Assailant

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  1. So anyone have a link to that vidio? Would love to se it , but I can not seem to find it anywhere.
  2. And it can be done technically... the new low level character origin powers, do not make you put your rifle away.
    And yes thematically trap and AR do match, and that was how I made my first corruptor, but I find that both power sets are late starters making the early levels though. Personally I ended up making a Ice/trap. Ice have decent damage, and while it is end hogging Trap is meant to be used before combat and not during so that should help some, and the slow effect of ice works nice with the slow of cantrops. I have not had a chance to level him much, so far he working out ok.
  3. I was grouped up a part of the time I was there... acutely with another dom, and a stacker. A positional nightmarish scenario. At that time we was up against 2 scrapers. (Never saw any tankers, blasters, controllers or defenders).

    I do suspect the brake frees'd to be the reason why I could not stack enough hold's imobs, but BF will always be available. And if my one true weapon as a dominator can so easily be negated by a dirt cheep inspiration will that part ever change ?
  4. So I took a short trip to Sirens Call today, with my lvl 24 Garv/Energy dominator. Mostly to get the combat stealth power from the parole mission, but also to try and se how my character would do in PvP. I will admit that I an not a big PvP fan and never have been, and do not know all the trick of the trade, and never will.

    Well none of my holds seems to stick. The only heroes I found though seemed to me Regain stackers with super speed and super jumping. So they likely had a good deal of hold/imob resistance, likely used brake free's. Even with Domination and power up I could not hold them.

    Nevertheless, it got me thinking. There is no way that I could out damage thair regain/healing abilities, and even when they were slowed from a hold/imob that did no stick I could not stay away from them on the ground do the super speed. And while I could hover/fly to get off the ground, they could still get up to me rather easily with Jumping and only needed a few hits to kill me.

    So how do Dominators do in PvP in general, witch tactics are the most successful. Generally I wand to know if I should ever bother getting involved with PvP again.
  5. I Like my Garv/Energy Dominator so far. Not it does not have the fantastic damage output of a corruptor, but when I can hold 2 of the 4
    Minions (+1) in an encounter, and have the last 2 immobilised and still fit in some attacks... well they do not get to do that much damage to be either.

    I guess it like with everything else, a matter of taste, but I must say that the knock back and disorientate of energy definitely falls in my taste. And while garv is not the most visual hold/imob it is serenely effective. Still only level 24, but I like it very much so far.
  6. Ohhh that bring back memories. Only with a much better frame rate that I had.
  7. Of the mercenary look I would love to se some Arachnos style troops. With out the shoulder/chest peace. Or what about Counsel style troops.
    There are many groups that can be adapted to the categories of the masterminds pet types. It could certainly help Arachnos wanna-be's like my self. (and could you imagine the robot set with thoughts spider like droids?)
  8. The few */trap corruptors I have tried out, I have always found harder and harder to solo with. Where my dark/dark corruptor did have though spots, over all I would say he became easier to solo with, despite his lower damage output.
    I have always contributed that to the face that /Trap did not aid me in combat in the lower levels. The useful stuff comes later on.

    So, what primary would provide the best compliment to /Trap. I was thinking fire and its higher damage, or Ice and its slow effects. But do anyone have any advice, theories or experience to dish out off?
  9. I have had a few different AR corrupters even though I have deleted them all, mostly because the names I chose for them began to feel awkward after a while (normally ends up going throe at least 10 names that has already been taken when I create a character).
    However, the one major advantage of the set is the sounds and image of it. Sending a burst of bullets at your enemies feel so much more satisfying then, say sending a handful of flairs at them. There is just something about it feels so much more brutal... villainous even

    The traps set on the other hand could use some work. A way more useful Triage Beacon for one would be nice. Nevertheless, reading the descriptions of the powers, they do seem interesting. Have not gotten a */Trap corruptor very far yet.
  10. [ QUOTE ]
    Have you SEEN Cthulu's stats?

    Unless you're talking Byakhee or the Fungi from Yuggoth; they are NOT gonna be added soon. Though the Villain Respec mission seems very tied to Shub-Niggurath....

    [/ QUOTE ]
    Of cause I have seen Cthulhu's stats... I have the 5th ED Call of Cthulhu book. (Cthulhu would properly be to big as well)
    No I did not mean Great Cthulhu him self, but more the style of the monsters. They already have a bit of the type of mythology with though coral style mobs (a giant creature from the stars sleeping on the bottom of the sea floor does sounds familiar right? )
  11. For a dimensional mastermind set I would rather se some proper monsters, something Cthulhu like. Or on a similar note why not a alien powerset?
  12. I am not asking why people invite random people to thair SG, nor am I complaining. I am just trying to get a feel for how common they are. I have received a lot of them, and while they almost stopped over the holyday season, I am getting more of them again now.
    And not just from team members, or when I out in the open, but also when I am inside a mission by my self.
  13. I do not have that much experience with my dark/dark corruptor, but I absolutely love tar patch.

