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Quote:Was changed for brutes and stalkers, too, who didn't have CP in their epics. That IS a change to an existing power from A to B (or A+B+C if you want to say it's still the same basic power).He's saying that the reason it was changed is because scrappers and tanks already had conserve power in their epics.
So why not Dim Shift? -
Quote:I think he's alluding to Conserve Power not being deleted entirely, but being moved to the brute epic pool (at least that was the early report before the test server got locked).This reply makes no sense at all. The change he linked to has to do with a primary secondary power change only. And anyone who thinks d shift is fine for anything but pvp needs to lay off the kool aid.
Therefore, dim shift couldn't possibly be replaced because it couldn't fit with an epic set.
I say, who cares. The point is the devs are creating a new power. Min can paint that as it's not really new, but it is. Just read the pages of positive responses this news has generated.
Therefore, Dim Shift can be changed too. The precedent is set. And I can bet you a heck of a lot more people have been complaining about DS a heck of a lot longer than CP.
To make things simple, the devs can keep the animation if they want, but have the power do anything other than what it does. I'd settle for an AoE slow. Call it Gravity Well or Event Horizon. IDK. IDC. I do know that DS is a waste at 12 and the most skippable control power in the game. In fact, I'd take ice's AoE immob before I took DS because I can at least slap a bunch of dmg procs in it. -
What about this? Whip attacks has -RES secondary effect? And perhaps they have a combo system like dual blades where if you hit with a certain combo, your target 'submits'.
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It's been talked about before: whip assault and chain control for the ultimate dominat(o)rix. Apparently it was something discussed by the devs back during CoV Beta, but they didn't have the ability to make the animations right.
Well BaB's IS working on whip animations now in relation to the new Demon Summoning set for MMs coming with GR. His twitter page talks about making it part of the upgrade, so i'm imagining it's the MM attack (like arrows for ninjas, pistols for thugs, etc).
So what about doms? Who better to use a whip? -
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Quote:I did not respec the dominators for I15. Neither of my /psi lvl 50s that I tested have scream. And I couldn't add it in now as it would invalidate the data.Did you pick up Psychic Scream for the Psi dom. I'm finding it an invaluable and very useful cone attack now. I've actually always used it so it proved to not be a huge playstyle change on my perma dom.
I also just recently slotted it up on my grav/psi. Psychic Scream does a noticeable amount of damage now. I don't have hero stats..but I be curious to see someones numbers on it.
Besides, the point of the tests isn't to find the optimal I15 build. It's simply to determine if the movement of dmg from domination to full time status, coupled with the increase in base dmg, as well as the corresponding tweaks to assault power numbers has an effect on dominator performance.
The numbers I've collected point to 'yes'. It can be quantified to around an average +11% boost in solo performance as measured by reward rates (infamy per hour) of the 5 lvl 50 doms I've reported in this thread.
Now, if 11% increase in performance makes people 'feel' better about playing doms and actually impacts dominator population, I don't know.
I can tell from some of the posts on the forums that many doms 'feel' stronger. I personally haven't experienced a huge difference between my old and new doms and the numbers I've collected bare that out. However, despite the improvement and the overall positive response, I haven't seen a huge increase in dominator numbers on the servers. From the checks I've made over the last couple weeks (including 2x xp), I've seen that doms are still in 4th-5th place in popularity behind corruptors, MMs, and brutes. Stalker numbers are about the same. VEATs combined are in last. I'd like to see the devs post actual game numbers though.
So that leaves us with the ultimate question: with an overall improvement in dom performance, have Castle's goals for the AT been achieved? Will there be more buffs, nerfs and/or revamps? -
Well lemme just put this out there in response to the ITF idea:
The last time we tried an all dom run at it with lvl 45s (tribal earth team), we rolled the SF up until Romi. We just couldn't put out enough DPS to take him down with the healing nictus. Then, once the nictus blooms came, we'd get wiped.
Now, that was before the dom revamp of I15. It was also with a team of 5 or 6 iirc.
So theoretically, we should be able to pull this off simply with a team of 8 and the increased dmg 100% of the time. A well-timed SoC on the nictus bloom would come in handy, too. -
server status page says they're all back up btw... downloading old patch as we speak.
oh and does this mean that von Hirsh will actually be on time? -
I think this is another anti-dom conspiracy because the devs knew we were getting close to lvl 50 again.
