Candlestick

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  1. Soul or Mu I would say. I really like Soul, you can slot the attacks with Siphon Insight for a dirt cheap +3.75% S/L defense, or use them as actual attacks.
  2. Quote:
    Originally Posted by Silver_Tooth View Post
    I'm currently running a Stone/Invul and he can take a beating. Fault takes care of anything that may actually hurt me, and all my knock up/down keeps everything flopping around.
    Stone/Inv is my main brute, and yeah, he is damn near unkillable to anything short of a Psi AV.
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Until psi damage or end drain comes along. Being invulnerable is overrated. Roll Dark Armor and be immortal.

    By the way, OP, great song.
    DA has a few issues with taking burst damage from stuff like AV's. Yes, it has Psi resists, but people often forget that Dull Pain is essentially the equivalent of 40% Psi resists.

    And Inv has End Drain resist these days. Not a ton, but still some. Inv's lower end costs compared to DA's end drain resist essentially cancel each other out.

    Overall, for toughness and survability, here is where I would put the sets...

    1. Stone. Easily the toughest of all sets, but sacrifices ALOT to get there, and is ugly as hell.

    2. Inv. My personal favorite. Really starts shining when you invest in IO's, and becomes next to unkillable.

    3. WP. The easiest set to level, but is *extremely* susceptible to regen debuffs and high burst damage.

    4. DA. Weak to burst damage, but fantastic against swarms of minions. Best self rez in case things get really dicey.
  4. Quote:
    Originally Posted by Hart View Post
    Ideas?

    Guild Wars.
    Warhammer Online.
    Aion.
    Lineage 2.

    Heck, even World of Warcraft if you're desperate.
    QFT.

    Even better though... TF2, Global Agenda, CS:S, Halo, MW2, Street Fighter 4....
  5. Quote:
    Originally Posted by ClawsandEffect View Post

    Illusion won't work very well for Dominators for the simple reason that it only gets 3 powers in the entire set that get any benefit at all from Domination, and most Illusion players I've seen skip one of them (Flash)

    Totally untrue. Electric and Earth work just fine for Doms, and they share a common lack of domination boostable powers as well.
  6. Well, if you plan on doing a good bit of soloing, I would actually recommend keeping flares, otherwise your single target attack chain is a touch weaker. But if you team alot, it's certainly skippable.

    I like aim, and I wouldn't skip it, but I see many people do without to much issue, so your mileage may vary.

    For traps, the skippable stuff is Triage Beacon and Time Bomb. Triage Beacon is pretty weak, and I only recommend taking it if there is nothing else decent that you want to take. It's not terrible in some *specific* situations, but overall it's pretty unnecessary.

    Time bomb is just terrible. One of the worst powers in the game.
  7. As for the OP's question, personally I think Fire pairs well with many secondaries, barring a few exceptions...

    I do NOT recommend the following for Fire.

    1. /Energy. Since fire has little in the way of damage mitigation, EA's relativly frailness makes this a dangerous combo to play. It's not like its a terrible brute, just a bit more of a challenge then most.
    2. /Electric. Similar to Energy, Electric is not all that tough. Energize is certainly nice, but its still a relatively frail paring.
    3. /Fire. Certainly nothing wrong with Fire/Fire, but they are the brute version of the Blaster. Total glass cannon. For general soloing, you are going to be struggling to stay alive vs bosses/EB's and such. Toooons of damage, but it's kinda overkill for a solo-oriented brute.

    My personal favorite would be /Willpower or /Inv, both of which have a nice bit of toughness to back of fires lack of mitigation. /Shield is certainly fantastic as well.
  8. Quote:
    Originally Posted by Tommy_Atomic View Post
    What are brutes doing on blue-side? Rolewise, I mean. Are they fitting into an off-tank niche or are they usually invited just to DPS?

    It seems like with all the tanks blue-side, brutes would be asked to be all-out DPS slightly more often than red-side. That in turn would suggest that the brutes with fast self-fury sets (e.g., claws) and/or lots of AOE (for grabbing aggro) would be at a small advantage, as well as DPS-focused secondaries like SD and fire over higher-survivability secondaries like /stone and /inv who may find their survivability going to waste a bit more often.

