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Posts
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Joined
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Lovely idea, but as a few have mentioned, probably not viable from a resource standpoint. Vets have their somewhat-useful-buff pets and that's fine enough for my themes.
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Just gonna chime in with everyone else. The game gets better every time I play it.
Tonight I was in an awesome PUG duo with my lowbie Grav/Elec Dom and a Dual Pistols/Trick Arrow Corruptor. We had a freakin' blast going through Montague's arc. Both of us were 4-5 year Vets that had gone premium, so we knew what we were doing and we'd done it a thousand times, but it was nonetheless a heap of fun.
I encourage all vets to lead teams. Don't just moan about the fast tracks to 50 that the devs have installed. We've all done a few sewer runs, but why not grab up some newbies and do an arc or two? Invite them to your sg. Encourage them to team with you the next time you're around. Welcome these newcomers to the community.
Oh, and I've stopped taking Hasten. Doesn't mean I need to slap more recharge into my build. Just means I need to find a power to use will the others are recharging.The game still works with SOs. Still works just fine.
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I'm right there with ya on the Darkness control wolf. Blegh... Gimme an old model like a CoT ghost all dark-ed up... Rather than Mr. Yapyap the Wonder Hound.
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Sounds like an odd idea at first. But if you look at Kinetic Melee, you'll find that it already has a lot of the pieces that make up most of the Assault Sets:
Quick Strike - Light Melee
Body Blow - Moderate Melee
Smashing Blow - High Melee
Power Siphon - Self Buff
Repulsing Torrent - Moderate Ranged Cone
Taunt/Confront/Placate - TAoE Taunt
Burst - Moderate PBAoE
Focused Burst - High Ranged
Concentrated Strike - Extreme Melee
I'll compare that with the set Earth Assault, the most melee-centric of Dom secondaries:
Stone Spears - Light Ranged
Stone Mallet - High Melee
Tremor - Moderate PBAoE
Hurl Boulder - High Range
Power Boost - Self Buff
Heavy Mallet - Superior Melee
Seismic Smash - Extreme Melee
Mud Pots - Minor PBAoE Toggle
Fissure - Moderate Close TAoE
Both sets have 5 Melee attacks, counting PBAoEs.
Both sets have 1 Targeted AoE, counting Cones.
Both sets have 1 great self buff.
Earth Control comes out ahead in the ranged department with both Stone Spears and Hurl Boulder, but Hurl Boulder and Focused Burst are very comparable as far as animation times go. I haven't looked at the data on damage yet (at school).
Here's an example for how a Kinetic Assault set could be organized:
1. Quick Burst - Light Ranged Smashing/Energy
2. Body Blow - Moderate Melee Smashing/Energy, Stun
3. Focused Burst - High Ranged Smashing/Energy, Knockdown
4. Burst - Moderate PBAoE Melee Smashing/Energy, Knockdown
5. Power Siphon - +ToHit, +Special: Adds -DMG to each Kinetic attack. Buffs for each hit.
6. Smashing Blow - High Melee Smash/Energy, Stun
7. Concentrated Strike - Extreme Melee Energy/Smash, Stun
8. ???? - Perhaps something to offset endurance, ala Consume within Fiery Assault.
9. Repulsing Torrent - Moderate Ranged Cone Smashing/Energy, Knockback
I like to think it would be of a more melee-centric version of Energy Assault. Maybe we can get the devs to take notice. They did ponder it for a moment when I asked the question in the UStream broadcast last week.Let me know what you think. -
Agreed, more Dark Astoria content would be stellar. A zone event that allows you to summon Adamastor would be great.
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Alright, here are the edits:
-Still have to add all the recharges/end costs/etc.
-While I like the presence of Penumbral Grasp within the set, I feel like Frightwake could replace it and something else could take Frightwake's spot. Maybe even Tenebrous Tentacles.
