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Posts
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Quote:Don't really like how that was phrased, but Banes did get hit, they got the same exact powers in their patron pool in their primary.I've got a list of things I'd change, all of them about Banes.
Goals:
Improve Survivability significantly
Improve ST Damage slightly
Improve AoE Damage significantly
Imrpove Teaming Versatility
Re-focus the AT on its Melee powers
Quote:How to Accomplish Those Goals:
Re-Order powers to make the set more consistant with other powersets
Replace redundant powers that are also found in the Mace Mastery patron pool
Bane Spider Soldier (10)
L1: Bash
L1: Pulverize
L2: Poisonous Ray
L6: Build Up
L8: Mace Beam Volley
L12: Venom Grenade
L12: Clobber
L18: Shatter
L26: Placate
L32: Crowd Control
Removed: Mace Beam (Equivalent to Mace Blast)
Removed: Mace Beam Blast (Equivalent to Disruptor Blast)
Added: Venom Grenade to improve teaming viability by providing an AoE Resistance debuff that does not require re-draw. It also replaces Mace Beam Blast as a Ranged AoE damage power.
Added: Clobber to replace Shatter as the big ST hitter and Executioner's Striker
Changed: Shatter from a ST attack to an AoE attack
Moved: Pulverize up to the tier 2 position
Moved: Poisonous Ray up to the tier 3 position
Quote:Training and Gadgets
Modified: CT: Defensive to provide Ranged defense to Crabs and Wolves while providing Melee defense to Banes.
Bane Spider Training (5)
L1: Bane Spider Armour Upgrade
L20: Cloaking Device
L24: Nano-Repair
L28: Surveillance
L35: Web Cocoon
Added: Nano-Repair as a boost to survivability. A Bane is defense based, so a reconstruction clone seems appropriate and nicely mirrors the Crab Spider's Serum.
Moved: Cloaking Device to the level 20 position. Stealth is a major part of a Bane's gameplay. This change allows Bane's to retain that gameplay even when exemplared on the Virgil Tarrikoss Strike Force and when exemplared to the level 15-19 Ourobouros bracket.
Modified: Bane Spider Armour Upgrade to allow Health enhancements.
If you allow Bane Spider Armor to take health enhancements, it would not fair for them to have a self heal, with BSA being able to be upgraded, Banes would get a total health boost of +40% and it would be perma. So I would take that one out, other than that the changes look great. Not really changing them either, just bringing them to where they are supposed to be, they should really have some of those powers not sure why they don't but I hope this is taken into serious consideration. -
Quote:Regardless tho, I share your conjecture about post level 50 content, and we will see what happens with the mysterious "universal slots" that bring us to a mythic level 60. (makes me wonder however, doesn't that mean more powers?)
And in closing, you're right. There's very little information on this game, including information on the potential for beta release. Then again, I suppose they are busy trying to wrap up i16 first...
Honestly, new powers are nice, but I have enough rechargable temp powers to make up for all of them, I would just like to finish slotting my current powers, it sucks that my final powers can never share more than 4 slots. 10 to 15 extra slots for each would be nice. Would be real nice if you get them from like doing a new TF or completing a story arc designed to have them as a reward. That is adding a lot of new content by doing it that way. -
Quote:To me it doesnt sound like each AT get a whole new epic power set, but instead, one new power in each set. Which would make 5 powers to choose from.Quote:
"Each archetype is getting an additional power set in their epic power pool,"
Quote:"and"
Quote:"each power set is getting an additional power so that there will be five powers"
Not sure who that was quoted from so I wouldn't know how to take it, but that is what it means.
Here is what was said in an interview
Quote:Additionally, we also conducted a mini-proliferation pass on the Ancillary and Patron Power Pools -
Quote:Nor am I in the beta, but my crystal ball says it is approx half the value of health + half the value of stamina.
If that is the case then I will stick with weapons or check out fire, I only really want the Targeted AoE for more AoE damage. I would have surely picked defense or resistance over that but regen and recov are not enough to give up AoE damage. -
Oh so that is what defense debuff resistance is. It lowers the amount of defense debuff, I am so slow, I guess I thought it was like a protection. Thanks for clearing that up for me.
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Ok, I am playing my MA/WP on the wall, and he takes a hit from the Cims and it seems like he is easier to hit, so I open the Combat Attribute window. It says I have 17.52% defense debuff resistance, so I keep it open on my defense page and I take a hit from one and it takes my defense down 8%, and didn't do anything to the def debuff resistance. Is this how it is supposed to work?
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What if Physical Perfection is some sort of Shadow Meld Clone, if that is the case I know where I am going switch to.
