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The only problem I'd have with Fire/Emp is the aggro it can attract you since all the AOE controls do a small amount of damage.
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I'm saying Illusion simply because PA and Spectral Terror are "Fire and Forget" controls. You unleash em, they battle away and you can then focus on healing etc. Until the PA drops you shouldn't get any aggro.
Plus you get a choice of invis powers (great for Empaths) and a pet with knockback & a distraction power (decoy phantasm). -
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They don't have many AOE Hard Controls. But hard controls are against Statesmans vision, especially AOE Holds (quite correctly to be honest. They make things very easy). The Soft controls of PA & Spectral Terror are fantastic though.
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Good point. And some secondaries give you the option of picking up additional group holds (for example Choking Cloud and EM Pulse for /rad).
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And since PAs aren't buffable the debuffs of Rad are great too.
Storm has similiar advantages (Thunderclap, Snow Storm, Freezing Rain) but theres a clash with Phantasm and Freezing Rain. He tends to knock em out of the rain with his AOE attack. Bold Phanty. Rad might suffer with this to a lesser extent too but at least they are anchor powers so it should fair better as the anchor should be knocked back too, keeping them grouped and debuffed. -
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illusion trollers ftw, but seriously they can be a big help but they dont have to many holds unless you slot flash and blind right, for flash 3 accuracy,1 recharge time and 2 hold durations
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They don't have many AOE Hard Controls. But hard controls are against Statesmans vision, especially AOE Holds (quite correctly to be honest. They make things very easy). The Soft controls of PA & Spectral Terror are fantastic though. -
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Flashfire, on the other hand, makes em do the drunk stagger-scatter. And it seems to be bugged a bit. Sometimes the stunned guys seem to move much quicker than they should.
[/ QUOTE ]IIRC that was supposed to be fixed.... Then again, it might not have made it to live servers yet...
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May have been a feature of lag in my case. I'm on dial-up so Paragon Citys space-time continuum is rather fluid sometimes. It's like an episode of Star Trek, the amount of anomolies I experience.
Archys slotting advice is pretty bang on. Slot the holds & disorientate powers as soon as you can, they're your bread-and-butter. -
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Range is odd, as it will only effect the range you can cast them at.
Personall I have mine 1 Acc 3 Damage 2 Recharge, but only because I allways find one imp gets blatted and I need to recast em to have a full set
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Not at all, in some instances I could cast the Imps in the middle of a spawn, therefore avoiding any aggro. A trick Ill/ controllers use with PA, which is one of the reasons it is so popular.
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... until the PAs drop. At which point all their hate belong to you. The most usual way Carni faceplants. -
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Here's a tactic I love that works well with scrappers too. If your most powerful attacks are short range, ready them at a distance then use superspeed or superjump to go flying past your target, once you're within range the power will go off, but your momentum should keep you going and get you out of range again straight away
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Only issue with this is its very, very easy to overshoot and aggro another group. -
Hmmm. Forums or work... forums or work?
Of course. I'll be hanging about like a bad smell in a Dublin pub.(something for you UK folks to look forward to with the Smoking Ban. People are smelly, especially after a few beers...) -
For any Forgotten Warriors (or any other unfortunates that team with me
) just a quick note to say that as I'm moving house this weekend from tomorrow onwards I'll be away from CoX for a few weeks (sob sob).
Basically it'll be as long as it takes the ISP (haven't decided on who yet. NTL or Smart Telecom I reckon) to get it together and connect the new place. So who knows.
Hopefully it'll be a relatively painless process and I'll be back in a 2 weeks or so.
If any Dublin people out there have recommendations on who to go with ISP-wise let me know too.
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Don't think RI scatters, haven't noticed it doing so like Freezing Rain does. Firecages follows up anyway so they don't get far...
Flashfire, on the other hand, makes em do the drunk stagger-scatter. And it seems to be bugged a bit. Sometimes the stunned guys seem to move much quicker than they should.
RIs casting time is pretty long too. Thats Stunned time thats a-wasted casting RI afterwards.
Also Flashfire has a low enough duration. I like to maximise the amount of time they are stunned and taking Hotfeet damage since when Flashfire wears off you're now standing in the middle of them and they'll melee you which tends to be harder hitting. The less time spent in this position the better imho.
I reserve the right to change my mind once I gain a few more levels and things start hitting harder though -
It's intended to be a anti-mez power rather than a direct buff, even though the buff is moderately powerful which is why the duration is low.
You'd go mad trying to keep it on everyone. Normally I'll slap it on the alpha-strike absorber and the really squishy aggro magnets just before a fight. But I don't bother trying to keep it on people. Just tell teamies to shout if mezzed. -
Nah. If you read my post I said hunting Blues/Greens. Once you slap RI on em really you're pretty safe. They won't hit you much. Plus you've just floored their defense for the AOE hold follow up. I like to see their stunned little faces once Flashfire goes off
With +0s and greater it might be better to lead with Flashfire but chances are it won't hit as many. -
Hi,
I certainly would take Flashfire ASAP at level 12. It's a great opening power for a fight and should certainly be 6 slotted.
Also Hotfeet + Containment is easily your most damaging attack, pre-imps. You can fly thru the teens of your char by clearing mass Green / Blue groups with Radiant Infection > Fire Cages > Flashfire and then just run in with Hotfeet and start holding any stragglers. Even in teams, provided theres a decent Tank with Taunt or AOE scrapper to take the hate its very useful. A lot of Controllers & especially Dominators complain about this power but on my Controller it rocks (sucks on my Dom though).