Tier 1: Penumbral Grasp
(ripped right from Darkness Manipulation)
Mag 3 Single Target Immobilize
5 ticks of Negative Energy Damage (On par with Ring of Fire)
-5.25 Tohit on target for 10s
Tier 2: Midnight Creep
(Petrifying Gaze animation with Dark Blind effects on target)
Single Target Mag 3 Hold
Negative Energy Damage (on par with Blind)
-5.25 ToHit on Target for 10s
Tier 3: Blanket of Night
(Smoke and Mass Hypnosis combined, animates like Tenebrous Tentacles minus
tentacles)
Mag 3 40º Cone Sleep for 17s
-10.00 ToHit on Target for 30s
Tier 4: Eyes Shut Tight
Targeted Mag 3.5 Sleep for 30s
Targeted Mag 3.5 Fear for 1min
Moderate Negative Energy Damage
Tier 5: Frightwake - Awaken the worst fears in targeted foe and bring them into reality. The summoned creature varies with each opponent, but will torment them while doing moderate Negative Energy damage. The creature will fade away after a time or when the enemy is defeated.
Pet, summon "Terror" on target, duration linked to target hit points or 30 seconds,
whichever reaches 0 first
+Touch of Fear
+Dark Blast
+Def Smash/Lethal/Melee
EDIT+Taunt
Tier 6: Haunting Shadows
Toggle PBAoE
Target -10.5 ToHit
Target Mag2 Fear(You have Frightwakes/Nightmares for Mag3 fear)
30% Chance for Mag3 Immobilize on target for 10s(non-damaging Penumbral Grasp)
1.01 End/sec
75% Accuracy
Tier 7: Midnight Terror
(Recolored version of Ghost Widow's AoE Hold)
Typical Targeted AoE Hold stats
Tier 8: Frightwake Gateway - You open a portal into the dark thoughts of a group of enemies. For every enemy in its radius, Frightwake Gateway sucks away bad thoughts, decreasing their damage output and summoning small creatures that do minor Negative Energy damage. The gateway may even cause some foes to forget about the battle entirely and stand there, lost in their thoughts. The creatures are bound to the gateway and will not stray far from it. They will pass when the gateway fades away.
Click Summon pet Frightwake Gateway - Duration 60s, Recharge 90s, End Cost 26
AoE -15% Damage on Target for 20s
AoE -50% Perception, -10 Tohit on Target, 20% chance
+Summon underling "dark imp" on target, duration linked to hit points of Frightwake Gateway or self, whichever reaches 0 first)
Dark Imp(living Hellfire model w/dark aura) -
+Def Smash
+Shadow Punch - Minor Neg Energy damage
Tier 9: Nightmare - You are able to summon a monstrosity that strikes fear into the hearts of your foes. The beast thrives on the subconscious energy of surrounding enemies, harvesting it to increase its own abilities. The Nightmare will close in on its adversaries, mauling and decimating them with Negative Energy attacks.
Click Summon pet Nightmare
EDIT+Smite(+Mag3 Fear)
EDIT+Penumbral Grasp
EDIT+Frightwake
+Rise to the Challenge,
EDIT+Taunt
EDIT+Def All except Energy -
Right, right. He should have a Taunt effect, much like Animate Stone. I could see Soul Drain being OP'd on something like this though, maybe swap that for Touch of Fear or a Touch of Fear/Lifedrain combo? Maybe even its own Fearsome stare? That might be even more OP.
The idea with Blanket of Night is to be somewhat of a cross between Spore Burst and Fearsome Stare. Rather than beginning a fight with the AoE immob, you might start with Blanket of Night, decreasing their ToHit drastically - much like the purpose of Fearsome Stare. (This allows it to have some use during battle as well rather than sit there unused like Spore Burst might be.) Then you run in with the Chill of the Night/Cloak of Fear toggle, decreasing their tohit even further while adding Fear to the mix. Thinking about it now, what I WOULD add to Blanket of Night is that it does not aggro and has a 45 cone.
All control sets have arguably skipable powers. They're marginally useful, but generally the rest of the set carries the control well enough. I wanted to keep at least one skipable power in the set and Blanket of Night is it. I also am a big fan of Cone attacks, bouncing around to find the best positioning is a lot of fun for me.
What I'm debating is even keeping the AoE Immob at all because I want the set to be more similar to Illusion. It also really messes with the fear and sleep components. The TAoE Hold could be turned into a PBAoE like Flash. What would you say to a single target Sleep @Mag3.5 with a -Tohit and damage similar to Mesmerise? Goes perfectly with the theme, I think.