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I'm posting my final test results, this time from my lvl 50 ice/psi/mu (also not perma).
RWZ
I14 I15 % comparison
time (min) 17.9 16.5 NA
foes 70 69 NA
defeats 0 0 NA
IPH (millions) 1.97 2.15 109%
WPM 218 189 87%
DPM 1949 2454 126%
Cim
I14 I15 % comparison
time (min) 22.1 21.2 NA
foes 111 126 NA
defeats 0 0 NA
IPH (millions) 1.70 1.83 108%
WPM 243 166 68%
DPM 2335 2824 121%
WB
I14 I15 % comparison
time (min) 25.9 22.2 NA
foes 102 93 NA
defeats 0 0 NA
IPH (millions) 1.66 2.26 136%
WPM 322 113 35%
DPM 1981 2341 118%
This dom had been #2 in soloing efficiency (not just among my doms, but including my lvl 50 cors and brutes as well) before the I15 changes, averaging 260k IPH less than my fire/psi/mu. Now, post I15, she's still in 2nd but only an average 10k IPH behind.
What does that mean?
Well it could just be statistical variance. Maps, mobs, inspiration use and more can all vary from mission to mission, day to day.
However, a 250k IPH gain is a fairly big swing when you consider that that's an average over 9 missions, not just a single mission.
Looking at the 2 doms, they have almost identical builds with regard to assault sets and patron powers, so they should have been affected equally by the I15 changes. The big difference between them is the fire dom has the AoE immob heavily slotted with psi dart lightly slotted to compensate, where the ice dom has her ST immob and psi dart heavily slotted. But powers weren't altered from I14 to I15 tests, so there shouldn't be a major difference between them.
Looking at the 3 tests, the fire dom had the biggest dropoff in performance during the RWZ missions. It's possible this was tied to mission location. Of the 3 zones it's the one with the most travel if you're unlucky. As I run HeroStats while traveling between missions to better model reality, that might be the major source of the ice dom's "gain".
However, I also think it would be a good idea to look at their individual attacks to assess if either:
1) The ice dom has AA quadruple dmg proc'd giving a significant damage boost on par (at least in my mind) with Hot Feet. Perhaps the base dmg boost is affecting these more than what you'd see with hot feet.
2) Shifting attacks away from PSW due to its longer recharge now ST favors the ice dom because those powers are slightly better slotted than the fire dom's? dom's. Or because PSW isn't hitting as often, the dmg procs and confusion dmg from AA is.
I'll post the individual attack stats after I've collected the info and organized it.
EDIT: gotta figure out how to make lists with this new system -
Quote:There's your problem right here. You have the stand around and do nothing after I control something mentality of a controller.When on my troller, I waltz in, hit em with fire cages/flashfire and then just stand in the pack with hotfeet and choking cloud running and wait for the mobs to fall over. It seems I gotta work a lot harder to get a similar level of pwnage on my dom.
I'm sure with your fire/rad, you AM up your imps, then mez your targets with flashfire. Next, you immob them with fire cages. Probaly toss enervating field and radiation infection after that. Then, you follow your imps on a leisurely stroll into the middle of the mob pack while spewing choking cloud and hot feet. Finally, you spam fire cages to leverage your perma containment damage all while rocking radiant aura for heals. Safe, effective and boring.
Doms don't have anchored debuffs with -to hit and -def and -res. Doms don't have +rch +dmg +rec buffs. Doms don't have aura heals for when they get scratched. Doms don't get 2x dmg just for sneezing on mobs with soft controls.
Yes, doms actually have to work for their kills. If that's what you're experiencing, then everything is perfectly normal. -
Like River said, you've taken the two sets that take the longest to get good and combined them. Your problem at lvl 25 is that you have one slow recharging AoE control you can use: Grav Distort Field. You also have one AoE attack: Psi Scream. Versus large groups, like you'll see on teams, that sucks. You're going to have to rely on juggling your foes with Lift, grav distortion (st hold) and hopefully you have something else like propel, tk thrust, or air superiority (AS being my pref of those 3 in your build).
Once you get more levels, you'll get WH at 26, Singy at 32 and PSW at 38. Now your AoE potential increases dramatically. I'd highly recommend grabbing the patron AoE attack as well. Look at Mako and you could pick up another cone bile spray and waterspout pseudo pet.
