Blue_Fenix

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  1. Quote:
    Originally Posted by OneFrigidWitch View Post
    How about the alpha? Opening with fear to stop the alpha under dom makes heart pointless as an immediate follow-up. Trying to stop the alpha with heart is.... dangerous. You would have to slot for melee instead of range, which is plenty possible. You just don't get much bang for buck when you consider you end up with useless range def from the ATO.

    I think us range-people are looking at the bonus for 6 from the ATO and comparing what we have with ranged powers to see if it goes well together or not. Elec/ is just built for melee; so is /psi. But dark/ and /dark both have great support ranged attacks. Sure grasp/smite are frickin awesome attacks. But if I am mixing it up with a bunch of stunned mobs, I want aoe immob. And aoe immob in direct melee range isnt a slam dunk. From range, it pretty much is.
    I guess I just have a different playstyle. I'm not ranged. I'm not melee. I'm both.

    I jump in and out of range all the time (Combat Jumping + Hurdle) to line up cones or use my PBAoE powers. I don't care about stun wandering, so I didn't even take the AoE immobilize cone.

    Plus, I'm considering putting the ATO proc in Midnight Grasp and the rest of the set in my Stun.
  2. Yes. It actually spawns two different pets, depending on if Domination is up or not.

    However, as far as I can tell, only the initial, longer hold is boosted by Domination. The secondary holds that trigger on enemies that stay in or walk into the patch afterwards do NOT benefit from Domination.

    I'm basing this info on City of Data: http://tomax.cohtitan.com/data/power...l.Shadow_Field
  3. Quote:
    Originally Posted by Live_Wyre View Post
    I just dropped Engulfing Darkness, because I usually stay at range. That's where that set of attuned Oblit came from in Heart of Darkness. I figured unnecessary damage in a power that I use is better than useful damage in a power I don't. I had a stupefy in there at first, but the 6.25% bonuses were all around, so I tried to make room for the 5s. I am probably gonna go with Witch's plan of ranged defense when I get some more slots or better think the build through. As is, this one cost me too many unslotters and enhancement boosters, but it's been well worth it.
    Huh. I'm really surprised how many doms I've been seeing lately who "prefer to stay at range" so much that they miss out on good powers.

    Why not activate Engulfing Darkness immediately after Heart of Darkness? You're already in melee range anyway, and you've just Stunned everything around you, so how dangerous could an extra 2 seconds be?
  4. Cool beans. I am also building a permadom-at-40 Dark/Dark. Perhaps I will post mine when it's done.

    I STRONGLY recommend Engulfing Darkness (the PBAoE) either in addition to or instead of Night Fall. The DPA is higher, it's easier to aim, and overall it's one of the best powers in Dark Assault.
  5. Quote:
    Originally Posted by OneFrigidWitch View Post
    My attack chain is gloom/blast/nightfall and the occasional drain/darkness when appropriate, plus the free damage from the stun and aoe immob.

    I guess its not the best, but it keeps me at range where my defense is greatest. I will let my pets duke out the melee.
    That is a completely valid playstyle. I would like to suggest, though, that you take Smite and Midnight Grasp and slot them anyway for those occasions where a hard target is locked down and entering melee range is perfectly safe. They're also nice for when something gets up in your face and you just need it dead NOW.
  6. Quote:
    Originally Posted by Rogue8Angel View Post
    Hello,

    I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

    Thanks for hearing me out!

    Haunt actually recharges 30 seconds faster than Phantom Army. And the Shades do not go away when your original target dies. However, the Shades can be killed, which can shorten the duration a lot .

    I'm pretty happy with the recharge/duration of Haunt right now as-is. Plus, the devs probably didn't want to make it easyto have two sets of Shades out at once.
  7. Alright, just got my Dark/Dark to level 38 and here's the news:

    Midnight Grasp DOES take the ATO set, which means you can put the proc there. I'm not certain of the math but the proc should have a very high chance, possibly 100%, of activating.

    Now, the other consideration here is DPA. The top DPA attacks in Dark Assault are, from best to worst (ignoring the snipe):

    1) Smite
    2) Gloom
    3) Midnight Grasp
    4) Dark Blast
    5) Life Drain
    6) Engulfing Darkness
    7) Nightfall

    That's right, Life Drain actually has bad DPA, because it's based on the ranged version from Dark Blast, not Siphon Life from Dark Melee.

