Azucar_NA

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  1. Sorry to grave dig, but nin/traps was probably one of the easiest and strongest MM's I've made. I feel that it's one of the most ninjaest secondaries as well. Distraction and deception makes it powerful and different from the rest. All of the alphas are soaked up by seeker drones and poison trap. If enemies' attention goes to my ninjas, great! That just means I can put down a trip mine w/ no interruption. Even if they do focus on my ninjas, they are rarely hit because of the IO defense bonus, maneuvers, and ffg. The only issue I had, which is now solved thanks to web envelope was making sure no one escaped the 3 caltrop patches. Everything stays within my bubble of death.

    Traps with a non-melee primary would force you into melee w/o your pets or bring enemies to your ranged pets to be best effective.
  2. Hello,

    I'm a returning player from a while ago and I was wondering how this combination performs in both damage and survivability. Are the personal attacks very necessary? If so, then a secondary that isn't very active like sonic would be a good fit right? Most of the pets eventually can heal themselves and fortify pack would help a lot w/ any survivability issues.
  3. I'm personally glad they finally decided to add female minions of some sort (the bees are too!). Women/females are too underrepresented in the superhero genre as anything but damsels in distress. And yes, it's more realistic to have cooperative bad @$$ female lionesses than 2 male lions.
  4. Not sure if I'm just out-dated, but plant/thorn was one of my fav. combos. It works really good for concept (especially since you can change thorns to look however you want). Also, it has good fast AoE which is important to get all the exp you can before everything murders each other. Seeds of confusion causes enemies to bunch up so I regularly get 2-3 in my ripper. Also the -def makes leveling easier and it causes the enemies to hit each other more vs. the -tohit in dark that makes people hit less. The aoe in dark is terrible and slow DoT. The damage is higher in /thorns also. If none of that convinces you, then I should add that you get to do a backflip at 38.
  5. Did zombie siphon life not get changed with all of the other siphon lifes? Also, I thought something should've been added when the pets could no longer be affected by recharge debuffs because that resistance was zombie unique.
  6. My MM uses it to soak up aggro/attacks so enemies don't destroy pets.
  7. would you be willing to reroll? Secondaries like fire provide nice resists and healing (mine sit at:
    Zombies

    Smashing - 26.145 + 22.46 + 20 = 68.605
    Lethal - 22.46 + 20 = 42.46
    Energy - 22.46 + 20 = 42.46
    Negative - 26.145 + 22.46 + 20 = 68.605
    Fire - 44.92 + 20 = 64.92
    Cold - 26.145 + 20 = 46.145
    Toxic - 26.145 + 20 = 46.145
    Psionic - 26.145 + 20 = 46.145



    GKs

    Smashing - 22.46 + 20 = 42.46
    Lethal - 22.46 + 20 = 42.46
    Energy - 22.46 + 20 = 42.46
    Negative - 26.145 + 22.46 + 20 = 68.605
    Fire - 44.92 + 20 = 64.92
    Cold - 26.145 + 20 = 46.145
    Toxic - 26.145 + 20 = 46.145
    Psionic - 26.145 + 20 = 46.145

    Dam. Type Natural Shield Aura Total
  8. Yeah, I don't get why it's a wolf. I would prefer nibbler from futurama. http://www.freewebs.com/fantania/nibbler01.png
  9. Quote:
    Originally Posted by _Malk_ View Post
    The tier 9 power/pet for the new darkness control set is a wolf, according to the 14th screenshot on this page: http://na.cityofheroes.com/en/news/g...2/overview.php