However, to answer your one question, wormhole gives the ultimate alpha advantage to the grav dom. You can control your targets from out of LOS, deliver them where you want, then kill them.
Most other hard controls require LOS (stalagmites, flashfire, AoE holds, MC, SoC, etc). Some require you to be in melee (cinders, glacier).
WH and Singy, plus your AoE hold will give you all the control you need for large groups. Combine with your ST hold and lift, and you're good to go.
Regarding team play, it's my opinion that a gravity dominator should always be the first to alpha once they have WH. Now finding a team that can deal with that is where your trouble comes from.
However, if your team is doing well without you using WH, then that's great. Go to town with your other powers. Or for an alternative, increase their fun by wormherding other spawns. I do this all the time. Team is battling one spawn and I'll drop another on top of the first. The brutes don't have to run around, the cors can leverage their AoEs, the MMs can focus their pets, the stalkers feast on the staggering mobs. The only problem is it opens you to a lot more damage than playing it 'safe'. -
So tank over aggros, can't control aggro, team starts dying, FF defender turns on Force Bubble to save remaining team.
Tank gets upset that repel was used on mobs he wanted for his own regen. Tank tells defender to stop despite team dying cuz tank wasn't holding aggro.
Defender tells tank to get bent. Defender gets kicked.
Turbo Ski defends tank, demonstrating lack of reading skills.
LOL -
Quote:All range is a good idea with that build if that's what you want because you get...Ok I have another question that is to a different topic. What attacks should I pick up for single target DPS? I am currently Grav/Psi.
Should I go with the melee attacks? What about Lift? I know Propel is bad. Any thoughts? Should I stick with all range?
Crush
Gravity Distortion
Lift
Propel
Crushing Field (AoE)
Psi Dart
Mental Blast
Psi Scream (Cone)
... all before lvl 20.
If you can't get a ranged chain out of that, I don't know what to say.
Meanwhile, on the melee side you get Mind Probe and Tk Thrust, of which the latter kbs the targets out of melee (hate that power). Your only other meleeish attack is at lvl 38 with PSW. At which point you could respec into a more melee build where you WH targets into a corner and leverage DP and PSW. -
Quote:As a damage power, no, you're not going to get much out of it.Now that damage has changed for doms, is this worth it? I am 50 and at 49 I didn't know what else to grab.
This is to also to test the new boards :P
However, I have it on my earth/thorns and I have the slow dmg proc in it. Combined with my other slows and kbs, I get a LOT of mileage out of it.
I use it every spawn. I'll open with EQ and QS (probably stalag if I alpha), which are also proc'd with damage. Then, I toss fling thorns (proc dmg as well), close to melee and toss trops for more proc dmg and additional slow (plus the pseudo fear mitigation). I'll then unload Thorn Burst, which also has damage proc. Ripper, skewer, darts, etc. The recharge on trops is such that you can toss it a couple more times in long fights and stack the dmg.
I can also use it as a personal space defense. So let's say I toss EQ/QS around a corner. The enemy has speed or flight or some just get past the defenses. I can have trops out just in front for more protection. It's also a great tool when your enemy has teleportation (rikti, malta, sky raiders). You aggro the group and are out of LOS. however, that's no protection because the porter is coming to land right next to you. NP. Drop trops to greet him. OUch, ouch...run away.
Anyway, in my character's scenario trops works great. Adds some extra dmg and control. I use it a ton. It cost me 1 slot (dmg proc). I don't know too many other powers you can say that about.
Now, if I had a ranged build where I kept everything at a distance, no trops would suck. -
Nothing like a lover's spat to get your Saturday warmed up.
Mudpots comes at lvl 35. That's plenty late in the game for it not to matter on the outcome of your dominator.
If you want it and plan for it, then great, take it.
If you don't want it and will skip it, then great, leave it.
I suppose it could be turned into another late game snipe... -
We'll be running Sunday night to close out 2x xp weekend. The bulk of the regulars are levels 37-40. We'll be finishing up Sister Airlia's arc and then running patron arcs.
I'll be on later tonight and all day Saturday most likely on Virtue toons. Send tell to @DarkCurrent if you want to team up. -
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Cims have extra stun protection from their shields and from the boss's [Shout of Command]. I suspect that is what happened there.