    Speculation aside, is that how it has ended up? Can anyone with a blue-side brute (or who has teamed with one enough to go beyond speculating) enlighten me?
    Blend of Tank/Scrapper. Same as they are redside. Brutes have been playing with heroes for a while now on ITFs and Lady Grey's and whatnot. It's not exactly a playstyle change.
  9. Quote:
    Originally Posted by macskull View Post
    Break Frees or teaming with an Emp/Sonic/Pain/Therm/Poison/Traps/FF/Storm.
    Or really, just decent teammates in general. Last time I did a STF was on my Fire/Nrg blapper, and I honestly don't recall getting mezzed other then possibly once or twice.

    Held/stunned/confused mobs don't mezz. Mobs that are aggroed on Tank/Brute are not mezzing you. When you have a gazillion defense from your forcefielder buddy, you are not getting mezzed.
  10. Only downside of KM/Dark is that it is kinda a end hog. Try and nab some recovery, and the Preformace Shifter proc, and the Numina and Miracale unique.
  11. If you can actually softcap S/L AND get Permadom, go for it... Although somehow I doubt that will be easy.

    You don't see many doms building for +Defense because they are building for Permadom instead.
  12. Candlestick

    New to Doms

    Quote:
    Originally Posted by GavinRuneblade View Post
    The OP is taken care of, but to continue the discussion some, While not a bad combo, I would say that recommending ice to a new dom might be a bad idea. It is one of the few without a reliable alpha absorber. So not a good starting point regardless of secondary.

    Thoughts?
    Ice Slick is a pretty damn good alpha absorber...

    In fact, ice is really, really easy to play, because the majority of your control comes from dropping Ice Slick, then jumping in the middle with Artic Air running.
  13. I personally prefer Mind over Electric, due to the ease of soloing, higher damage, and the large amounts of hard control that are affected by Dom.

    I dislike Electric for Doms due to the amount of stuff that is totally unneffected by Domination.
  14. Quote:
    Originally Posted by ketch View Post
    A little tangent off something Tex mentioned: at +3 Disruption Field is only debuffing the enemy 14.6%. Running Assault would net you 15% extra damage at nearly 1/3 of the cost. Even at +2 Disruption Field is only increasing damage by 18%, but still at 3 times the cost of running Assault. When you face AV's resistance debuffs will be even further resisted.

    Then there's redundancy between Clarity and Sonic Dispersion. I never could figure why they'd add more mez protection in the set. Also, Sonic Repulsion is a bit of an unruly power unless you have an ally that really wants to stay out of melee at all cost.

    Finally, the animations are ugly.
    Assault is not 15% extra damage. Assault is 15% added to your damage bonus. There is a distinct difference.

    Disruption Field, even against +3's, is 14.6% extra damage to ALL of your damage.

    Lets factor in Assaults damage bonus for say, a Brute. Assault adds 15% to a brutes base damage. So a brutes Haymaker deals 68.4 damage at lvl 50. 15% of that is 10.26 damage. Thats how much damage assault is adding to the Brutes damage from Haymaker. Period.

    Lets factor in the brutes enhancements. 3 lvl 50 IO's brings the brutes Haymaker to 136.2 damage. But Assault is still only adding 10.26 damage, which is now only a 7.5% overall damage increase.

    Now lets factor in Rage. Rage brings that Brutes haymaker to 190.9 damage. Assault is still only adding 10.26 damage. With Rage, that assault is only adding 5.3% overall damage.

    Now, to be really silly, lets factor in Fury. Lets assume the Brute is at half Fury, which is a 100% increase in damage. With half fury, the brute's Haymaker is dealing 259.3 damage. Again, Assault is only adding 10.26. With half fury, assault is only adding a 3.9% overall damage increase.

    So, lets do a side by side comparison with this brute model.

    With Assault, you are adding 10.26 damage.
    With Disruption Field, vs +3's, you are adding 37.85 damage

    So Disruption field, although it costs 3 times as much to run as Assault, is in fact, 3 times as powerful.

    To be fair, I did use a Brute as an example, and Brutes tend to get the least benifit from damage buffs, but in most teams, nearly all AT's are running at +200% damage, apx 100% from damage enhancements, and the other +100% from miscellaneous buffs, Build Up, Aim, Defiance, etc.

