Commando

Cohort
  • Posts

    201
  • Joined

  1. Commando

    KM/?

    Quote:
    Originally Posted by King Krimson View Post
    just making my first foray into pvp and am looking for suggestions on a good pairing for a scrapper with km/. had a km a while back but he disappeared - probably a fit of madness. seems most folks who pvp a are a bit mad anyway.
    any help is appreciated. not sure whether it will team or not. does it make a big difference and if so one of each would be good. ill play withmids after i get some more ideas. thanks for the help.

    Ditch KM. All other KMs will be ditching this set. It is horrible after the new nerf in i22. Too many peeps crying like wimps, ya, crying foul. No BU, no crit, a long long recharge and long animation for CS and they cry for mom. KM/Regen get beat in melee fights, if you watch fight club fights, but hey, who cares, when you have wimps crying foul 'cause their pride got hurt.

    I don't own a KM but I have beaten a good share of them in duels. But hey, do what you want.
  2. Quote:
    Originally Posted by MrLiberty View Post
    In related news, PvP in other MMOs is sadly about 100 times better than PVP in CoH out there. AION and Guild Wars PvP are ages ahead of PvP in CoH, to quote some examples.
    Fixed.
  3. Quote:
    Originally Posted by Rikti View Post
    Earth/Fire is mostly good for PvP because of high damage and procs and the long stun. The long duration is an additional tool that helps win, and it is a good one which helps it pull ahead of other Doms in PvP.
    Fixed.
  4. Repeat Offenders ran the LRSF every week for as long as... I can't even remember for how long, with just VEATS, and sometimes brutes. Now VEATS are all Defense heavy. I always played my Widow and we had Widows as the majority of team make up.

    That's it, no Defenders, no Corrs, no trollers.... This was before incarnates, before Going Rogue...

    So how do we deal with Freedom Phalanx on all Def based team with very minimal Def debuff resists? How do we deal with the occassional lucky hits that did get through? Inspirations ! Large or medium inspirations, ORANGES, and using our advantages, a very offensive heavy team. We never failed once, some did take longer than other runs.
  5. Quote:
    Originally Posted by Kioshi View Post
    Whichever you like best, although in two cases you mentioned (PvP and LRSF) Mind pulls ahead (perma-sleep avs, non-typed attacks for pvp).
    No, in PvP, mind does not pull ahead of earth in PvP. That very very long stun duration in PvP makes a well built earth-fire Dom get a kill on a squishy before the stun wears off. This is no joke. The casting time is so fast on stalagmites to be very useful on duels and on team pvp. The only thing an earth-fire Dom has problems with in duels are serious debuffs like a cold defender or a poison corruptor. A cold defender or even corruptor will make your fire damage laughable.

    However, in pvE, earth is my favorite control focus set. It is just heave in controls and stalagmites is a SUPERB mob opener in width duration, etc.... I can rely on Stalagmites better than Seeds of Confusion when I am soloing mobs of x5 or more. Stalagmites seems to have a greater area coverage than Seeds.

    I have an earth-thorns Dom I love to death, because thorns is so good at AoE dmg.
  6. Quote:
    Originally Posted by Tater Todd View Post
    I'm sorry Commando but I see a flaw in your comparison between the two. Incinerate deals a crazy buttload of damage why did you leave it out? The same goes for Fire Breath.

    Incinerate with Embrace of Fire: 229 damage unenhanced
    Fire Breath with Embrace of Fire: 171 damage unenhanced
    Todd,

    I answered that question before you even asked me. I said earlier that most Dom/fire builds I see are leaving incinerate and fire breath out of the build.

    If I add the two additional attacks in--

    1756.27 Total damage on a Plant/fire/fire Dom. That is still way short of the controller. You are also not mentioning or recognizing that the Controller's pet is also doing significant amounts of dmg superior to the Dom's pet since Fulcrum Shift is also buffing the pet.