Oh yeah as for Flame, it looks nice the damage will probably be high, ST damage, AoE damage (non cone), a hold, not to fond on Melt Armor it seems like a good defense debuff but my scrapper doesn't have too much of a problem hitting things and the -res doesn't look promising, guess you toss the proc in there for more. -
I am at work right now but I will post my build later, MA/WP 45% defense S/L/E/N/F/C with 53% S/L resistance, and about like 10% - 15% resistance on everything else. It really wasn't as expensive as you think it maybe, but I will post it when I get home.
On a side note, if you have BS or Kat you won't have to worry much about melee defenses.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- Mrcl-Rcvry+(A), Aegis-ResDam(7), S'fstPrt-ResDam/Def+(9), Empty(9), RgnTis-Regen+(19)
Level 2: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-ResDam/Rchg(11)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(5), Numna-Heal(13)
Level 6: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit(7), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(27), GSFC-Build%(40)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 10: Indomitable Will -- Ksmt-ToHit+(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(13), Zephyr-Travel/EndRdx(42)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21)
Level 18: Warriors Challenge -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(25)
Level 20: Quick Recovery -- Efficacy-EndMod/EndRdx(A), P'Shift-EndMod(27), P'Shift-End%(29)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(43)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(43)
Level 38: Intimidate -- N'mare-Acc/Rchg(A), N'mare-EndRdx/Fear(39), N'mare-Acc/EndRdx(39)
Level 41: Web Grenade -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(50)
Level 44: Shuriken -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg(46), Thundr-Acc/Dmg/Rchg(50)
Level 47: Exploding Shuriken -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 28% Defense(Smashing)
- 28% Defense(Lethal)
- 16.8% Defense(Fire)
- 16.8% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 17.4% Defense(Melee)
- 18.6% Defense(Ranged)
- 16.4% Defense(AoE)
- 5.4% Max End
- 32.5% Enhancement(RechargeTime)
- 1.65% Enhancement(Terrorized)
- 22% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 14% FlySpeed
- 185.7 HP (13.9%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- 8.5% (0.14 End/sec) Recovery
- 44% (2.46 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Negative)
- 19% RunSpeed
I am getting the PvP IO for + 3% res and + 3% def thinking of getting the + heal/end. -
Just a personal thought you may want to invest in some AoE defense as well, that was a mistake I made when I was building my first defensive blaster. Range only covers range, not ranged AoE's.
Easy to get a quick 6% more with BotZ.
Also, I know mids hasn't updated PvP IOs, but you should try to find away to get that 3% PvP IO unique. -
Quote:While it used to say this the current description is:
The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage.
In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy. But the Blaster is quite fragile; this Archetype has relatively few hit points.
Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
I apologize that is the current description, mine was old. -
No longer needing to live by hasten and keeping my auto fire on Domination, no longer needing to be in domination to feel worthy or helpful to a team, or double domination to do decent damage, not needing to pick powers that I will probably never use to get more recharge, being able to IO something other than recharge, noticing a damage increase with damage buffs, just a couple of thoughts that were on my mind when the change came, this was a buff in more ways than one.
As for you request for more AoE damage... denied, if you play a Dom to their full potential you will have all you need.
Fire/ - Imps and fire being the least resisted damage type in the game
Plant/ - Seeds, Creepers, and the most damaging AoE immb
Mind/ - self explainatory.
Ice/ - If played even moderately correctly mobs should only get off one shot off before they die (My Ice/ does not get touched and he has no passive defenses) and comes with a back up dominator.
Earth/ - Very high amounts of control and comes with a tank played correctly (as I have seen from many) you should not be touched (I think I seen this set hold an EB.
All but one set get a ranged cone, you get a PBAoE and a Targeted AoE, plus most primaries come with some sort of AoE damage, we come with way more AoE damage than most Stalkers, if you want more proc out your AoE immob.
As for your second request... denied
Take stamina and slot it, my Fire/Fire has stamina and still runs out of end.
Southern Comfort, you are speaking to a very small percentage. couple people on the forums can tell you about my two main permadoms, a Mind/Energy and a Fire/Psy and in order to get them perma I had to sacrifice some damage and in order to make up for the damage I had to get more recharge so I could double stack dom longer for more damage, I would say that the changes were for the better, it huge amounts of money and merits to get my Fire/Psy to a decent damage level, the average player shouldn't have to do that to get an effective toon, the toon should be effective with SO's. I had no problem with Doms as they were as my Ice/Ice dom made it to 50 with SO's, however, My Earth/Fire had a much easier trip and shorter too.
Quote:SC, these are your wordsFrankly the damage is miniscule to me. 11% big woo.. I could easily pop a red in pve.