    Thoughts?
    It's okay, I wonder if it means we won't get an animal control set.
  10. I'd rather see animals in a beast control set.
  11. Quote:
    Originally Posted by Zombie Man View Post
    What if the target is flying 30 ft above you and the targeting reticle is hitting nothing but air 80 fit away?
    You could back up 30-50 ft. If there is a ceiling put it on the ceiling. Or you could put it at a corner, hide at corner so they go to corner. You could wormhole them into the DS. You could use crush, lift, gravity distortion, crushing field, singularity's crush, lift, and gravity distortion. If you're /earth use hurl boulder, if you're /thorns use impale, tarantula in mace epic, energy transfer from power mastery.
  12. Quote:
    Originally Posted by Tater Todd View Post
    Nah, keep the Fire APP it synergizes well with Embrace of Fire I say. Drop Melt Armor and switch it with Rain of Fire. I would also drop recall friend and flurry...Also there's no need for you to use Burnout. Even if you kept Melt Armor and use burnout to recharge the power the debuff of Melt Armor is not worth losing the power picks. What do you go for Transportation wise? Superspeed, Super Jump, Teleport?
    There's nothing else he can use to debuff enemies with. It's multiplicative in teams and fire ball is inferior to RoF. I'd take melt armor before fire ball (I barely can afford the end even with consume). On my permadom build for earth/fire/fire it's up every 60s, or about every 2nd spawn.
  13. Quote:
    Originally Posted by Arbiter Hawk View Post
    ...perfect for stopping everything coming through a door, or for dropping where that blaster is standing so that the enemies around him can't melee him.
    Couldn't any generic aoe immob do that, but better? The blaster would still be able to attack them as well. With these changes DS would have uses, but not on a regular basis it seems.
  14. Quote:
    Originally Posted by Zombie Man View Post
    So, Hawk, can we allow the DS reticle target ('hit') foes so that we can place the center on one?

    And can the reticle be a big translucent sphere (like Dispersion Bubble) showing what its range of influence will be?
    I don't see why this would be a large (or even med. issue), you could place the reticle right next to the target. And the range of influence is 25(?) ft. which is pretty easy to get a feel for.
  15. Azucar_NA

    Ninja/????

    I personally hate the dark heal's radius, ninjas are rarely all gathered within *wait* when did the heal radius become 20? I swear it was annoyingly small a few years back.
  16. Switch flurry for superspeed, you have enough attacks and it will help you get close to angle confuse. vines(?) and spirit tree could be replaced w/ aid other/aid self. You could fit vengeance in somewhere (take out recall friend).
  17. You seem to have focused more on defensed than recharge. This build sacrifices about 13% defense. I don't think defense is that important because -def is in almost every attack in the game and you have no resistance so 2 shots and you'll be at 0 anyways. Instead you have 40% heal every 7.5s. Sure it's interruptible, but you're a dom so mez them and when they aren't attacking you can heal. This build has WAY more AoE damage and only uses 72% of the endurance. You can't fly and use hot feet at the same time so I took it out. You could always buy a temp or get a dayjob. Smoke, ring of fire, and thorn burst are pretty bad powers so I got rid of them. Hibernate doesn't need recharge since it suppresses and you can't use it again anyways.

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Hold-I(5)
    Level 1: Thorny Darts -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Acc/Dmg(9), Dev'n-Dmg/EndRdx(9), Dev'n-Dmg/Rchg(11)
    Level 2: Skewer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15)
    Level 4: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-Acc/Rchg(19), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(21)
    Level 6: Fling Thorns -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(11), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(34), Achilles-ResDeb%(36)
    Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(37)
    Level 10: Impale -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(17), Entrpc-Dmg/Rchg(37), Entrpc-Dmg/EndRdx/Rchg(39), Entrpc-Heal%(39)
    Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(42), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(43)
    Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(25), AdjTgt-ToHit/EndRdx(27), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(37)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(23), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 22: Aid Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(42)
    Level 24: Super Speed -- Run-I(A)
    Level 26: Burnout -- RechRdx-I(A)
    Level 28: Aid Self -- Dct'dW-Heal(A), Dct'dW-Rchg(31), Dct'dW-Heal/EndRdx(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), IntRdx-I(50)
    Level 30: Resuscitate -- IntRdx-I(A)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
    Level 35: Ripper -- Acc-I(A), Dmg-I(36), Dmg-I(36)
    Level 38: Thorn Barrage -- Entrpc-Dmg/EndRdx(A), Entrpc-Acc/Dmg(39), Entrpc-Dmg/Rchg(40), Entrpc-Dmg/EndRdx/Rchg(40), Entrpc-Heal%(46)
    Level 41: Sleet -- RechRdx-I(A), RechRdx-I(45)
    Level 44: Hoarfrost -- RechRdx-I(A), RechRdx-I(46), Heal-I(46), Heal-I(50)
    Level 47: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), LkGmblr-Rchg+(48), S'fstPrt-ResDam/Def+(48), GA-3defTpProc(50)
    Level 49: Hibernate -- Heal-I(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 8.5% Defense(Smashing)
    • 8.5% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 7.25% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 4.5% Max End
    • 3% Enhancement(Stun)
    • 78.75% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 8% Enhancement(Heal)
    • 53.41 HP (5.25%) HitPoints
    • MezResist(Confused) 5.5%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Terrorized) 4.4%
    • 9% (0.15 End/sec) Recovery
    • 32% (1.36 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 3.14% Resistance(Negative)
  18. Does it? I'm merc/TA and I'm pretty sure the only way my pets are going to survive is to never see a meleer upclose again. And since 95+% of my attacks are ranged it wouldn't really hurt to stay there. Especially w/ the tiny cone powers.