    If we include Lore pets it gets unfair, Todd. Lore pets with Fulcrum shift it's a figh of guns vs knives. Also, we are leaving out the usefulness of Kinetics in debuffing the dmg the critters deal.
  7. Here is a list of damage using the most frequently selected powers in all of plant/fire/ice Doms. Embrace of fire is in effect. The following numbers are base damage numbers only. No enhancements, no incarnate abilities are selected. This makes the math much easier. At the very bottom I add the data links to 3 builds, plant/fire/ice Dom, plant/kinetics/ice Controller, plant/fire/fire Dom

    Strangler—97.63
    Flares—85.79
    Roots—53.25
    Fire Blast—207.2
    Creepers—118.8
    Blaze—310.8
    Ice Storm—294.3

    Dom with fire mastery

    Fire ball -- 250.8
    Rain of Fire -- 231.5

    1,167.77 Total damage (with Ice Mastery)
    1,355.77 Total damage (with Fire mastery)

    ----------------------------------------------------------------

    Controller-- plant/kinetics/ice mastery. Fulcrum shift is at x10, containment is on, and no enhancements nor incarnates are on. This is base damage only.

    Strangler--228.8
    Roots--124.8
    Creepers--238.3
    Ice Storm--794.1
    Ice Blast--312
    Frost Breath--436.8

    Total Damage - 2,134.8 --
    Controller's pet, not shown above is also benefitting from fulcrum shift, the pet's damg will be even way more damaging than the Dominators pet.

    The controller is doing twice, or about twice, as much damage as the Dominator.
    Again, both builds are using NO ENHANCEMENTS, NO INCARNATES, NO OTHER TEMP POWERS.

    -----------------------------------------------------



    Controller link --
    http://www.cohplanner.com/mids/downl...52FE002BFC0E20


    Dominator plant/fire/ice mastery Link--

    http://www.cohplanner.com/mids/downl...4EF20D2A3D15FC


    Dominator plant/fire/fire -- link

    http://www.cohplanner.com/mids/downl...49BE010AE9162D
  8. Quote:
    Originally Posted by Tater Todd View Post
    With the APP changes and Ageless; Doms are damage dealing Machines Commando. For example: within 15 seconds a Plant/Kin/Fire (with Full Fulcrum, Full SS, Hasten, Spiritual Core Paragon at 182% Global Recharge), Counting cast times and rounding them up dished out Roughly: 3,038 points of damage from just using Fireball and Fire Blast.

    Now with my Plant/Fire/Fire (with hasten and Spiritual Core Paragon 180% of global recharge) starting off with Embrace of Fire my dom can dish out 2,650 points of damage from just using Fireball and Blaze.

    Clearly here the controller comes out on top but one has to factor in all the quirks of being a Kin. You have to get SS stacked 3 times, you have to get Fulcrum at full 10 sometimes both tasks are difficult to achieve. The only other Dmg that you have is Roots (roots dealt 730 dmg within 15 seconds due to containment. Roots takes longer to deal that much dmg but bare with me) and Creepers which adds even more damage to the table.

    Now with a Dom you have roots and Creepers just like a controller...but you also have RoF, Fire Breath, Fire Blast, Flares and Combustion at your disposal. Now tell me good sir how my Plant/Fire/Fire can't come close or match up with a controller in damage?
    Todd,

    With fulcrum shift added, the race is over. Roots, creepers, hold, the pet, fireball, fireblast, every dmg dealing tool is exponentially increased, then add containment.

    The plant/storm controller which you left out of your response, good sir, has another array of dmg dealing tools. But you know all this, todd. I am a big fan of Dominators, and I love them, really. I just don't let that block my objectivity.
  9. Quote:
    Originally Posted by plainguy View Post
    Honestly from real life game play at this point. I wouldn't try making a support toon unless its for my support, the heck with everyone else. I could see the need 6 or 7 years ago. But today too many builds and archtypes cross over into other archtypes. The game itself has become too generic.

    There are many players that can solo 4/8 setting, myself being one of them. I just don't really need your bubbles. If I can solo 4/8 and I can get together 3 other players that can do 4/8 for a total of 4 all I need is 4 fillers for just about any TF or SF. When I made my Robot FF Mastermind I didn't make it because the bubbles helped my team mates, I picked them because they helped my pets.

    Make a toon that can survive and be self sufficient. This will benefit the team much more. Whats the sense of you being able to bubble if you can't take a punch. Dead players don't give bubbles.

    I think you need to make a build and look at the numbers. See if it offers some good benefits.
    I absolutely disagree with this advice. I think it is bad advice to give to a beginner. Support types are great. There are many, way many players out there that don't play decked out builds or toons. There are even many players that are not as good tactically as others. There are so many variables that are possible at any given time to make a statement like that.

    As a long time veteran of the game, and as one having both, a repertoire of decked out builds and having builds with just non invention enhancements, I will say there are many times that support toons are just very very useful and play a very important variety of roles.


