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The following powersets all need some love. Only going to focus on the main things that could be done (not should), but each of these have problems that make them inferior choices at level 50 for some activities (not in all situations).
Empathy : Decent team set, Bad solo set. I have suggested many things in the past, but my current thoughts are that empathy could have a toggle +regen power similar to pain, but add in a confusion proc. Other choices would be to give empathy a status protection power on par with forcefields or sonic's dispersion bubbles.
Pain : Better than Empathy, but with similar downsides. Would be nice to add a fear proc into the healing aura power. It would be very cool if Empathy gave periodic heals and proc's confuse, while Pain gave periodic heals and proc'd fear. Both enhanceable.
Sonic Resonance : Too many problems to go into here. Entire threads have been spent on how to fix this powerset.
Devices : Another set like Sonic Resonance with major issues. Many threads spent on this topic as well.
Trick Arrow : Not as experienced on this set as some, but what I have tried left me feeling that something was missing. Cannot really offer any ideas, but would never play this set again unless it was improved somehow.
Super Reflexes : Have wanted to love this set from Issue One, but everytime I play it again, I am reminded why I stopped playing it before. At the very least, the Ranged and AoE toggles should be combined. Then replace the toggle with something like what energy aura received, which is a +rech per nearby target. I was so upset that this idea was given to EA. I remember suggesting it for SR.So let me try again, lets give SR a stacking +res for each nearby enemy. This would be in addition to the +res scaling with HPs. OR... make the +res start scaling much sooner and cap out sooner. Say start at 75% health and cap out at 60% when 25% health is reached.
Forcefields : Needs more effects such as -res. Add -res to Forcebolt at the very least. Perhaps to the AoE. Repulsion bomb is kinda weak. Increase the damage, increase the stun duration/mag OR something else (like -res, -regen, etc) to make the set offer less of a one-trick-pony effort.
Stone Armor : Entire threads on this set too. About once a year I think to myself to look into this set because a stone tank sounds like a good idea. Then I look at the powers and remember why this set is so unpopular. The devs need to consider how Dark Armor was overhauled and go even farther on this one.
guess thats all the top ones for me.
P.S. I could have gone into Electrical Blast as well, but for whatever reason, over the last couple years, the issues I see with empathy far overshadow anything that I could discuss with Electrical Blast. Anytime you discuss Electrical Blast, the fact that I can drain a Boss Dry very quickly, makes me feel that there is a pleasant balance in the set which I would hate to disrupt just for a little more damage. -
Quote:Excellent Ideas. Was pretty sure the topic was not original, but always good to bring it up againBase/SG NPCs are on a lot of wish lists.
Add a few more to your list, functional NPCs like a Trainer, a Market Rep, a Hero Corps Analyst, a Tailor and a Vendor. Other NPCs could include completely cosmetic or fluff types, like Cleaning Staff (Humans or Robots), a Butler and Maids. -
There ya go. Base Guardian could be your Power room henchmen. Let them wander around the base too, looking all buff and badass. I wants my Zues Robot man !
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Hello All,
Had an idea and do not know if this has been suggested before (search fail), but here goes;
What if you could earn/acquire Henchmen that worked in your base ?
Here are some examples of what I mean ;
Archeologist / Acolyte : This would be a person working out of your workshop that would spend their time in R&D for components. You could check in from time to time and set them to work on creating specific components. Based on rarity, it could take 1-2 days up to 7-10 days. Once they constructed said components, you could collect them and deposit them into your vault or salvage. Then you could re-assign them to work on something else.
Scientist / Mage : This person could work out of the control room and much as the previous Henchmen, you could set them the task of working on creation of specific recipes.
The time to completion would be more like 5-7 days for a common up to 25-30 days for a rare. Again, they would progress toward completion and would need to be re-assigned to another task after making one recipe.
***Notes : Acquiring of these henchmen could be totally by prestige and there would be absolute limits of how many of these could be in the base (I am thinking One of each only, unless a second is awarded after some prestige gate or in game award). Additionally, like other games, the timer keeps running even when you are logged out ***
Doctors / Nurse : This type of henchmen could operate (sorry for the pun) out of the Medical room and offer Inspy purchase much like the Nurses at regular hospitals. A Doctor could offer Personal buffs (1 at a time) which you could purchase after arriving in the rez chamber. Sample buffs : +res, +def, +regen, +rec, etc... Again you can only have one buff on you at a time, not one of each type.
Warp Technician / Temporal Warder : This henchmen would work out of your Teleportation room and could offer the service of porting you back to the door of your active mission.
Drawing blanks on henchmen that could work in your Energy room, but these should give everyone the general idea.