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Perhaps the former is the case, but they definitely weren't buffed by the shout because I hadn't damaged them to that extreme yet. -
Here are some new results from my Earth/Fire/Mace lvl 50 non-permadom. Same set of tests.
<ul type="square"> RWZ
I14 I15 % comparison
time (min) 21.5 15.4 NA
foes 74 52 NA
defeats 0 0 NA
IPH (millions) 1.63 1.85 113%
WPM 64 100 156%
DPM 1384 1783 129%
Cim
I14 I15 % comparison
time (min) 29.7 27.1 NA
foes 151 133 NA
defeats 0 0 NA
IPH (millions) 1.48 1.67 113%
WPM 103 107 104%
DPM 1803 2189 121%
WB
I14 I15 % comparison
time (min) 28.7 25.5 NA
foes 101 95 NA
defeats 0 0 NA
IPH (millions) 1.56 1.73 111%
WPM 62 159 256%
DPM 1741 1976 113%[/list]
Similar outcome with this guy as with the other doms I've tested. The I15 changes have led to an approximate 10% increase in IPH as opposed to this same dom during I14.
Of special note: Blazing Bolt is an absolute killer now. BB + FE = one shot orange minion (lvl 52). It could almost take out a lieutenant in one shot also. Versus held bosses, it was really nice, scoring for 470ish if you led with Poisonous Ray. And if the toxic dmg proc kicked, too, ouch!
By way of comparison here are the DPM for his 4 main ST ranged attacks:
Blaze = 646
Fire Blast = 407
Blazing Bolt = 295
Flares = 150
I don't normally take snipes, but this guy is a ranged dom who uses QS, EQ and VG to keep mobs at bay. And while stoney tanks, it lays a nice sizzle on some poor target. -
As an update, I MAY have seen this with Stalagmites yesterday.
I was soloing in Cimemora with my Earth/Fire. I had EQ and QS between me and a spawn. I hit stalag. One of the minions proceeded to run through EQ, through QS, then attack me from melee and then got stunned.
However, it's also possible that I just missed him, didn't see the Miss text pop up, he got lucky and made it through the two patches (it happens), and got stunned ultimately by stoney who was right behind me.
Just keep your eye out for stuns that don't take or are delayed. It's a rare event, but I swear I've seen it happen a few times now. -
[ QUOTE ]
Is it somehow possible that the stun effect is 'missing' some mobs even though the teleport/KB part isn't? I know that's not supposed to be able to happen, but the game engine has definitely done weirder things before.
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This is pretty much what it seems like to me. I know that the teleport/kb hits before the stun does (that's why mobs will shoot you before they're stunned), but the two effects have always been paired. Meaning if you hit them with the first, the stun hits too.
Now it's like they're 2 separate rolls (i'll have to look at my combat log for to hit rolls).
The one possibility I can think of causing this bug if it is a bug is that I have a Kinetic Crash dmg proc in WH. That dmg hits first upon activation of WH, then the foes are tpd and then stunned. I wonder if the mob that it procs on is somehow immunized from the stun? Or the stun is delayed cuz they're so pissed? IDK. All I know is I'm seeing this on a rare occasion and it bugs me cuz you then have to use another control on a guy that should be stunned. -
[ QUOTE ]
Good point about the redundant animations on an earth/earth. You put your left foot in, you put your left foot out, you put your left foot in....
[/ QUOTE ]
...and you shake it all about!
That'd be so appropriate though, don't you think. We can start an ST called The Hokie Pokie. -
I've been playing my grav/elec lately and noticed that after I wormhole some mobs they teleport next to me and are NOT stunned. No, I'm not talking about bosses.
It's not every time, nor is it a majority of the mobs. I'll WH 3-5 targets per activation and maybe 1-2x per mission I'll notice that one of the mobs in the group will still be active. He'll teleport next to me, and just start attacking. It's been minions and lieutenants from factions that should be stunned (Cims, LB and Rikti).
This isn't the 'beta response' you get from WH where the mobs get off an attack before they're stunned if you stay in LOS. I'm completely out of LOS when I've noticed this (you come to expect some beta shots if you use WH in LOS) and the mob attacks me with a melee attack (so it's not just a queued range attack). And dont' forget, he'll actually get up from his kb landing and move toward me to attack.
Anyone else noticed this odd behavior with WH lately?