    Force field is set it and forget type of play and is a very good buff set.
  10. Quote:
    Originally Posted by Tater Todd View Post
    Really guys...are you kidding me?! I would say Damage wise at the very end game a Dom and controller are Equal. With Ageless perma my Earth/Thorn and Plant/Fire and Kill JUST as fast as an Fire/Kin. Heck Doms catch up with most controllers once they get their hands on Sleet and Rain of Fire anyway.



    I think it's apples and oranges and it depends on what you are looking for with your toon. I would suggest Plant anything. Your team will miss your seeds of confusion when you leave lol.
    Nope, not kidding. Many controller builds will be far from reach, in terms of dmg, for any Dom. You like Plant/ right? It's your favorite. A plant/kin or a plant/storm will out-damage any Dominator build, for the most part or in general when all powers are available from secondary and primary and add Epics if you will.
  11. Quote:
    Originally Posted by Snowzone View Post
    ......Taking into account everything, I'd say that they are about equal with Controllers; whilst Controllers can mez and debuff they often can't deal enough damage quick enough to survive prolonged fights, whereas Dominators can do damage to defeat things quickly, however hard Control powers have relatively short durations compared to debuffs so you have to kill quickly or be killed yourself, just like Blasters.
    Taking into account what is quoted here, this is just wrong, very much so. Controllers, depending on builds or powersets, outdamage dominators, and when they outdamage Doms, they do so by a lot.

    An illusion/storm is a Monster when it comes to dmg. Fire/storm, plant/storm, fire/kin, plant/kin, plant/trick arrow, fire/tick arrow....

    Here's more, in a prolonged fight there is no Dom that will deal more dmg than a plant/storm. In a prolonged fight, especially vs an AV, an illusion/cold or illusion/rad will put a Dom way behind. Those are some examples.

    Many times controllers outdamage Dominators, and in many cases, Dominators can out control controllers.
  12. 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
    I try to team with lowbies on Freedom server. I broadcast on Help chnl or in zone broadcast. I play my Dom's, among other toons, and I especially look out for lowbie Dominators or controllers to invite and we make a small team of 2-4. I have diff set for about 5-6 peeps (usually).

    I hope that by my example they see how to use controls to manage the field, and then eliminate them.

    When on my earth/thorns Dom, stalagmites, stone cages, aim, fling thorns as I approach the grp, then jump in middle of the group, Thorn Burst, wactch them die, pick any boss or LT still alive with a well placed cone Ripper, lunge, game over. If there are more critters, I thrown two thorn burst and not just one. But I have even learned, I dont want to play a scrapper again, especially a spines scrapper. My Dom can do the same thing except crit but I Dominate the field and then pwn them with great dmg attacks, and then go on.

    I also have a plant/thorns ( I love Thorns, I absolutely love the AOE-licious set) the dmg mix is just beastly.

    I also have an earth/earth Dom, a Controller with SMASH! I get to show lowbies how to play Doms and how fun they can be. I exemp down to do their mishs or I do mine at lvl 50.
  13. Quote:
    Originally Posted by devil dingo View Post
    Sorry OP your build just does not make much sense. You are slotting some of your mezz powers for pure damage. You are a dominator not a troller.
    All i got to say is listen to android33. I thought i had an Uber build and he made it even better.
    He did listen to android, but did you read the OP's response?

    "ALL I got to say is wow....

    I counted 20 purp recipies. ON my server that is 8 billion. Being back now for 6 weeks their is no way in heck i can come up with that kind of scratch.
    Even if I went with hero marks that would be what couple hundred..
    Your build is awesome.. 100% but in my opinion out of my league.. "

    I provided a cheap build, a penny pincher build, with perma Dom. That is a good build for general PvE.
  14. Here is a cheap perma domination build for Earth/Earth. Ice storm now has a set of positron's blast and I switch just one set over and that is what I use now. However, the build you see here is cheap. Before gravitational anchor, I used a set of enfeebled operation on stone cages. I still had perma Domination then. You can also use a set of positron's blast for 6.25 rech bonus. You don't need a purple there.

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

    Click this DataLink to open the build!