    Oh and six slot TG, and get it filled with DO and SO as soon as possible, that was the experience I hot in this thread:
    http://uk.boards.cityofvillains.com/...fpart=1#301333
    I must say it was very sound advice. With 4 accuracy DO a 2 healing DO, it feels a lot better.
  14. I took teleport with my corruptor. And then the x-mess Jet-pack, travelling around have become really easy. So I guess I will tale hover when I can fit it in (instead of group TP). It will properly be better then SJ in regards to getting away. Works very well in PvE, do know for PvP, as I have not really been involved in that yet. But it should work... one quick TP and you can be up to 100m in any direction getting ready to fire off you snipe attack.
  15. Thanks for the advice, I will stick with the character at least until I can get my hands on some DO's, and get TG 6 slotted. Then I will have to se how it plays.
  16. I started yet another corruptor, trying to avoid the pit falls of my former once I chose to make this one dark/dark. But so far I have found the heal severely lacking in usefulness.

    First a little background on why I chose dark as my secondary. I know I wanted a corruptor that could heal, I have tried a trap corruptor, and the lack of a proper healing power was not in my taste. I have tried thermal, and with the shields. But buffing several team members and keeping an eye on weather they are still buffed is not me, I found it un-fun even stressful. And choosing a power where I would properly be expected to buff and where I did not wand several of the basic powers seamed unproductive.
    That left dark, kinetics and radiation. And radiation is a bit over done, and kinetics did not sounded like it would fit any theme I liked.

    Anyway, I have been using Twilight Grasp a lot. Moreover, while I find it somewhat useful when I am on my own, it feels less and less useful and I gain levels and re in a group.
    - The delay between activating the power and when the can heal can hit, mean the team member I wand to heal regularly either retreats back from the enemy to use inspiration/thair own healing powers (and thus out of the area I heal in), or dies.
    - The even what the team member I wand to heal stays put and do not die TG often enough miss, then resulting the team member dying.
    - The need to have a target close enough means that I sometimes when the fight have turned in to a range shoot out, can not use the power to heal other because the enemy is out of range for it.
    - When in a large group when enemies often ends up being +1 or even +2, the miss ratio of the power become even worse, and needed even more.

    And for thoughts drawbacks I do not se any highly visible benefits. It does not appear to heal more, or have a much lower endurance cost, nor does it seam to have a larger healing circle.

    I have deliberate not picked the resurrection as it appears to have the same requirements to work, and more needs multiply enemies on a group to be efficient.


    My question is. Is it something I am doing wrong in the way am using it, or do I just have to wait until a much higher level before it becomes useful.
  17. None of my characters are even close to lvl 26 yet, but from what I can figure out at that level you have 15 powers. If you use 2 on the heals in thermal, and 1 on the res, and then 2 on the shields, that makes 5. Add 2 powers from a travel pool, and perhaps 2 on the way to stamina. And then there are 6 powers left over. With the 2 basic single target attacks being highly imported that leaves 4 remaining powers.
    Some people might wand more pool powers and a few more from the primary sets, then dropping 2 shields might be tempting.
    Personally, I plan to eventually take the two shields with my thermal corruptor, but I like a support role. Some might want a more offensive role.
    There could also be the stamina issue. Having several activate able powers running might give some a feel that they do not have enough stamina.

    Lastly some people might not have enough experience with good teams. If you often solo or are in bad teams, you will need to first and foremost be able to take care of your self. And them perhaps help get the team back up to speed after the fight. Casual players that are not part of SG's might feel that the most imported thing is to be self-sufficient, that they have to be able to make it on that own, so they do not become depended on finding a good team. Build that can be really grate on a team can be lousy on thair own.

    I am still learning how this game works, and have not gotten any of my characters past 14 yet. Mostly because I often makes mistakes with my builds and feel my characters meat a death end, and then start a new to avoid thoughts mistakes. So teaming up might be far more common and necessary at the higher levels. So I am just basing this on how I have seen people build thair characters in other games.
  18. Damage is not the end al be all fore me. I wand to have be able to do a bit of group support as well. I took thermal for it healing utilities, and I am sure the buffs will come in handy when I get to take them as well.
    And that AR is a late starter, well that is good news. That means I will gain more offensive power later on, and not keep seeing a slow dwindling of it.
  19. So, what are your thoughts on this build? I have not gotten far in level yet as I am a quite casual gamer. But so far it seems a bit weak on the offensive side to me. While bust is very nice at the lower levels, it looks like it will become less and less useful, and the damage it does do not scale up as fast as the enemies hit points. And slotting it for damage seems to have little effect.(still only using the training ones enhancements). And to my dismay M30 grenades is not as high powered as I had hoped.

    So far, Slug seems to be my best hope for a high damage attack until I get the snipe attack

    In addition, how many power pools should I take. I was thinking hover/fly from flight powers, and the entire pool that give the increased stamina regains. Are any other pools needed? I get a resurrection power from thermal so I properly do not need to take medicine pool.

    Any advice will be appreciated.