I'll update the original post with edits later tonight. -
Quote:And yet we have Spore Burst in Plant control.The sleep on Blanket of Night is incredibly short. AoE sleeps on Dominators are usually 17.88seconds, the only ones shorter than that are Salt Crystals at 14.9seconds and Static Field, which pulses a 6.33second Sleep every 4seconds for 25seconds. I'd say bump it to the standard 17.88s. Though I question the value of a sleep in the set at all, given all the DoT/uncontrollable pet damage.
You're very right about it being lengthened, I must have been looking at the lvl 1 values. The idea for the power was to make it somewhat of a useful cross between Spore Burst and Fearsome Stare. It's also there to not take, again reflecting Spore Burst.
Quote:Cloak of Fear, as it currently stands, is a terrible power. MASSIVE accuracy penalty, a sizable end cost, tiny radius, and it's only mag2. If Doms(and subsequently Controllers) were to get it (as primary control archetypes) then I'd hope the magnitude would get upped to mag3 (or the power was allowed to stack the current mag2), the radius was increased to at least 12 feet, and the base accuracy was increased to 1.0 (75% chance to hit), or 0.9 (67.5% to hit). Currently CoF has a 0.67 base accuracy mod, which is only a 50.25% chance to hit. It needs 3 accuracy SOs just to be remotely reliable, and that's only against even cons, heaven help you if you're fighting +3 or +4s.
Again, got lazy towards the end, but I totally agree. How about a Penumbral Grasp equivalent for the beast? I'm picturing something like a black colored Greater Devoured covered in black tendrils aura. -
Dominators, countrymen, Developers! Lend me your EARS!
For there is a travesty among the control sets! Yes! A travesty!
We have no Dark Control! (And doms don't get Illusion)
So what would be a counterpart to Illusion that Doms could get?
You guessed it, Nightmare control.
"You manipulate the dark thoughts within your foe's subconscious mind, drawing out their inner terrors and using this negative energy against them."
I created this set with the goal to keep it strictly balanced with the other control sets, but with its own flavor so that it would be fun while keeping it "Dev friendly." Overall, I believe it would play somewhat like a cross between Plant and Illusion or maybe its more unique than that. Let me know what you think.
Tier 1: Penumbral Grasp
(ripped right from Darkness Manipulation)
Mag 3 Single Target Immobilize
5 ticks of Negative Energy Damage (On par with Ring of Fire)
-5.25 Tohit on target for 10s
Tier 2: Midnight Creep
(Petrifying Gaze animation with Dark Blind effects on target)
Single Target Mag 3 Hold
Negative Energy Damage (on par with Blind)
-5.25 ToHit on Target for 10s
Tier 3: Penumbral Void
(Casting animation is like a fast Dark Pit, then explodes outward from target)
Targeted AoE Mag 3 Immobilize
2 ticks of Negative Energy Damage
-5.25 ToHit on target for 10s
Tier 4: Blanket of Night
(Smoke and Mass Hypnosis combined, animates like Tenebrous Tentacles minus
tentacles)
Mag 3 40º Cone Sleep for 10s
-10.00 ToHit on Target for 30s
Tier 5: Frightwake - Awaken the worst fears in targeted foe and bring them into reality. The summoned creature varies with each opponent, but will torment them while doing moderate Negative Energy damage. The creature will fade away after a time or when the enemy is defeated.
Pet, summon "Terror" on target, duration linked to target hit points or 30 seconds,
whichever reaches 0 first
+Touch of Fear
Minor Negative energy damage
+Def Smash/Lethal
Tier 6: Cloak of Fear
(copypasta from Dark Armor)
Tier 7: Midnight Terror
(Recolored version of Ghost Widow's AoE Hold)
Typical Targeted AoE Hold stats
Tier 8: Frightwake Gateway - You open a portal into the dark thoughts of a group of enemies. For every enemy in its radius, Frightwake Gateway sucks away bad thoughts, decreasing their damage output and summoning small creatures that do minor Negative Energy damage. The creatures are bound to the gateway and will not stray far from it. They will pass when the gateway fades away.
Click Summon pet Frightwake Gateway
AoE, -15% Damage on Target
+Summon underling "dark imp" on target, duration linked to hit points of Frightwake
Gateway or self, whichever reaches 0 first)
Dark Imp -
+Shadow Punch - Minor Neg Energy damage
Tier 9: Nightmare - You are able to summon a monstrosity that strikes fear into the hearts of your foes. The beast thrives on the subconscious energy of surrounding enemies, harvesting it to increase its own abilities. The Nightmare will close in on its adversaries, mauling and decimating them with Negative Energy attacks.