    Edit: Would the clarion +rng do anything if cardiac doesn't?
  19. Quote:
    Originally Posted by DarkCurrent View Post
    I would agree with all of these ideas. Make it a toggle patch that phases/immobs anything that enters it. If you or your allies could then enter the patch to be phased and do combat, that would be awesome. Also, you could use it as a safety zone by placing it at range and allies/yourself could jump into it to phase away from ranged attacks.
    That'd be great assuming you aren't saying that players would be immobed as well.

    How would that work with the -threatlevel? Let's say you are in a place w/ closely positioned mobs, if you place the patch on one group and jump in, would you not notify the other mobs? You aren't in the same reality so I don't see why one would. That'd be the shizz. It'd still be an awkward power, but at least it only annoys the ranged people then.

    It still has the qualities of an emergency power if needed, but can work in many many more situations. (run away dying squishy!) You could even do partial mob/AV/EB pulls. Also, if players can be stupid and attack phased targets could the enemies be stupid and attack non-phased targets? (that could be confusing though) There goes their alpha attack.

    The animation would have to be a field animation though (i.e. sonic dispersion) so it's easy to notice.

    For the people who liked the power, it could be used in almost the same exact way except it would be auto-hit (and be able to phase AVs w/ enhancements?).

    P.S. What's a toggle patch? I don't even think they exist. It would have to be just a patch, no?
  20. Azucar_NA

    Ninja/????

    With nin/TM, the ninjas are naked if you miss that buff or if they die and you resummon. It could be another 90s until the next buff, but they can also run away and still be buffed (if they run into another mob they're dead anyways).
  21. Traps definitely does work better when you can stay in a place for a long time, but it works well in high-paced environments as well. If the team is moving too fast, then increase the difficulty from -1/x0. I skip triage, it's a terrible power. And if you lay acid between spawns or even in the spawn then it's good to go for the group after as well (I'm nin so I have no trouble going in melee). I think of traps as a melee set rather than ranged because it has no powers to keep enemies at significant range and 4/9 powers work in close range (caltrops, poison trap, trip mine, and detonator).
  22. Azucar_NA

    Ninja/????

    Nin/traps is really really good, but I team on that character often. Anything really would work solo. My recommendation would be in this order: traps, dark, then time. If you wanted to solo EBs/AVs then traps and dark are really nice.
  23. Quote:
    Originally Posted by Yogi_Bare View Post
    There shouldn't be much of a core control difference between Elec/ and the other control sets:

    1 ST Immob
    1 ST Hold
    1 AoE Immob
    1 AoE Hold

    What's your secondary?
    My secondary is /elec. Plants has seeds, earth stalagmites and earthquake, ice ice slick, grav has wormhole, and fire has flashfire. All of those mezzes are full group mezzes that can happen at the beginning of a fight and are instant. Elec/'s confuse takes so long to jump and stops if they separate (which is another reason I took the aoe immob). Solo is perfectly fine though. I generally do confuse->sleep->immob->kd, but they still aren't sufficiently mezzed.
  24. I don't think I've heard one negative thing said about elec/, maybe I'm doing it wrong. I tend to die a lot on teams, more than any other dom I've made. The controls work so slowly (*glares at Synaptic Overload*) or softly (static field) in comparison to any other set. I use the kd a lot though (more than the ST hold), but I swear something I'm using (the AoE immob?) is an aggro magnet. The reason I use jolting chain and the aoe immob in the first place is due to their recovery stopping/end sapping ability which works as a ghetto hold. Generally attacks have a small chance for -recov., but not those AoE attacks:

    Attack End drain Chance* Duration
    Charged Brawl -7% 20% 2s
    Jolting Chain -10% 50% 8s
    Chain Fences -17% 40% 6s

    *chance for -recov not end drain
    Those two seem to be the only way to control the mob using endurance drain.