    TerraShock-: Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Stone Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(15), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(17), GravAnch-Hold%(17)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(19), TmpRdns-Acc/Dmg/Slow(19), TmpRdns-Acc/Slow(21), TmpRdns-Rng/Slow(21)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 10: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-EndRdx/Stun(33)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34), DarkWD-Slow%(34), Achilles-ResDeb%(36)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-Acc/Rchg(40), ExRmnt-Dmg/EndRdx(40)
    Level 35: Phase Shift -- RechRdx-I(A)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 41: Sleet -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Dmg/Slow(43), TmpRdns-Rng/Slow(45), TmpRdns-Acc/Dmg/Slow(45)
    Level 44: Hoarfrost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46)
    Level 47: Ice Storm -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-Dmg/Slow(48), TmpRdns-Acc/EndRdx(48), TmpRdns-Rng/Slow(48), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 50: Musculature Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
  15. Quote:
    Originally Posted by IsusTrikanda View Post
    Hey, y'all. just got my very first /ice to 20 (played with a couple at lower levels before, but they failed to take off). Today, my baby WP/ice hit 20, and I picked up icepatch.

    Um.... is icepatch for tanks seriously bugged right now, or is it *supposed* to toss mobs away from me like bonfire? Didn't find anything in known issues or concerns, however, I'm quite willing to believe it might be an old issue that I'm only just now finding out 'cause this is the first time I've had the power, or it might be seriously borked. The short description says 'knockdown' and not 'knockback', but knockdown doesn't toss guys 15 feet away from me as soon as I lay down a patch.

    Thanks for the help--I've been really looking forward to ice patch and if this is working as intended I might end up rerolling her, 'cause suddenly I have to run around and chase all my mobs again. That would make me sad.

    (disclaimer in the interests of useful information: I have only tried this out on clockwork so far, because that's what I was fighting in the mission I ran, so apologies if it's only likely to do this with clockwork, although I did find the same effect happening whether they were at level or just below (I tried again with white mobs in case it was just the 'lower levels knockdown becomes knockback' effect). Also, I'm going to work, so I can't answer any other questions til later tonight, but wanted to ask this before I went.)

    Thanks again and have a great day!
    What did you slot Ice patch with?

    What level were the critters and what level were you AT THE TIME you fought them?
  16. Quote:
    Originally Posted by Pyro_Master_NA View Post
    On SOs only I have a feeling Illusion will feel slow for someone coming off of scrappers. I'd suggest either mind, plant, or fire. All three will give you good damage early on (take the ST immob for damage and respec out later if you want). Mind and plant are safer with the confuse that they throw around, and solo their sleeps will help. But fire will deal more damage through cages and contained hot feet. As for secondary, rad works well with any of them, as does kin and time. If you plan on teaming a lot, cold is great, and will later on be great at debuffing. But as a first controller, I say make sure you have some kind of self heal. Rad and time are very easy to use, and time has a lot of supplementary control if you want it, along with some great buffs and debuffs.

    I think my 3 pairings for the primaries I listed would be:
    Fire/rad
    Plant/time
    Mind/kin
    and they all would do great with time.
    That strong feeling is wrong. My 3rd toon to 50, was my second controller to 50, an illusion/rad controller. Back in i8 was when I started him. I solo'd the vast majority of the jorney 1-50. I started in Atlas, then Hollows, then faultline, Striga.... etc. My illusion/rad competed with my scrapper, who had been my 1st 50 in speed for grinding 1-50. My second toon to 50 was my fire/rad controller. The tools available to ill/rad helped him to make the 1-50 very fun and good in terms of speed.

    My vote would be for illusion/rad if it's your first controller especially if it's with SOs.

    I would recommend Mind/ controller if you would like to solo or grind a /kin controller. When I wanted to make a /kin controller, I came to the conclusion back in i8-i9, that Mind/ would be the safest to grind a /kin controller. It is very very busy and it is clicky.
  17. I said I would respond. You sent me the message in game. I would like to clarify a few things:

    a) you can slot any kind of IOs, except purple recipes, at any level. Purple can only be slotted at lvl 50.

    b) IOs and their bonuses, global recharge bonuses, can get you perma Domination. Domination last for a certain amount of time. Getting Perma Domination means you have enough recharge to have Domination ready before Domination wears off. Global recharges on your build, when you have enough of it, can get you to have Domination recharged before it wears off.

    I am providing a sample build. This is only one way to build a Mind/Fire Dominator with enough recharge to get you perma domination. If you put your mouse, when using Mids, over the inherent power Domination, you will see it will recharge faster than it will expire. That is thanks to global recharge bonuses from IOs.

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

    Click this DataLink to open the build!