Click Summon pet Nightmare
+Shadow Maul
+Rise to the Challenge
+Soul Drain
+Def Melee, Range, vulnerable to Energy -
I'm loving Elec/Ice. Conductive Aura and Chilling Embrace were made for eachother.
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Ah, thanks for catching that, decided to take the extra slot in tactics and boot it over to tar patch with a couple recharge IOs. I got most of the build together in game and he definitely benefits from all the defence (weeee soloing 4 greater devoureds at once). I am kinda missing the big heals from Fluffy though, but that neg damage proc just seems so good.
EDIT: Doh I'm sorry, I just realized that there's a whole separate forum for Build advice... -
Perhaps I should've done more testong with thorns, I only took that toon to lvl 8. The redraw made it feel clunky compared with grav/elec. Hehe, I'm beginning to think I was the only one who hadn't tried this before...
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Hey folks! Decided I'd like to revamp my namesake toon to get the most out of him. As of now, in game, he has a sapper-y focus and can solo 0/x8 easily albeit slowly. For this build I decided to forgo a sapping focus as Short Circuit is already spectacular as is, trying to build for a good amount of defense and damage output without breaking the bank. Yet, Personal End-Drain is a big concern because I dropped Dark Consumption for Dark Embrace to squeeze in a tad more def/resist. I have no qualms with popping a blue every so often, though.
With all the toggley goodness on, his defs sit at about 33% Neg/Energy/Ranged; 28% Smash/Lethal; 25.5% Melee; 21% AoE; 19% Fire/Cold; and 16% Psionic. Coupled with all the -ToHit and the Stun from Oppressive Gloom, he should be fairly invincible. However, End drain is at 1.6/s...
Incarnate stuff isn't considered as I'm only VIP this month. (just bought Going Rogue)
Let me know what's over/under slotted or if you have any suggestions.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Death Volt: Level 50 Technology Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp- (A) Touch of the Nictus - Accuracy/Healing
- (39) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (40) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (31) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (29) Thunderstrike - Damage/Endurance/Recharge
- (A) Flight Speed IO
- (A) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Dampened Spirits - To Hit Debuff
- (31) Dampened Spirits - To Hit Debuff/Recharge
- (31) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (34) Dampened Spirits - Recharge/Endurance
- (40) Dampened Spirits - To Hit Debuff/Endurance
- (A) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (15) Red Fortune - Defense/Recharge
- (15) Red Fortune - Endurance/Recharge
- (17) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Defense
- (19) Red Fortune - Endurance
- (A) Multi Strike - Accuracy/Damage
- (19) Multi Strike - Damage/Endurance
- (21) Multi Strike - Damage/Recharge
- (21) Multi Strike - Accuracy/Endurance
- (23) Multi Strike - Accuracy/Damage/Endurance
- (23) Multi Strike - Damage/Endurance/Recharge
- (A) Siphon Insight - ToHit Debuff
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (43) Siphon Insight - Accuracy/ToHit Debuff
- (46) Siphon Insight - Accuracy/Recharge
- (50) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (27) Red Fortune - Defense/Endurance/Recharge
- (27) Red Fortune - Defense
- (29) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (36) Basilisk's Gaze - Accuracy/Recharge
- (36) Basilisk's Gaze - Recharge/Hold
- (37) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Rectified Reticle - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Rectified Reticle - Increased Perception
- (A) Cloud Senses - Chance for Negative Energy Damage
- (33) Siphon Insight - ToHit Debuff
- (33) Siphon Insight - Accuracy/ToHit Debuff
- (33) Siphon Insight - Accuracy/Recharge
- (34) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (34) Siphon Insight - Accuracy/Endurance/Recharge
- (A) HamiO:Endoplasm Exposure
- (A) Karma - Knockback Protection
- (A) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) HamiO:Ribosome Exposure
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (39) Performance Shifter - Chance for +End
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 14.56% Defense(Smashing)
- 14.56% Defense(Lethal)
- 5.19% Defense(Fire)
- 5.19% Defense(Cold)
- 19.25% Defense(Energy)
- 19.25% Defense(Negative)
- 3% Defense(Psionic)
- 12.06% Defense(Melee)
- 20.5% Defense(Ranged)
- 7.38% Defense(AoE)
- 1.8% Max End
- 59% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 31% FlySpeed
- 57.23 HP (5.63%) HitPoints
- 31% JumpHeight
- 31% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 20% Perception
- 18% (0.3 End/sec) Recovery
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
- 2.5% Resistance(Negative)
- 31% RunSpeed
- 4% XPDebtProtection
For those that have not tried this combo, I HIGHLY recommend it. The two sets mesh together extremely well and create something that plays like a fast-paced Tank/Controller. Two holds let you lock down bosses and End-Drain combined with -ToHit keeps you and your team very safe. This guy was my first 50 and after all these years is still BY FAR my favorite toon to play.