    And at the +200% damage mark, Disruption Field will be causing 3x as much damage as Assault.


    The more you know.
  15. Candlestick

    New to Doms

    For Hard Control, prob your best bet is going to be Mind.

    For secondary, you have alot of options. If you plan on doing alot of solo work, pick a secondary with good single target damage, like Fire, Energy, Ice or Electric. The only secondary I *don't* recommend pairing with Mind is Psi, because when you face Psi resistant mobs, it's painful.
  16. Julius has it right. DB is better for Scrappers.
  17. Candlestick

    Blapper def

    Quote:
    Originally Posted by Miladys_Knight View Post
    Since I tutor English 104 and 105 I doubt this is the problem. More likely that you have trouble letting things go.

    The correct equivalent would be more like:

    I'm going to be buying a Yugo. I know that the only thing they are good about is gas mileage but I was thinking that if I put in a different engine, do some major body and suspension work, and replace the drive train that it might be ok to drive. What do you auto aficionados think?

    Answer: Just go buy a Cadilac and save yourself a bunch of wasted time and effort.
    Other then of course, the fact that Elec/Elec Blappers are an excellent Combo, and in fact, better in many ways then the Ice/Elec and Energy/Elec that you seem to fawn over.

    Seems you have trouble letting things go. You were wrong. Give it up.
  18. Quote:
    Originally Posted by Hart View Post
    The problem is that it's an end-hungry buff powerset that doesn't do anything very interesting. Even Force Field has a guaranteed knockback and a giant bubble you can use to push stuff around. Sonic's best toy is Liquefy - which is awesome but has a 500s cooldown.

    Every other power in the set is boring, most of them are passive, and none of them feel like they're making a difference. You've got two bubbles for friends and your own giant bubble, which is a good foundation. However, the other powers are an end hungry toggle buff, a single target resistance debuff, and a clear mind clone. The phase shift and toggle knockback you can automatically skip. The powers just aren't fun, which is why I'm regretably considering deleting my 40 sonic/sonic; I just can't get Liquefy to recharge fast enough to make up for the mild irritation of the bubbles or the yawnfest of the rest of the set.
    Sonic is great for people who want a fire and forget secondary, so they can focus on their primary. This is why it makes a fantastic controller secondary. With Elec/ especially, thanks to all the End recovery.

    The actual BENEFITS that Sonic gives are top notch. I'll glady take 40% resistance to everything, Mez Protection, and 22.5% -Resistance to all enemies, and -45% Resistance to Bosses/AV's.

    Oh yeah, and Liquefy is on a 300s timer, not 500s.
  19. Quote:
    Originally Posted by War-Nugget View Post
    Bah..
    What is all this talk of join date ? o.o

    Ambient Lighting.. alright, I'll give this a try. And I'll just look away from the flashy-ness of it. (:
    The Join date is irrelevant, cause I made all their arguments invalid with my Shark Riding, Laser firin, Dinosaur.
  20. Honestly, it's hard to go wrong with ANYTHING/WP.

    I am playing a Claws/WP right now, and it is very fun, fast, and soloes easily, but to be honest, you could blindly pick a powerset and it would work fine.
  21. Love it. Amazing for Permadoms as well, that just want to leap straight into dom.

    And the recharge is nice.
  22. Quote:
    Originally Posted by EvilGeko View Post
    When I'm building TF teams, I take the first 8 people to sign up. My standard answer to "What should I bring?" is "Bring whatever you want."

    I've seen just about every AT in the last few weeks. None are obsolete, none are "unneeded". Some like Scrappers do marginally more damage, some like Tankers are marginally more survivable, Brutes do well in the middle. Stalkers do their thing and it can be helpful. All the buff/debuff folks are awesome. Doms and Blasters bring the hurt in their ways. VEATs are like mana from Castle. Warshades are awesome. Peacebringers.....are...umm...pretty, yeah pretty.
    This is typically what I see most people do. Its usually just, invite the first 5 people that respond, and if you don't already have support by that time, use the last 2 spots of support.

    When actually building a team for missions though, people tend to be a bit more selective when asking people to join. I know personally, I avoid inviting tanks to the team if we already have 1, or if we have a couple of brutes that can handle aggro. And generally speaking, I always avoid inviting stalkers, unless I know them personally.