Any thoughts ?? -
Quote:Believe it or not, Empathy at high levels on a good IO build is like a Ranged Regen character.Empathy. I don't think there's enough value in it as a set at high levels, and at low levels I don't want to encourage the kind of players who think they need it.
Storm is another sore subject. It just doesn't mesh with my play style.
You trade mitigation and mezz protections for more frequent reconstructions and AOE powers.
This is speaking from a Defender perspective though.
I played a Mind/Emp controller back in Issue One into the 30s and THAT is something I will never do again for sure. Empathy on a controller is uhmm, not fun on a team, unless your into 100% support. I like to shoot stuff too much. -
Quote:I am going to say Controller.I'm currently attempting to port a favorite DnD character to CoH as a dimensional traveler. The problem I'm having is I can't seem to select which AT and powerset combination provides the best overall coverage for the iconic mage spells of the older editions of DnD. Ideally, the character would have such a combination of things as Mage Armor, Magic Missle, Disintegrate, Fireball, Cone of Cold, and some sort of summoning power. Most of these seem like I could be a Blaster, but the summoning seems like a Controller might be best. A Dominator seems like the middle ground, but I'm not 100% sure. I've seen a few posts in other threads over the years mentioning characters that succeeded in a similar goal, so I was hoping for some advice from those players out there that have a CoH mage.
The Blaster and Dominator (unless you stay away from the melee attacks) can feel less range-focused in nature.
As far as Primaries go, shoot for personal taste. Your ancillary will grant you armor and fireball, cold powers, dark powers, etc... Whatever you lack. Plus controller primaries offer various pet choices, so you decide which makes the most sense for your character.
As far as secondary goes, I am really thinking Storm summoning gives that "all-out" magic summoning feeling you may want, but there are plenty of good secondaries open to controllers.
Controller ALL THE WAY for a Wizard
Here is one that sounds crazy : Illusion / Storm / Fire Mastery
How About : Mind / Forcefield / Fire Mastery
there are so many choices ! -
You should consider another thread titled : Which powerset would/have you played more than once ?
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Great thread topic !
Devices : I had an Energy-Device blaster to 47 once, deleted and remade because I hated the whole idea that I only used 3 powers from the secondary, and one of them was forced to take, or else I would have skipped.
ALL MASTERMINDS : Great concept, terrible implemention. Cannot stand grouping with them either. Its very annoying having to push and shove your way through a mass of pets to keep up with the lead tank. Have actually had to sit in a tunnel and miss an entire battle because the 3 MM pet hoard in our group would not let me pass.
Energy Melee, Electric Control : Love the sets, cannot stand the noise they make.
Illusion Control : not enough control and too many pets.
Peacebringer and Warshades : Wanted to love them, but hate Quantums with a PASSION
Spines, Thorny Assault : pukey green particles, spikes and thorns, just not my style, even though I like plant control alot, go figure
Any powerset or Power that overshadows my costume : Ice Armor, Stone Armor etc..
Not too keen on Stalkers, Energy Aura, Dark Armor, either
Most weapon sets : Loved weapon sets in the begining, but find less interest in them these days, so been thinking of adding them all to the don't bother pile. But I love Shields :/ and have high hopes for Staff Melee.
Stone Melee, Earth Assault : Big Hammers, no thanks. Purchased Titan Weapons on a whim and then realized it was not for me either.
Sorry, long list, but after 7 years, I have played most everything enough to determine if it will ever get played again. -
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Quote:Well technically, I am paying for my account and his (WarMage), so who really owns the account eh ?I could be wrong, but I don't think so. I don't think your father is allowed to give you his old account. I think you have to get your own. I seem to recall it being against the rules to sell your account - and because of the nature of the situation, how would anyone know whether this is not one of those occasions?
Perhaps you will now consider this 2-boxing ? Can you be dual-boxing, if its actually 2 people with 2 comps in different rooms ? hmmm -
Quote:I agree with this. When burnout hit beta, I really wanted to love it, especially since I already had Hasten and Superspeed, it would have been easy to add in. But after alot of testing, I concluded that the downside completely negated the upside.Neither Recovery Aura nor Regeneration Aura stack from the same caster. Adrenalin Boost doesn't either, though you could always use it on a second target.
Emp/Dark is a very good combo, but it looks like Burnout doesn't do much for Empathy.
The only powers that could really be leveraged were long recharge powers that I already had maxxed the recharge on. So using them back-to-back saved 40 seconds on their re-use every 10 mins or so (maxxed recharge on Burnout).
