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Posts
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Joined
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If CM didnt stack from the same caster Domi's would need nerfing.
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Hush, no such talk here. Domis are a lousy AT and need buffs, plz. -
Aww, now you made me feel all guilty
mmm... chocolate cake -
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Fashionably late?
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I was thinking the word "dessert" myself, judging by the speed the first times I was killed - everyone just went "ooh, fresh blood" and charged right at me (before I managed to get on a team - something that helped with the survival rate)
.. or that's what it felt like -
Showed up late as usual with Omega Patient, saw familiar faces, quite quickly people started leaving and I followed, but was fun for the few moments I was there
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And as Sin said, the last 3 powers are in fact skippable
[/ QUOTE ]Call me crazy but I could have sworn that I said that
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you're imagining things, it was the voices in my head that really said that. -
Well, I have a Merc/FF and I can honestly say that in the endgame, having a controlish primary and a defensive secondary isn't really that great. You're not doing damage and can't debuff the enemy or buff your troops for better damage. Even EBs are real pain with Merc/FF if you don't use Temps. It's not that you don't stay alive, it's that you can't really kill big things fast enough solo.
Go for Necro if you want Control, and well, Bots if you want damage. Ninjas are bumbling fools that run around (and out of your shield/buff range) and only will annoy people in your team. And as Sin said, the last 3 powers are in fact skippable, as is PFF if you plan on running the defensive PBAoEs/Leaderships to full effect.
My 0.02EUR, but I'm in a bad mood today, so your truth might vary -
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1. Slow recharge HIgh damage attacks, whilst great in principle, do not allow rapid hitting that is great for building fury.
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Make an Stone/EA, you can in the end skip out on all stuff in stone that had to do with endred and replace them with recharges. And for earlier levels - 3-slotting stone fists and brawl with recharges works wonders. -
If someone wants to gimp their team by having a Fire/Ice Domi or an Ice/Dev Blaster aboard, send me a PM.
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Pre-HOs I had TD slotted with 3xEndRed 3xToHit, Tactics slotted with 3xEndRed and Aim slotted with 3xRecharge 2xToHit.
Caltrops I had going with 2x Recharge I think, could use Slows, but my build was running out of slots. When I had Trip Mines I think I had them slotted with 2xAcc, 3xDmg and 1xRecharge, because they're not buffed by your +tohit powers. And TP Foe was something like 2xAcc 3xRange, it's not a power you use a lot in real combat anyway. -
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From a Stealth thread I remember TD/Tactics just being over the Hide/Stealth concealment value.
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Good old Stealth Numbers post
(re: Tactics, it varies by AT and level, check the US post on good approximations.) -
So, that's 7pm BST, not GMT? (since BST is again GMT+1, right?
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Just a friendly reminder that today is Sunday.
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Put tohitdebuffs into Tentacles instead of damages, and take Ghost Widow instead of Scirocco, Soul Drain compensates a bit for the lack of damage from your primary.
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I won't be able to make tonight's raid, due to RL... but I should be there for Sunday.
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I'll be sorting out the Blasters on Coldest War again it seems. Not 100% sure if I can make it on Sunday. -
I'll be there again, late as usual.
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Aye, great guide. Think Filth has posted it here before but there is no harm in repetition as it really is a good guide
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Think the biggest problems I have with my AR/Ice these days are caused by the rooting animations combined with DoT. Nothing like clicking on Full Auto and realizing that no-one else actually has the aggro from the group. Otherwise it's a fun toon. Suffers a bit if dealing with teams that have large amount of KB going on, but that has more to do with the choise of secondary than primary to be honest
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The debuffs? *looks at his Merc/FF*
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Pop an orange inspiration or move out of range. Or kill the guy who is trying to do it.
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I've found myself using -fly more and more in zonal pvp (I don't do arena that much, people go there for blood, zonal is much more casual) with my dominator. Support toons seem to have Fly by default these days, same goes for non-blapping blasters. As the -fly isn't countered by popping a BF, it brings the target down, where I have additional damage waiting in the form of Imps.
Plus losing your primary form of travel causes a nice panic-reaction in many people, which is fun to watch when they struggle on the ground, slowed, trying to jump up to gain altitude.
Vs experienced opponents who have flight (and siphon speed, usually), the -fly is mostly used to gain distance from them while they're burning through their BFs. -
The real reason to take the ST immob in PvP is the fact that they usually come with -fly component, which is worth every penny, as it isn't interfered by suppression and can keep flyers near to you as opposed to safety. In PvE, ST Immob is still a good way to build up domination.
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* Being a Tanker is no reason not to bring BFs to a fight.