Azucar_NA

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  1. I know like nothing about demons and how they play, but as for secondaries /sonic seems fairly hands off and effective, but it has no heal to go with it. I played the previous /poison and that was terrible in any group, but that was necro/psn, thug/psn might be better now. I've never seen this mentioned, but I feel that traps is a melee secondary and trick arrow is ranged. I wouldn't pair TA w/ any non-ranged primary. I think merc/TA works fairly well, since cones are more effective when done from distance. I have a nin/traps since poison trap, trip mine, and caltrops seem like great melee powers with nothing to keep people at range.
  2. Why not surveillance? It would greatly increase the ST damage (burst and sustained), it helps on teams/solo, has no problems w/ animations/interrupt, it's a quick fix that no one would argue doesn't follow the theme. It doesn't feel like any other AT because it isn't a widespread power. And it could be an inherent power like domination. Why shouldn't a stalker know the ins and outs of it's prey? Maybe even a small irresistible part for AVs (5%?).
  3. Do procs like fort. hyp: chance to placate and Call of the Sandman: chance to heal self work in static field?
  4. It would definitely work, though I would slot more defense in vengeance (take something away from consume/fly trap). And also place a chance for -res in fly trap for increased damage.
  5. I was wondering which of the two combos would be better in terms of control, survivability, and damage. Would the troller ever do good damage? And would it be active (clicks/sec)?
  6. That would be an odd setup, ice/ I would say is pretty PBAoE friendly while /elec is more ST or anti-PBAoE (grr thunderstrike). Ice/ would work best with psi mastery due to stacking confuses. Earth/ doesn't really need psi mastery (stone pet is immune to psi damage/effects already). My vote is earth/ice/psi though ice/earth/psi could work. Electric's benefit is -end and it's all or nothing so if no primary end drain /elec's benefits are diminished.
  7. My nin/traps uses hasten/SS for recharge/invisibility (I tend to open w/ seekers then poison trap). My necro/fire uses cj/sj/acro/spring attack which helps me tank/open.
  8. I was wondering why no one said they took surge of power? I was thinking with a performance shifter: chance for +end in conductive aura and stamina an end crash wouldn't even be a problem. Not to mention powersink. Speaking of powersink though, it seems like that would be a great way to immediately drain any mob.
  9. I do like kioshi's better (-artic air). >.> Leadership is more important towards the end game. Though I don't like when jack frost dies and the exotic non-psi damage helps for robot enemies.
  10. Has anyone tried it with smoke flashed ninjas? Would it still crit?
  11. Can you powerboost the FFG? And if a pet ever dies it has to wait until farsight is back up.
  12. I would like to see your plan up to 50. I don't think the build should sacrifice just to get permadom. The sleep is useless and tk thrust is annoying. I play in melee range so no shiver (already at -rech cap) and no psy scream (psy shockwave is almost same damage +hard control). Your drain psyche is going to miss w/ no accuracy. Go for hibernate instead of hover, it can definitely save your life (+heal, no +rech. b/c there is a forced downtime afterwards). Hoarfrost is a-mazing. It increases your health, max. health, and *regen* rate. Frozen armor helps for alphas which ice doesn't do well. That said, you should place 2 ranges, 2 rech in ice slick. That way you can use any corner/tree/w/e. Try SS as a travel power and get grant invis instead of stealth, use it on that crazy lovable scrapper jack frost. I use combat jumping (good control), but you can do hurdle. You don't have any good ranged attacks. This is my build, the ST immob is the only thing I don't use, but took. Aid other is good for jack frost. Burnout isn't necessary, but sometimes you really need glacier up. I love my arctic air slotting as well, good to add on damage that is lacking in /psi. That said, why not slot another +dam enhanc in jack frost instead of the resis? 10% won't do anything.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Artic Piensa: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Medicine
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(13), RechRdx-I(19)
    Level 1: Psionic Dart -- Range-I(A)
    Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42)
    Level 4: Super Speed -- Run-I(A)
    Level 6: Arctic Air -- Conf-I(A), CoPers-Conf%(7), Abys-Dam%(7), Mlais-Dam%(9), ImpSwft-Dam%(9), C'phny-Dam%(19)
    Level 8: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(25), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), Range-I(15), Range-I(46)
    Level 14: Burnout -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(17), Entrpc-Dmg/Rchg(17), Entrpc-Dmg/EndRdx/Rchg(34), Entrpc-Heal%(34)
    Level 18: Combat Jumping -- Winter-ResSlow(A)
    Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Acc-I(25)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(31), RechRdx-I(31), Acc-I(36)
    Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/Dmg/Rchg(43), Decim-Build%(43)
    Level 30: Aid Other -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(31), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(37)
    Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), Acc-I(36)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(46), Dct'dW-Rchg(50)
    Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), ResDam-I(48), ResDam-I(48)
    Level 49: Hibernate -- Heal-I(A), Heal-I(50)
    Level 50: Nerve Total Radial Revamp
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(34)
    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:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 1.25% Defense(Melee)
    • 2.5% Defense(Ranged)
    • 4.5% Max End
    • 25% Enhancement(Accuracy)
    • 12% Enhancement(Heal)
    • 83.75% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 22.89 HP (2.25%) HitPoints
    • MezResist(Confused) 5.25%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 9.1%
    • 6.5% (0.11 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 1.88% Resistance(Negative)
  13. Azucar_NA