The only way I would reconsider this power on my emp is if the recharge on burnout was reduced so that we could leverage the power once every 3-5 minutes with max recharge. This still would be only marginally usefull on my emp, but the benefit would come closer to balance against the downside without being an every-battle power. Which I guess is the reason for the obscenely long recharge. -
Here is a sample of some of the ideas I expressed. Tried to avoid changing powers, but you will see one swap.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(13)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13)
Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(39)
Level 6: Recall Friend -- Range-I(A)
Level 8: Resurrect -- EndRdx-I(A)
Level 10: Short Circuit -- Erad-Dmg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(19), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23)
Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/Rchg(17), Rec'dRet-ToHit(19), Rec'dRet-ToHit/Rchg(21), RechRdx-I(48)
Level 14: Teleport -- Winter-ResSlow(A), Zephyr-ResKB(48)
Level 16: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), RechRdx-I(25), RechRdx-I(31)
Level 20: Clear Mind -- EndRdx-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(42)
Level 26: Absorb Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
Level 28: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(50), EndRdx-I(50)
Level 30: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(36), Dct'dW-Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
Level 35: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), Lock-%Hold(46)
Level 38: Voltaic Sentinel -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(43), C'Arms-Dmg/EndRdx(43), C'Arms-Acc/Dmg/Rchg(45)
Level 41: Power Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45), RechRdx-I(45)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(46), ResDam-I(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Super Speed -- Clrty-Stlth(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(15), P'Shift-End%(48)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
Glad to see a fellow Emp/Electric out there.
Not sure what area in particular that you are looking for advice on, but here are a few things that I noticed with the build;
This is most likely a team build, from the way that you have a couple powers slotted. Correct ?
My character takes full advantage of the extra builds and has a Team build and 2 different solo builds (one based on s/l capped defense and the other more hybrid def/resist for survival. So I will talk mostly about a team-oriented build. Keep in mind that whatever I say is just personal opinion. You may get different advice from others.
Leadership Pool : I have all four powers on my team build and it is very cool. My team gets +dmg, +def, and +acc from being near me, and most of my teammates get Fort which gives more +dmg, +def, and +acc. Oh, and if someone just happens to die (sometimes unavoidable), guess what ?; even MORE +dmg, +def, and +acc for everyone INCLUDING ME(lets not forget the status protection). Of course you probably know all this, but I felt that Empathy plus the entire leadership pool (and rez) just seem made for each other.
I strongly recommend adding Tactics to the mix. It helps againts those arachnos mobs that use blind.
You mentioned slotting on Fortitude and I noticed that you like adjusted targeting. I prefer the rectified reticle because of the S/L defense bonus. I have 2 pieces of rectified in both Tactics AND Fortitude. If you fit in tactics, you could have 3 of these bonuses since you chose Power Buildup. I have Fortitude 5-slotted (2-piece LotG, 2-piece rectified, 1 generic recharge), but this power is worthy of 6-slots, so you did fine by it.
There are other powers that I would seriously reconsider as follows;
Voltaic Sentinel; You are not getting much from 5 slots. The set bonus is not that great and the most important bonus is the 4-piece one, so I would consider robbing that 5th slot for someplace else. Back to the leadership pool, I have Assault 2 slotted for end-reduc. That would be a place to consider.
Additionally I only have three slots on Maneuvers and Tactics. Not sure how much benefit that 4th slot on maneuvers gives you, but then again I run tactics for Acc.
Tesla Cage : again, the 5th slot does not gain you much for set bonus. That being said, I also have Tesla 5-slotted with 4 Basilisk's Gaze and the Hold proc from the Lockdown set.
Superspeed : I ran this power for a long time, and it is great in a team to fly under the aggro radar. I would consider putting a (celerity) stealth proc in it if that is the way you use it. There are times when I miss this ability if the team wants to stealth a mission.
Short Circuit : I understand why you slotted the way you have, but I prefer to dish out some damage while teamed. Even though the power does not do stellar damage, it recharges very fast and will keep everything drained, so you might as well contribute to defeating mobs. I use Short Circuit + Powersink at the start of a battle instead of PBU, but the results are the same. Superspeed in to position, drain and keep hitting AoEs unless someone needs a heal. My personal slotting on Short Circuit is 3-piece Eradication and 3-piece Efficacy adapter. It gets decent damage, Acc, and good recharge and drain.
Ball Lightning : I have gone back and forth on adding end drain in this power. Currently I have this power 5-slotted with Positron's Blast and use it for more damage. Personally do not feel that enhancing the drain buys that much since I fire short circuit every time it cycles. This is where you could claim another slot for your build.
As far as slotting on the rest of the powers, you did fine by focusing on +recharge.
