goes out mostly to other Doms, Corrs and MM's but has anyone else noticed that the damned PPD Psi Corps LT's are taking 2 holds to get held as if they were bosses? This is a total departure from the rest of the game, I have NEVER had a LT take 2 Dominates to hold but ever last one of the Psi Corps bastards did.
With this in mind I was a bit terrified when we ran into our first boss that he would indeed take 3 holds to hold. While stacking 3 holds really isn't a problem for me, especially with Hasten up, the time it takes to land those 3 is enough for any boss to kill me. However, they still take 2. So why do the LT's take 2 holds to hold? This has to be a bug... right? -
Castle's post on Toggle Dropping
As for the changes to Dom, my MC/Psi is happy with them. I'm finding that Domination is coming up every other mob for me now in PvE. Psychic Shockwave is pretty decent for building dom and I do have Hasten on auto.
As for the complaints about Dom's pets, they're still permable. 3 SO recharge + Hasten will get it down so that the recharge is done right around when the pet dissappears.
An interesting note, Psychic Shockwave's chance to toggle drop feels like it's been boosted, not nerfed. On the same note, its chance to Disorient feels like it's gone up too. No longer am I disorienting 1 minion in 10, it's more like 4 or 5 in 10.
Another testing note, in Mayhem missions I'm finding that the PPD Psi Corps LT's are taking 2 holds to be held, just like their bosses. Is this intentional? I'm gonna cross post this bit into the Mayhem thread.