    Elec/EM

    I'm a somewhat thematic person, so I'd go with Mu Mastery. Powerboosted powersink seems like it would work well. Also try to fit in vengeance, because that can be powerboosted as well. You can get a healing pet (though I think the godmode is better).
  14. I don't have an elec/ stalker, but wouldn't you kill w/e you're attacking before you drain its endurance in like 99% of cases?
  15. Hey, I just wanted to update you all on my decision. I went with a 6 slotted AA: Conf. IO, Coerc. Per.: Cont. Conf., Glimpse of the Abyss: Psi Dam., Malaise's: Psi Dam., Impeded: Smash. Dam., Cacophony: Nrg. Dam. And on a perma /psi dom, there's no such thing as end-heavy.

    I was missing damage from /psi, so I thought it'd be the best choice. I pretty much play like a regen scrapper and w/ so much -rech from primary/secondary, the confusions are pretty much ghetto holds because they don't have enough rech to really damage each other. Not to mention they stack w/ cognitive interface.

    Chimerorans are my fav. enemies, they are melee so it's easy to drain psyche, but they also run away (verrry slowly) at the same time preventing melee attacks. I don't think they have /psi resists, but they are mez resistant excluding confuses.

    This is my ice/psi build. My Incarnate powers are Alpha: Nerve Total Radial Revamp, you know what I'll just write a guide.
  16. I'm curious about the -max hp debuff. Is it applied before the damage? I don't really see the point in general PvE if you do 80 damage then -40 max hp, but if you did -40 max hp THEN 80 damage then you would have done 40 more damage. How is this for AVs? I assume it'd be more noticeable? Though once you damage them quite a bit, it would have no more benefit right? And lastly how does it compare to the -regen for AVs/PvE as well.
  17. I'd go for decimation in the ranged attack. The kb set doesn't enhance a lot of damage. LoTGs usually aren't terribly hard to get. Just get 2 villain/hero merits (or 50 reward merits + 20mil = 1 vill/hero merit). Log out in pvp zones as well.
  18. Would I be better off slotting regular confuse enhancements or contagious confusion: chance for mag 3 confuse (11%)? This is a lvl 50 ice/psi/ice dom with cognitive interface so he stacks confuses fairly well now.
  19. Is slotting the chance to hold proc in worth it? (Lockdown: Chance (15%) for +2 Mag Hold) I don't have much else to do with it (slot knockdown in firebreath maybe). I'm an earth/fire/fire dom nearing lvl 50. It would proc 6 times over the course of the power no?
  20. Quote:
    Originally Posted by dugfromthearth View Post
    great, so you have one aoe that will aggro a bunch of enemies unless someone has them taunted. It won't kill them, just make them angry.

    Yes, "if you know what you are doing" is a great line which allows for anything.

    Maybe it is just me, but I tend to assume that someone asking for advice and saying "Dominators are something I've always struggled with" does not know what they are doing.

    YMMV
    You don't need to know too much about what you're doing. As long as you've aoe mezzed first you can unleash aoe damage at your leisure. If it isn't enough damage to kill, then it probably won't aggro that much either. That being said, all of my doms have some sort of self-heal (except the grav/nrg which had vengeance), so I wouldn't say expect to never be hit.
  21. Azucar_NA

    Spines question

    I thought the damage was mostly irresistable anyways.
  22. I would just make PGA mag 3 and shorten the sleep (they are going to wake up soon anyways). And increase the tohit debuff in Flash Arrow, because it's mostly useless, especially on MMs who pretty much have to take it. This would help it open especially since the set has no mez protection. This is a small detail, but why isn't glue arrow's range 70+ like the rest of the debuffs?
    My TA is merc/TA, so it does have more synergy than many sets, but synergistic gimp sets only make it slightly less gimp.
  23. Hey,

    I was just wondering what would work better in terms of solo and team pve. Both have control for what seems to be a squishy secondary. I could not find any numbers on the combos unfortunately. Does one set hit harder than the other?
  24. I got all excited and now I'm just limp.
  25. I really like the radiation idea. An amazing tier 9 would be something like meltdown.

    Meltdown:
    You start to leak radiaton that severely damages/debuffs foes, but doing this makes your health constantly decrease until you self destruct.

    Radius: 15
    Damage: triple blazing aura
    Def. Debuff: -20%
    Res. Debuff: -20%
    To Hit Debuff: -20%
    Dam. Debuff: -20%
    Rech. Debuff: -20%
    heal debuff: -20%

    -1000000% heal/regen to self
    -health over time
    Explode at 10% health
    Lasts 90s.

    And another cool power would be absorb radiation. In which when attacked with nrg, neg, or fire, it partially turns into a +heal/+damage. The stronger the attack, the stronger the effect (to a limit). All these numbers I just pulled from you know where so yeah.