    So, for the best ST DPS attack chain, focus on Midnight Grasp, Smite, and Gloom. That said, Life Drain is not that much worse than Dark Blast, has decent utility, and a longer animation, so for builds without insane recharge, Life Drain may still be a better gap-filler than Dark Blast.
  8. Shadowy Binds (the ST immob) and Dark Grasp (the ST hold) do almost exactly the same amount of damage. However, the ST immob animates faster and recharges faster, making it more spammable. The downside to Shadowy Binds, however, is that it's a DoT, but that's not a big deal against hard targets like bosses and AVs.


    I'm not sure what's up with your build that you've only got 1 slot in Dark Grasp. If you're using that to help you control bosses anyway, adding a couple slots of damage will give you a significant boost. If you're not using Dark Grasp that much as it is, though, Shadowy Binds will do more DPS for the same level of slot investment.

    Your absolute best ST DPS though will come from Shadowy Binds slotted for good acc and max damage.

    Note that Haunt also does a lot of DPS and only has to be cast once every minute or two, depending on recharge. Make sure you've got it slotted for damage.
  9. Quote:
    Originally Posted by WanderingAries View Post
    Weird, I thought the Patrol XP power worked and the +25% one didn't? I'm not sure why I'd think it this way, but maybe I'm getting my thread info screwed up again.
    The Patrol XP power will still GIVE you the Patrol XP, but none of that Patrol XP will be consumed during Double XP weekend.
  10. An important thing to note is that Shards can ONLY be used to craft Alpha stuff, but threads can be used for all incarnate slots.

    Shards can be converted to threads, though.
  11. I'll add yet another vote for Talos. I spend a lot of time there anyway, as it's a nice, compact zone with an Auctiohouse close to the tram and is easily accessible through tram or Ouro.
  12. The LFG is used plenty for Trials, but if there's not enough people on, it will never go, of course.

    I doubt many people are using it for Task Forces, though - most people who do TFs are already used to recruiting a team in the various chat channels. Unless people get in the habit of logging on and setting their LFG before heading out to solo, it'll never catch on.

    In other words....

    People don't use the LFG for TFs because the wait is forever. And the wait is forever because not enough people use the LFG for TFs.

    It's a catch-22.
  13. The Scrapper's crit bonus proc doesn't actually matter which attack you slot it in. It affects all your powers just by being slotted anywhere.

    The Brute one, on the other hand, should be slotted in a power with relatively long recharge time, that you will also put recharge enhancements in and use often, to maximize the effect of the proc-per-minute formula.
  14. Quote:
    Originally Posted by Gashes View Post
    Ok, the problem with windfall, is, I have no idea what it does. I've tried it a few times, and I dont see any significant difference in drops. Just bad luck? Is it because im on a team, so it increases for everyone, and the drops are random between team members?
    Should I only use it solo?? I can read the description, but the team setting makes me wonder.
    Windfall increases the inf you gain for each kill, and your chance of getting drops. The effect is definitely more noticeable when soloing large groups. On a large team, drops are split between teammates so much that you're not really getting much anyway. If you can solo large groups, try that with and without windfall and see if you can tell the difference.

    Quote:
    Also, 'experience', which is supposed to increase xp by 25%. If I Have patrol xp, does it help? Or like double xp weekend, it means nothing. I know there is a power that gives you 5 bars of patrol xp, and they are mutually exclusive of each other.
    The booster and patrol XP actually do work together. That's 50% plus 25%, so you get 175% XP (note that it ADDS, not multiplies XP). Patrol XP does NOT work on Double XP weekend, but XP Boosters WILL work.

    Quote:
    Speaking of 2x XP weekend, would that affect the iXP in dark astoria or any trials? I'd like to know how to spend my time.
    XP boosters and Double XP weekend have NO effect on iXP.

    Quote:
    The Leprechaun pet, how much influence does it increase? I dont want to buy it to find out.
    10% However, I've heard it can be attacked and killed easily, which means you have to keep resummoning it.

    Quote:
    Why does paragon store suck so much? If I've bought 1 of 10 salvage increases, and come back later, it still shows up. If I put 1/10 salvage increase in my cart and try to buy it, it wont let me, but it does NOT tell me which item is the offending item.
    Costume items, there is NO link or other way to preview the costumes. Even the paragon rewards fire/ice, required too much effort to simply browse at what it is.

    Ok, the last is a rant, unless I'm missing some easy, fundamental way to preview costumes or some setting to hide previously purchased goods?
    Those are known issues, and it's not clear whether or not they'll ever be changed.
  15. Quote:
    Originally Posted by Jharber View Post
    I personally skipped haunt and the pet to fit in more def powers so I could softcap. I liked haunt, but a lot of the time I would forget to use it and the L32 pet is broken and barely uses most of his attacks so I don't miss him at all honestly.
    If you can remember to use Haunt every time it's up, it does incredible damage to Bosses and AVs.