~DV -
I can concur on the Knockback slotting, gives you as much wiggle room as possible.
On a side note, I tried out Grav/Thorns and unfortunately the redraw time fouls it up. -
I've been rolling up various Dom combos lately and found a particularly fun trick that might interest folks who want to get a little more out of Gravity. Using Hover, Lift and a Melee Attack, you can bring some unique joy to Grav that not many other sets can do. Couldn't find anyone who had posted about it before, so I figured I'd start up a new thread. Mind has Levitate and could definitely do the same trick, but Mind is already horribly powerful (also thematically, I think it works better for Grav).
Instructions:
Step 1: Hover over mob of baddies so you're out of melee range
Step 2: Lift one of them up to you.
Step 3: Smack it with a Melee attack of your choice.
Benefits:
You avoid melee combat which isn't Grav's strength.
You can use a powerful melee attack that you might skip with a ranged build.
Maximum enjoyment as you fling enemies up to whack them in the face. (think of whack-a-mole)
Grav can Immobilize and you will still be able to Lift them into the air.
Cons:
Lift won't work on foes that you have Held as your holds have -KU.
Lift doesn't always lift straight up.
I've been using it with Plasma Ball, my lvl 22 Grav/Elec, and I find it works great for lowbie survival. Elec seems to be a good pairing as it has a hefty damage output and animates quickly. Elec also has the added bonus that it has a great, wide-cone attack in Static Discharge which will work as a nice AoE while you float above the mob. Not sure how well this will work with Singy, though. I could also see Grav/Thorns working out very nicely.(Thorntrops and Fling Thorns would be killer while you're above a group)
Anywho, I encourage you to try this out if you have been discouraged by Gravity's faults as it is just downright fun. -
Here's a Hastenless Build:
-Had to sacrifice some ranged def and recovery, but they're still substantial.
-With all the toggles Def totals are: 40/40 S&L, 32 Ranged, 30/30 NRG/Neg, and 20 in everything else. Could totally be overkill, lemme know.
-With Hasten I could get a bit more ranged Def and go for an immensely cheaper build. But man I would hate keeping track of Dom and Hasten.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Mango Master: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Energy Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(31)
Level 1: Power Bolt -- HO:Centri(A)
Level 2: Roots -- TotHntr-Dam%(A), JavVoll-Dam%(3), Posi-Dam%(3), Posi-Dmg/Rchg(5), HO:Nucle(5)
Level 4: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 6: Power Push -- KinCrsh-Rchg/KB(A), KinCrsh-Rechg/EndRdx(7), KinCrsh-Dmg/EndRdx/KB(7), KinCrsh-Acc/Dmg/KB(9), KinCrsh-Acc/KB(9), KinCrsh-Dmg/KB(11)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(23), CoPers-Acc/Conf/Rchg(23), CoPers-Acc/Rchg(25), CoPers-Conf/EndRdx(25), CoPers-Conf%(34)
Level 10: Power Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(19)
Level 12: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Boxing -- HO:Centri(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37)
Level 20: Tough -- GA-3defTpProc(A)
Level 22: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), LkGmblr-Rchg+(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- ImpSwft-Dam%(A), Posi-Dam%(27), JavVoll-Dam%(27), HO:Nucle(29), HO:Nucle(29)
Level 28: Total Focus -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(45)
Level 30: Bone Smasher -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(42)
Level 41: Sleet -- Achilles-ResDeb%(A), RechRdx-I(42), LdyGrey-DefDeb/Rchg(43)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(46), LkGmblr-Rchg+(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 47: Ice Storm -- RechRdx-I(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Power Boost -- RechRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Relevant Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 12.69% Defense(Energy)
- 12.69% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Ranged)
- 133.8% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 30.52 HP (3%) HitPoints
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Hmmm, alright. The notes on DPS are great, thanks for those.