My build skips Absorb pain and I only have Adrenaline boost 3-slotted to help give other powers slots, but this would be based on personal taste and slot needs.
Everything else is just nit-picky stuff. I slot rez for recharge, Clear Mind for Range, etc..
Hope that gives you some ideas.
-Bio- -
Level 32 now and finally getting the hang of this combo.
Did a respec at 29, dropped Chilling Embrace and Frost Breath, then used the re-claimed slots in other powers (including Hot Feet).
Adding slots to Hot Feet is the way to go. Previously had 2 SO End Reduc, but now have it franken-slotted (4 Slots) with Dam/End(x2), Acc/Endurance, Acc/Slow. Will eventually get a couple more slots into it and use some more Damage, Endurance, Slow and Acc.
Have boosted the difficulty to +0/x2 and fights are pretty easy, unless I aggro a second group. Power-Boosted Flashfires, Ice-Sword Circle + Hot Feet and Char, means BBQ minions. In general, I have plenty of time to lock everything down while it slow cooks.
Good Hunting Folks -
Quote:I can definitely see this with regards to their power choices.Dominators are cool because there are several different playstyles that are viable to use.
For Fire/Ice you "could" also go with pure range and slot Hot Feet for maximum slow. You also take Bonfire and slot it for maximum KB and slot up your ranged defense.
Hot Feet and Bonfire have the same radius so you can drop Bonfire at your feet and Hot Feet slows them enough that they never get into melee range before Bonfire kicks them out.
I played my Fire/Fiery/Fire Dom like this for quite some time.
However, my preference will be to go the melee route because after playing my Defender so much while solo and not having some big hitting attacks, Bosses are a real pain in the tush. This Dom will be able to carve up a boss with his Ice Swords in a fairly acceptable speed. Very much looking forward to that. -
Quote:The blapper approach was kinda what I was aiming for anyway. The only reason that this character is a Dom and not a Brute is that he is supposed to be an Elemental Character and uses melee. A Dom or controller seem the easiest way to capture as many of the four elements as possible.Fire control is pretty weak on control. You have char and flashfire as your bread and butter controls. Cinders is on a long recharge. Bonfire tosses things everywhere. The rest is immobs and damage. But damage is what is specializes in.
Ice assault has little control as well. You get some slows and some -rch. The powers fire quickly, but I find that makes them heavy on the end bar.
This combo is weak on control, heavy on end, and pretty solid on damage... if you plan to play in melee. I'd take the 3 swords over the 3 blasts and cone any day. CE isn't going to help much. Power boost is a winner, though, and will help with the controls you do have.
Heck, I'd pretty much build this dom as a blapper. Pick up the fight pool for tough... maybe weave. Grab some defense with CJ, Maneuvers, stealth. Get your APP shield and something with a targeted AoE (no cone APP) so you can maximize hits in melee range.
Don't forget your hot feet and imps of course.
There is one problem though with taking all those toggles, and that is no matter how I have messed around in mids, you cannot run Hot Feet plus all those defenses AND have 2.0 eps net recovery AND get to perma dom without purple sets.
Still exploring the options though. -
Thanks for the slotting advice folks,
I will look at these both in MIDS and see how they look.
Tried some more tips using variations of a Hot Feet strategy and then some more not using either CE of HF and have determined that at 29 these are both just too much endurance for the cost. I did just about as well without them. Time for a respec and some serious Frankenslot work.
Based on everyone's advice and my own initial research, I will go with Hotfeet.
For now, its going to be a short burst power to be used when I need something to get off me.
Thanks again Local, Miladys and Kioshi -
Thanks for the reply Kioshi,
You and Miladys have given me good ideas to consider.
Regarding Hot Feet, my original plan was to leverage this power because of the large area and multiple effects. CE was not going to be used because it seemed more limited.
After trying Hot Feet in many ways, It seems rather lack-luster (currently 2 SO end reduction in it). Perhaps with some more slotting (damage in particular), it may be more handy in every fight. Here is the problem I noticed using it; Mobs don't seem slowed enough to stop them from reaching and taking a swipe at me prior to the fear effect kicking in. Then the fear kicks in and, seemingly the slow effect as well, so they try to move away. But when their next attack cycle kicks in, they have to make choice between smacking me or continuing to run away. The choice is often to hit me. All that I seem to manage is some dot damage at a VERY high endurance cost. Is it worth slotting slow ?
My thoughts are to go for Endurance reduc, Damage, and perhaps a proc or two. -
Also will chime in and say the two biggest things that you need for status protection are to always have some break frees on your tray until you get to the T3 Clarion level of protection.