    Umbra Beast is going to be fixed in the next patch or two. It's currently a known bug that it is stuck in 'defensive' mode.
  16. Yes, it is true - pets do NOT benefit from recharge bonuses themselves. Only the summoning power will recharge faster. So, slotting Hell on Earth for recharge still is useful, because then you can use it more often. But pets like the Demon Prince should not be slotted for recharge.

    As for which one you should cast Hell on Earth on, I think the Hellfire Gargoyle is considered a little better, since it's more of a pure damage dealer and will benefit more from the to-hit buff as well. I suspect, though, that the difference between the two is marginal at best.
  17. The Haunt pets last 60 seconds, but are pretty fragile and can be killed. With enough recharge, though, they can be made perma.

    http://tomax.cohtitan.com/data/power..._Control.Haunt
    http://tomax.cohtitan.com/data/power...?id=Pets_Shade

    Phantom Army, on the other hand, ALSO lasts 60 seconds, but can NOT be killed, which is why it may seem to last longer.

    http://tomax.cohtitan.com/data/power..._Control.Decoy

    Umbra Beast, of course, is the same as the level 32 Control set pets such as Jack Frost, Animated Stone, and Fly Trap - its duration is so long that it might as well be permanent (IIRC it's a 23 hour duration or something like that), but it can be killed.

    Also, note that there is a bug right now with Umbra Beast (which will be fixed next patch or two, the devs say) where it is in 'defensive' AI mode and will not attack unless it or its owner is being attacked. This makes it less useful when all your enemies are held/stunned/whatever, but the patch will make it just as 'aggressive' as all other controller pets soon.
  18. At best, it's a 20% chance for a 4 second magnitude 2 confuse with each attack (http://paragonwiki.com/wiki/Interface_Slot_Abilities).

    So, it's mostly only going to confuse minions unless you have a teammate using it as well. Lts and Bosses will only get confused if you're lucky enough for it to proc twice in a row, and then only for a second or two.

    That said, it's a fun concept idea, and it does have a chance for Psionic damage as well, so it's not like it's useless.
  19. Unfortunately, even the best farmer is going to be getting iXP and Threads way slower in DA than on trials. The only exception is if you have bad luck finding good trial teams or are on a low-pop server at the wrong time of night when no-one's on.

    That said, I expect that any all-purpose farming character that worked well outside of DA will work well in DA too, as long as you weren't depending on something like having capped fire resist and farming only fire demons.
  20. Dark/Dark/Ice Dom is really really nice. The -to-hit debuffs from both primary and secondary stack together, and /Ice Mastery has a Def based shield. /Dark Assault is an amazing assault set for any dom, especially with its great PBAoE attack (which people are already calling "dark footstomp") and Gather Shadows, which is 75% of Power Boost plus 50% of Build Up.
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    i mentioned that at this point i would be ok with the dog pet but something needs to be done about the noise, its worse than/more annoying than demons

    the noise drives me nuts and ive had several poeple ive team with comment on how awful the noise was, its high time to remove the beasts vocal cords
    Did you know you can actually silence any in-game sound you don't like? There's a guide somewhere on the forums (check the guide to guides sticky in the guides sub-forum) on how to replace the sound files for any sound with silence. Of course, that only fixes it for you, not your teammates.
  22. Strangely enough, I kind of had the opposite reaction to the Umbra Beast being a wolf - it inspired me to make a canine-themed character. Specifically, I recolored all the dark control and assault powers to tan, call it sand, and made a desert fox character named "Renard de Sable".
  23. Unfortunately, adding new mechanics to this game is a very daunting prospect for the devs at this point. A lot of that has to do with the fact many of the current devs are NOT the same people who coded the game engine 6 or 7 years ago. There are a lot of things they can't change about how the underlying gears of the game work. Take a look at some of the dev responses over the last couple years to suggestions, and you'll see a lot of "We'd like to, but..."
  24. Make sure you consider the Dominator ATO set - the 6-slot bonus gives a lot of ranged defense.

    As for other IO sets, looking at http://paragonwiki.com/wiki/IO_Sets .....

    Consider both Pet sets and Recharge Intensive Pet sets for Haunt and Umbra Beast.

    Consider to-hit-debuff sets in Fearsome Stare (might get you some recharge that you can drop elsewhere).

    Stupefy in the stun for Ranged defense.

    Lockdown will give some Ranged defense in either or both holds (though I prefer Basilisk's Gaze for the 4-slot easy recharge bonus).
  25. Quote:
    Originally Posted by Erhnam View Post
    No, I had no diea. Where can I hav a look at them?
    http://paragonwiki.com/wiki/Alpha_Slot_Abilities