    Example of Perma Dom: Level 49 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment

    Villain Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(13), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
    Level 6: Confuse -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21)
    Level 8: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Dmg/EndRdx(25)
    Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(27), Dev'n-Dmg/Rchg(27), Dev'n-Dmg/EndRdx(29), Dev'n-Acc/Dmg/Rchg(29)
    Level 12: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(33)
    Level 14: Super Speed -- Empty(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(36)
    Level 18: Total Domination -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/Hold(36)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(45)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Telekinesis -- Empty(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39)
    Level 28: Stealth -- Empty(A)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf%(40)
    Level 35: Blazing Bolt -- Empty(A), Empty(40), Empty(40), Empty(42)
    Level 38: Blaze -- Empty(A), Empty(42), Empty(42), Empty(43), Empty(43)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  18. Quote:
    Originally Posted by DarkCurrent View Post
    Ok, so we're getting Dark Control and that's supposedly not in place of Illusion. It's also supposedly the 'special' set doms were getting that prevented anything new from being released to them with I21.

    If that's the case, then why hasn't Illusion Control been proliferated to dominators yet?

    If it's going to be, then isn't it time already?

    If it's going to be changed, then shouldn't the devs say so?

    If it's not going to be ported, then shouldn't the devs say so?

    What's the holdup? What's the secret? Why isn't Illusion Control a dominator primary already?
    Illusion on a Dom is lame. It is something which functions way way better on a controller. If it does not ever make it to Dom's I will be at ease, and I do have to side with Devs to hold this up for Dom. Illusion is not a set which benefits significantly from Domination compared to other sets, or, not even compared.
  19. Quote:
    Originally Posted by retched View Post
    Regardless of appearances, I just want whatever will provide me with the highest DPS Brutes can muster. Presently, I've only been looking at the numbers for Battle Axe, Claws, Electric Melee, Kinetic Melee, Street Justice, Super Strength, and War Mace as those would be my preferences for thematic reasons.

    Super Strength followed by Claws appear to both have a clear advantage over the rest since they can easily maintain double stacking Rage (160%) and Follow Up (60%), respectively.

    Kinetic Melee and Street Justice were both tricky for me though. Due their special effects, Mids couldn't give me the information I needed. Is the 25% Damage Boost on KM attacks always active or does that apply only when Power Siphon is up? If it's always there, how high are you able to maintain its damage boost on average? Also, what damage percentage does each stage of Combo Level provide?
    I think Claws still out performs the others for highest DPS. In fact, Claws is the only primary which is shared with scrappers in which it is better on brutes than on scrappers, not by much, but it edges scrappers out.
  20. Commando

    Taunt Aura...?

    Quote:
    Originally Posted by EvilRyu View Post
    Other games on the other hand I wonder why they even have tanks since they suck so badly.
    Have you ever seen an AEON tank? I wish my tank could draw all the enemies in the area or the room to the tank, and I mean literally pull them like the tank was a magnet and the critters were just moving by force, pull them to the point where he is completely surrounded by them.
  21. Quote:
    Originally Posted by IzzySoft View Post
    I see. So pick and Choose is out the window! I really didnt like that idea to start with!

    Just like TheBruteSquad noted before: Players HATE being Locked into picking certain powers only!

    Players should be allowed to pick Any Power from a cousin powerset, just Gimp the Effect if, and only If, they reach the Max Value limit. See example for Ice Shield + Steamy Mist above.*
    Guild Wars is the game that has done the best job of implementing a similiar system. Your primary profession has a range of areas to pick from, and then add your secondary. Yep, you can be a Monk/Warrior... But, Guild Wars is a very superior game, with a PvP system which is at the top of all MMOs or very close to it.
  22. Quote:
    Originally Posted by JayboH View Post
    Introducing the Hybrid Archetype:

    SOLDIERS OF ARACHNOS and all the combinations they have available to them, i.e. a Psy blaster with Claws attack powers, SR type defenses, all team toggle buffs, etc.

    KHELDIANS -- The Hybrids of mediocre repertoire of abilities. Soldiers of Arachnos are thankful that Kheldians came first. It would have been awful for them to turn out as crappy or mediocre as Kheldians did.

    ...
    That's more in line with what I think.
  23. This is a very cheap perma-Domination build. You don't need Gravitational Anchor set. I added that a while after, when I had enough money for it. You could use enfeebled operation set and still be at perma domination. I now use Positron's blast in Ice Storm.

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

    Click this DataLink to open the build!