It is a playstyle that some will find odd, especially coming from other games which don't have the same mechanics, but Inspiration management is a skill in itself for CoH/CoV.
This is true for any AT. For defenders, its break Frees. For other ATs it will be Defense or Heals. Whatever you need most. -
Thanks for the reply Miladys,
I must have a secret inner need to choose difficult ATs and choices, but I certainly love a challenge as well.
I have Char slotted to recharge around 5 secs atm. The two powersets are very slot needy so far, so I have skimped on some powers in order to feed the important ones (like Flashfires). PB and Flashfire will get more recharge as I increase my global recharge (on the way to perma), but I think that I have ignored one of the good soft-control aspects of this combo.
Just did several missions with a new battle plan and it seems to work just fine (have not tried those pesky Lost yet though). It goes like this: Smoke, Power-boosted Flashfire, close to Frost-Breath range, Breath, Char anything I missed (repeat as needed), Ice Circle if the mobs line up good, Bolt, Blast, Sword one target at a time, all with Chilling Embrace running.
The soft control that I missed was the -Recharge from Breath plus Chilling Embrace. -70% is nothing to sneeze at. There was still some heavy incoming damage from time to time, but I did not need to empty my inspy tray when things went wrong, just pop the appropriate pills as needed and they re-fill during normal battles.
What would you recommend for slotting on CE and Frostbreath ? These two may become lynchpin passive defense for this toon. -
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Hello Dominator Veterans. I am in need of some tips for Dom soloing pre-perma.
I have played dozens of Dominator combos since GR came out. Thats when I discovered how great they can be. But to this day, I have yet to break 30 with one. With the exception of the Mind Doms I have played, they all hit some steep road bumps in the 20s.
Much like my Main, they are two different toons. The one with Domination up, and the one when Domination is down. Unlike Controllers, I cannot seem to Hold anything but minions with regularity and even with Domination running, the characters are squishy as heck.
Sorry for the long post, but my current project and favorite Dom is a Fire/Ice.
How do you solo without major soft control every fight? What are some tips and tricks that you would lean on.
Here is what I have done;
Power Boost + Flashfire + Fire Cages <--- LOVE this one. Have the recharge on the first two powers right at one minute so that I can open every battle with them. Gets me killed alot on teams, but mostly works. With Domination up, its friggin be-you-tea-full !
Tried both Chilling embrace and Hot Feet. Endurance bar hates me and to be honest, neither one of these offer enough soft-control as say something like Ice-Slick of Jolting Chains. So how does a Fire/Ice survive long enough to defeat their foes while solo without domination.
One thing I often do in the teens and early 20s is change settings to -1/x2 which helps even out the incoming damage and make experience getting better. However on this toon, I feel like I should be at -1/x0 all the time, even after reaching SO levels, which is unheard of for me. Even my wimpy empath did not need to set to -1/x0 just to get thru missions at a safe pace. Please note some mob types are far worse than others. I used to think Lost were chumps, now they are my Nemesis.
Any tips for this combo will be greatly appreciated.
Please don't tell me I suck though, cause I already know that part.
I am a professed Dominator newb. Help me get the most from this combo.
Thanks -
Quote:Awesome ! I assume you are going Fire Ancillary and then Ion ?Ok, I've made my Grav/Earth dom over the weekend and it's a blast so far. I've never enjoyed playing gravity before but after making it look like air and a slight color change on earth, I've had alot of fun. It's up to 26 now and I hope to have it up to singy real soon.
Good Luck on this toon.
Its nice to have a concept toon to shake the min-maxxer out of me. -
Quote:I have actually tried this, but have found the original colors plus some kind of costume Aura work better as Fire. Course, that doesnt mean I have tried everything with it.You could also do energy armor as air as well. It uses a lot of swirling particles for graphics.
Short update; Have tried several different Combinations of Brutes and Dominators so far and after getting them all to 18-22, I am having the most fun with a Fire and Ice character.
Fire Control - Ice Assault
It doesnt represent all 4 elements, but I still love the Dichotomy and how well it plays.
The two sets have very fast animations. the colors complement each other and he has that feel of a Melee Wizard. Hence the name "War Mystic".
Glad that I listened to those saying to try a Dom. -
Wow, Thanks for all the responses everyone.
Just as many of you have suggested, I noticed that a Dominator would make a great attempt at this concept (Controller too, but I want to Melee stuff), especially since I absolutely LOVE the Fire mastery powers.
Rolled an Earth/Ice Dom to try it out and I could really see a Dominator as a choice for this concept.
Again, Thanks to all of you for your suggestions.