I totally forgot about the Stun in TF/BS! Now there's a reason to get them. Plus if I really wanted, the Stun Purple set could be slotted in.
Also, I just noticed Power Boost nearly doubles all my defense boosts, and with a hefty helping of recharge, that can be up about 1/3 of the time... The only thing really holding me back from picking Hasten/PB up is that it makes the play feel a bit spazzy. I run Power Boost/Hasten/Perma-AM on my Earth/Rad troller and I will often fall out of Perma-AM because I'm too busy mezzing/debuffing. Its a minor annoyance, but I feel like having just Domination on Auto would really streamline Mango Master.
I'm working on a build to softcap ranged def while providing lots of overall def and a bunch of recovery as well as perma-dom. I'll slap it on this post when I finish with it.
The more I look at Sleet, the better it sounds... I also prefer the Rains to another blasting power like Fireball(though I know it's a fantastic power). Ice could be workable. Like some sort of Mango smoothie, yeah? -
Really, Bonesmasher's a must have? It's almost identical to Power Blast, with a slight advantage in damage and activation time while being melee. I was figuring on taking the snipe to replace TF, but yeah, PP + TF does sound great... Power Push is definitely fantastic, hard to find a fault with that one.
Fire looks like the way to go with APPs. Is the dominator Melt Armor nerfed beyond reason or is it still a good force multiplier? -
I was diagnosed with a horridly severe case of alt-itis recently... Rolling such toons as a Fire/Cold controller, an Elec/Psi Dom and even a Zombie/Time MM... But I gotta say, my lvl 17 Plant/Energy Dom - Mango Master - just stands out ahead of the group for being downright a blast to play. Maybe its the name, maybe its the sweet powers, I dunno. Plant/Energy might not have too much synergy on paper, but in a weird way they work together pretty well with Plant having just stupid-awesome AoE control and Energy being able to pick the mezzed critters off quite well. (Orange and Green Energy blasts also look gorgeous)
After playing in the midst of melee for a while with my Elec/Psi dom, I decided to go for a ranged focus on Mango. Mez from afar and take them out before they get to me kind of deal. Having played Plant to 50 on a Plant/Sonic troller, I know that set lends itself to being ranged, but there are just some really fantastic melee powers in Energy. (read: Total Focus) I just don't know whether to go all ranged or not... That said, I need some advice:
Is TF skippable or is it that good? (I mean, there's some wiggle room to just have it anyway, but Plant and my ranged attacks are already quite slot-hungry.)
Any suggestions for a Mango/Tropical-themed APP/Patron Pool pick? (Ice could be kinda like a tropical storm but I hate looking like a popsicle)
Anyone have a Plant/* or */Energy build (or any dom build) that features Perma-Dom without Hasten? (Just one less thing to click)
Vines and Powerboost seem so worthless with Seeds of Confusion and Domination, should I bother with those powers?
And lastly, why didn't I start playing doms sooner? They seriously are the most fun I've had in the game for a long while.
Mango-a-go-go! -
/signed
I completely support your idea! Though, along with the damaging, the healing, the buffing/debuffing, we also have summoning powers! A pet SigPow would have to have extreme recharge times IMO and pets that eventually die; like Phantom Army/Dark Servant. You could have 1-3 pets. Singular pets would have a wider selection of powers, duo pets would get a smaller pool, and 3 would have few to choose from. The attacks are already made, you'd get to pick them from pools much like the Epic Powers. As for looks, you should be able to pick your pet's mesh and tinker around with the texture/patterns/etc. Depending on the number of pets you have chosen, you'll get to pick from small samplings of each powerset to make up the pet's arsenal.
The pets would start out rather generic and clumsy, but as you add points you'd be able to change their attributes.
It might be a tiny-widdle-itsy-bitsy easier because Devs wouldn't have to recreate the visual effects of the powers.
Anywho, that's my idea.
-DV