    TerraShock-: Level 50 Natural Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Stone Cages -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(15), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(17), GravAnch-Hold%(17)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(19), TmpRdns-Acc/Dmg/Slow(19), TmpRdns-Acc/Slow(21), TmpRdns-Rng/Slow(21)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 10: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-EndRdx/Stun(33)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34), DarkWD-Slow%(34), Achilles-ResDeb%(36)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-Acc/Rchg(40), ExRmnt-Dmg/EndRdx(40)
    Level 35: Phase Shift -- RechRdx-I(A)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 41: Sleet -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Dmg/Slow(43), TmpRdns-Rng/Slow(45), TmpRdns-Acc/Dmg/Slow(45)
    Level 44: Hoarfrost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46)
    Level 47: Ice Storm -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-Dmg/Slow(48), TmpRdns-Acc/EndRdx(48), TmpRdns-Rng/Slow(48), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 50: Musculature Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
  24. Commando

    +4x8 question

    Quote:
    Originally Posted by Jibikao View Post
    +4x8 Carnies is pretty tough. I would like to see somebody beating them. I think eventually you are just going to lose on endurance and die slowly. What's worse is if a Mistress casts that "weakness" debuff on you. Good bye your tohit and endurance!

    +4x8 Arachnos is also hard depending on what type of bosses show up. A Mu boss is going to be a pain in behind because he drains a lot of endurance. The Queen boss does a lot of psionic damage if you have little protection against it.


    I think the easiest to do +4x8 is CoT and Councils.
    I have a Night Widow and a Fortunata build on the same toon. Carnies is a joke to her, regardless of level and number, Psy resists (heavy), Psy defense, positional defense, and very strong dmg output. I have tried 54x8 just to test and it only takes longer to kill them but I do it. Nemesis are done much more carefully than Carnies, since the Veng stack at lvl 54 can be a BIG deal. Holds, confuse, fast and hard dmg go a long way. I do Nemesis at 54x8 as well. My night widow handles Nemesis much slower, hit and run tactics when I see Veng has been fired off.

    And I discovered this by chance, but since my Ice/DM tanker is just very very hard to kill, even his ranged defense is 26, which is solid for Ice/ , and armor set thats dmg type dependent, so I was trying him out vs Carnies, and I saw it was easy. I kept increasing the lvl of difficulty until I hit 54x8. I got a heal every 4.5 seconds, and shadow maul+sands of Mu after soul drain hits like a truck to everyone in the cone, a pretty solid size cone. I dont worry about endu drain, I drain them instead. I keep a critter alive at all groups for my heal to go off if I need it. His defense for dmg types is pretty high.

    My Fire/Fire tanker can mow down Nemesis, regardless of level. I have 86 resists to S/L, 90 to fire, and I heal for 1036 points every 10.5 seconds. I also pack phase into the build. He is pretty hard to kill.

    My elec/ tank, all my ice/ tanks, and my widow, can handle Malta 54x8 and Arachnos much much easier than the groups above. My defense based toons outshine my resist based toons by a long shot vs Arachnos and Carnies.

    **Edit Note**

    My elec/ tanker handles Rularuu much better than my other toons, but my Ice/Dark tanker does not do that bad given his fast heal and Hoarfrost + Hib.
  25. Commando

    New Archtype

    ""Bottom line- the current ranged dmg AT's have too many gimicks to allow success. blasters have positioning, hoverblasting, aggro managment, etc. Doms have the domination mechanic. Corruptors and defenders have primaries/secondaries focused on team play. I want an AT that can simply be a self contained straight forward fighter- that uses the ranged dmg sets as a means to fight. ""

    I am not going to lie and I am going to be straightforward. Such an AT does exist. Widows, either Fortunata or Night Widows, and CRAB VEATS, are the TANK MAGES of this game, and the best at it, or IMO, more so than any other AT in PVE in this game.

    Serious defensive numbers, mez protection, AoE controls, ST controls, confuse, one of the fastest and lethal ST DPS in the whole game (Night Widow--read TopDocs post on that), AoE damage, ranged damage, nigh unkillable, and strong buffs for themselves and the whole team.... I mean, seriously. A VEAT is downright way too easy and powerful in this game.

    Fortunatas had to be nerfed in PvP because they were just too powerful in dmg and Defense, but in PVE they are still just as powerful as they were.

    Nightwidows DPS competes in this game for the top spots in ST damage among melee dmg dealers.

    Crabs are just ridiculously sick and with pets to boot.

    Fortunata, a controller/a blaster/and a freaking defensive monster, with very good damge potential all in one nice package.