Think about it, it ain't just 11%, that is 11% without an investment of plenty IOs to get you were you need to be. Also just to note, once my new dom pops the same red I am way above your damage and you are just equaling my base. -
To eaches own, I say. Some folks solo better with more damage, some solo better with more mitigation, some solo better with defenses. You have to try what works for you by asking yourself a couple of questions.
Do you like to play based on kill first before being hit?
Do you like to debuff or make it so the enemy has a hard time fighting?
Do you like to shoot and not worry about being shot back?
Some say you give up damage to soft cap, but my Fire/Dev blaster can solo AVs no trouble, so in my mind he does enough damage for me while soft capping range and AoE. Honestly on most of my Blasters I sometimes refuse to take melee powers, personally if I want to be a juggernaut in melee I would roll a scrapper at least they get mez protection for it.
Since you are used to the Scrapper life style, I would suggest building for Ranged and AoE defenses, that way you can play like a ranged scrapper.
edited for incorrect content. -
Quote:I would agree with you there, but I am pretty sure that some of his enemies were stunned when he took 15 mins to do a Kamehamha or they had to be sleep or blind to let him gather enough energy for the Spirit Bomb. but Scrapper makes more sense even more so now with Flame Mastery.
And even if I was going to make a DBZ knockoff, I'd be much more inclined to make it with a scrapper or blaster than a dominator. Goku never had a slew or sleeps, stuns, or holds to use at his disposal.
Now back to your regularly scheduled thread. -
If you are wanting to solo bosses as a Dominator, I am going to have to say Permadom is a requirment. You are going to want to get atleast 80% - 100% recharge. You currently have about 52.5% so you aren't that far off. But dealing with a lot of enemies that have mag 3 protection you are going to want to be tossing out some AoE mezzes higher than mag 3 at a decent rate, +rech solves all that.
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Quote:You just gave me an awesome idea for a dominator I've been wanting to build but putting off. Thanks!
Hope your not planning on creating some DBZ knock off toon with like a Mind/Energy powerset to represent the 3 stages of permadom/Super Saiyan...
Because it has been done. Plus it isn't even worth it for stage 3 anymore unless you just want to save a power slot by not getting hasten. Pre i15 stage 3 + hasten would take you to the damage cap for Dom's easily, but now since the only thing Dom increases now is Mag and duration not really worth it to get more than 80 - 100.
You don't want 70% it is too close to the edge, you have to keep Dom on auto and hit hasten as soon as it recharges, also if you get hit with one slow it is over, good starting point though. 80 - 100 give you a pretty comfortable positions don't have to hit hasten as soon as it comes up, but I wouldn't wait too long either.
Oh yeah Aggie it is easy to get 125% recharge: 5 Luck of the Gamblers, 5 - 7.5% set bonuses, 5 - 10% purple bonuses and you have 125%. However, Binju was Mind/Energy and the Sleep, Confuse, and Stun sets were dirt cheap along Energy being able to stack bonuses very cheaply it did not take much to get to 125%. -
Quote:Well yeah that is what I meant, kill, wait, kill again, repeat..., wouldn't that atleast guarantee like maybe 2 or 3 drops if you did that for like 2-3 hours, given it would probably be boring and redundant. Or you could spice it up and fight each other back and forward all day, hopefully if you suck your friend will battle it out and let you get some pity kills.Rep timer counts every five minutes iirc. So once you get a rep point off your friend, no chance of IO for another five minutes or so.
Obviously, if both of you are attacking each other, this helps.
Note that from what I've seen, Infamy/Influence still drops during the delay, just not those IOs. -
Quote:Freespecs don't stack. If you have one, and an issue comes out and you didn't use it, you don't get a new one. I'm guessing it has to do more with the code not allowing more than one freespec, so this is not likely to get implemented.
I do, however, support this idea. Freespecs are always nice.
I know they don't stack, I am not asking for them to stack, just simply I guess I am asking for an increase in the minimum. Like just getting 2 non stackable freespecs an issue so you can rework both builds, instead of just getting one and trying to decide which build you want to change. -
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Quote:Pain Domination is not a proliferated set, sets that are proliferated are either sets directly from other ATs or combinations of powers from existing sets like /Psi for blasters and /earth and /elec for Doms.
There is a strong probability that there will be Powerset proliferation for the ATs that don't actually get new powersets. This is what happened in I 13 when Villains got Pain Domination and the melee classes got Shields
Also just wanted to know does anyone else want those extra 10 enhancement slots? I would hope that they are included in GR also. -
Didn't find this in search so I thought I might suggest it.
I tend to keep some of my suggestions to myself as they are either stupid or have been suggested in some other way, but I was thinking and looking for this one and could not find anything on it.