I didn't bother with Mutation and certainly wouldn't 6 slot it. Those slots could be used in Flashfire instead. People shouldn't be dying often enough for you to need slot with recharges. If they are something is wrong with the team balance. Mutation is probably fine with one +recharge in the default slot if you want it.
Also you're leaving Cinders very late and only 3 slotting. Even post i5 this is a useful power with 2 accuracy, 2 hold and 2 recharge enhances.
Radiant Infection should probably be slotted with 2/3 thtdbf and 2/3 defdbf. Certainly you should try to maximise the thtdbf on it. It doesn't need recharges IMO, it comes back pretty quickly anyway.
With Fire Imps they need 3 slots in damage to be fully effective. They're little scrappers so damage & accuracy is the way to go. I'll be slotting with 2 accuracy and 3 damage, my usual pet slotting. Maybe one recharge in there for when the one of the little blighters keels over. -
LOL. Class. A nice comic "slice of life" from the City.
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godresthissoul
[/ QUOTE ] Do I detect a wee Pratchett homage? -
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WHat?? why do people keep saying this??
Ok I'll admit to not haveing a dark/ corruptor but I do have a emp/dark defender.
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In your situation and as you described how you use dark pit it would be very useful to have because you have no other form of "lock down" power in your primary. From the point of view of a dark/dark, I've always found the combination of fearsome stare and petrifying gaze better, afterall things don't need to be feared and stunned so you don't need both. If I decided not to take FS then yes I'd probably get DP and invest some slots into it.
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I'd agree here. With Dark Miasma you've probably got enough control already with Fearsome Stare and the Hold. But DP isn't as bad as people make out, although it does need slotting. It's pretty useful on my Dark Kinetics corrupter.
Is the Corrupter version more powerful than the Defenders I wonder? It *should* be given the percent differences of Corrupter primary & defender secondary. -
Fire / Rad is my recommendation at the mo. Been playing one for the last two weeks and cracked level 20 last night. Lots of fun. Excellent AOE control, decent damage with Containment & Hotfeet, especially against larger spawns and thanks to Rad debuffs more safety while doing it.
Fire / Sonics is a bit different. Once you hit 32 barrels o fun with Shielded AM Fire munkies going nuts. -
Ah ha. I see.
Sorry to sorta hijack but the figures for Dom & Powerboost have been bothering me for a while -
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It's not that bad, the durations are 80% of the controllers'
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Ah soz. So in times of Domination this racks up to 160%? -
How'd you calculate 18?
Normal holds are Mag 2 aren't they? Domination doubles as does Power boost. Thats Mag 8.
Even if they're Mag 3 I can't figure where 18 comes from. 12 max by my reckoning. -
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Yeah, with Domination and Power Boost I think my AoE hold should* last longer than controllers' before the nerfs AND it can hold bosses.
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On this. Another sign the Doms secondaries need looking at is how attractive Ice & NRG are compared to the others.
I reckon if I'd picked either of those two instead of thorns I might be less inclined to think Doms are weak.
Hmmm. A Grav / Energy dominator might make me change my tune on Doms. -
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I wasn't clear - when I say "offensive" I do mean control and not (necessarily) damage. A Dominator has potentially more powerful control powers than a Controller. Controls are directly offensive, unlike buffs or even debuffs which are defensive. This is the whole point of Domination and this is what makes Dominators better at control than the 'care-bear' Controllers.
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Domination is only up a small amount of the time. The rest of the time a Dominators "more powerful controls" aren't. They're much weaker than a Controllers (60% of a controllers duration afaik). Most of the time Controllers are much better at control.
However I am of the opinion than Doms should be better in certain area, hence the "Mag criticals" I suggested. Basically the single target holds should be given a chance to occasionally do double mag holds when not in Domination mode, about as often as a Scrapper can Crit.
Also I'd say Controls cannot be classified as simply offensive or defensive. It depends on application. If you use it to focus and lock down a boss its offensive. However using an AOE to lock down the group behind the main melee who are shredding you with ranged attacks could be classified defensive play. Its a tough one to call (and probably a pointless one to argue really, I shouldn't have brought it up)
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I don't think controllers will consistently outdamage dominators in PvE when it comes to sustained DPS, with a possible exception of specific builds. However, this shouldn't even be a question. Dominators have an entire secondary that does very little else than damage.
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My Fire / Rad creams my Fire / Thorns for damage. Both in their teens. Containment makes all the difference. I'd guess this is the same with Illusion, Gravity and Mind too. -
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Thanks, slowly getting there
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You don't need Stamina if you take transference at as soon as you can (Lv26).
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Maybe, but there isnt much else to pick
I wouldnt mind not picking those 3 powers (did swift/hurdle stack with the other 15 travel powers i will be getting with this primary) beacuse i find it a bit silly that almost every player is forced to take 3 specific powers to have enough endurance to have fun playing the game
How about skipping hurdle/health/stamina and instead picking manuevers/stealth(self)/fly ?
I would then have manuevers stealth and hover for +def, and fly for the fun factor (i really really love to fly !)
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Yadia I'm unsure as too why you're leaving it so late to get the Level 8 & 9 Kinetics powers? You don't need Stamina at all, just take transference at 26 and thats 3 whole slots opened up. Spend one on Superspeed at 14 and theres 2 extra to play with. Personally with my Kinetics I went with Air Sup, Fly and Aid Other with those 3 slots.
One I'd certainly spend on Tentacles as soon as they are available. The best power in Dark Blast for my money.
Hasten & Siphon Speeds complement each other. In missions you should be able to almost perma-hasten if you lay down Siphons whenever you can. -
Something I thought of last night was an enhance that increased the amount of "domination points" a power adds to the Dom bar.
Give some diveresty to slotting too.