Well with the introduction of dual builds we now have choice of two builds to choose from in gameplay at a Trainer. Well when a new issue comes out we get to freespec, I guess to accomidate to the changes that have been made to enhancements, IOs, powers, etc. Well it kinda sucks that we only get one freespec, I think we should get two one for each build. -
Ok so the only way to get pvp IOs is to go in a PvP zone and kill another player or Rank Arena match. That sucks because if no one is in zone for me to fight I won't be able to get one. And with the current system they seem easily farmable, I think there is like a 5 min wait time after you kill, but still...
They really should let some of the NPC enemies there drop some too.
With all that being said can someone tell me the best way to get some PvP IO drops? tell me here or PM me. -
I just would like to start off by saying that this is probably my new favorite build. I love this combo it is fun to play with.
Quote:Also if you want to get the most for you milage, you probably want to start off by IOing for defense, having good regen is great but if you are constantly taking damage you won't regain anything. I would say high defense slotting, you don't neccessarily need to take it to the softcap (at that point you won't need a lot of regen, but is good to have). After defense I would probably focus on recovery and end increase, you can get great recovery bonuses through the miracle and numina uniques along with QR you are good w/o stamina, unless you want the insurance. If you are going to run WP with Fighting and Focused Acc, you definitely want those uniques or the fitness pool.Of course, what attack string you're using also has a pretty significant effect on what you're going to need. Most top tier attack strings require either significant amounts of end redux (re: Conserve Power in a high recharge build or heavy end redux in the highest DPA attacks), significant amounts of endurance recovery, or a combination of the two simply because they cost so much endurance to run.
My general recommendation for most people is to have 2 endurance assistance tools in your build so that you can still slot your attacks decently. DM/*, */regen, */WP and */Fire have it easy simply because they've all got some significant endurance tools within the power sets already. They only need to take one (or in the case of DM/Fire, DM/Regen, and DM/WP don't need to take any at all). Everyone else, for running at the absolute top end, they generally need to get their endurance assistance through the traditional means: heavy IO slotting for +end and +recov set bonuses, Conserve Power, and Stamina. -
Inspirations are your friend, don't be afraid to use them. Last night as I was soloing the Anti Matter arc with my MA/WP scrapper he softcaps Fire/Cold/Energy/N.Energy, 35% def S/L, I think positionals were in like the 30 range and like 53% S/L resists and High regen (can't think of the number off the top of my head) a lot of that sqwat when going up against him.
The First time I fought him I did not use any insp. and almost died and thankfully he left at like half health. The next time I faced him (last mission) I popped a medium purple and orange. Well I wasted the orange needless to say, I guess the purple was enough to counter the def debuff from his Rad Infection, because he did not lay a hit on me, I would have thought like within 10 hits he would get one but out of like 30 or more he didn't touch me. Also I think WP has some def debuff res.
But if you find yourself in trouble and don't want to hit the ground, taste the rainbow, pop a purple for more defense, pop a orange to take less damage, pop a green to get some hp back quick, and pop a red to kill quickly. -
Quote:Not sure what you are doing, can you post your build? My Ice/Ice was the smoothest Dom to 50 without any IO set slotting, I didn't take either toggle on my Ice/Ice for his run to 50 and didn't have any end issues ever even pre 20.Sorry to revive a dying thread, but I've been noticing this a lot, as I've been simultaneously leveling up an Ice/Ice and a Mind/Psi, and even at the early levels (pre-AA) the ice/ice has serious endurance woes compared to Mind/Psi.
They have essentially the same attacks: Single Target Minor Ranged, Single Target Medium Melee, Single Target Medium Ranged
And Ice/Ice is huffing and puffing, while Mind/Psi powers on. Maybe it's just my perception, or it could be a discrepancy in the primaries -- which would really suck, as early levels as Mind are MUCH easier than as Ice. Does anyone know of a source for hard numbers on the adjusted dom primaries and secondaries?
Thanks,
SB
Right now it kinda depends on what powers you have took and what you are using, chances are if you took the AoE immob for Ice/ that is where your end drain is comming from. -
Quote:Reform, Go Rouge, be a good guy, those will probably be your only options.This is good for heroes but villains dont have arcs that give anywhere near as much. I think thats the issue I have with this whole system as a whole. Prior to the ticket cap nerf things were looking great on villians from the random roll perspective now its no where close to that. I really dont know how I can get this to work for villains.
Yeah Villains get shafted, they can only make merits on ITFs and LGTFs and the funny thing is that heroes can bank on them too lol, Villains don't have much they can a good amount for, You would think Conference of Evil would give you like 12 merits minimum.