Dragons_Fury

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  1. How could anyone compare Dom to Trollers? They are different, Controllers are way better due to their secondaries and epic pools plus the bloody containment that does triple damage in PvP! Imagine a /sonic or /FF with the mez bubble or /rad with AM+hasten plus IW or hibernate or earth's embrace from the epic as well as CJ/acro, and mind/ or illusion/ to boot.

    Doms really should have gotten a mez protection and/or health boost/heal in the patron pool rather than more blasts and pets that the pri/sec already offers. The shield is the only power I bother taking on my Corr and Dom, perhaps soul storm later on.

    The other story is that Corrs do way better throughout most of the levels past 20+ to 50, ice/dark/gw can have 4 holds, that should be enough to stack on a boss with hasten and recharges. A /kin can have fulcrum shift, siphon power and soul drain for huge damage boosting and fire/ would compliment that best.

    Right now, in a decent team, I only see a Dom and Stalker useful for the big targets like bosses and EB's, get that hold in and have the Stalker AS then the Corr can scourge the rest. In Grandville, Corruptors seems to have the highest population and Brutes as a close second while Doms are extremely rare, then many of those MM and Stalkers I see are running solo.

    Read my sig for my opinion on the PPPs, all the AT patrons.
  2. That was what I was saying, I should have mentioned "recharge", yes longer recharge on dark's hold.
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    I dont understand why defenders and MMs have as good a control factor as dominators do.

    [/ QUOTE ] I notice this all the time, and all the more so now that I've made two new MMs. It's astounding to me that (IMHO) my /dark has more effective controls that my grav/ except when domination is up. IMHO Even a clever /force field can control better.

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    Yup, /Dark has aoe heal, fear, hold and great nasty debuffs and some good buffs from Shadow. That set is just imply too strong. No wonder so many MMs take /dark.

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    Their durations and recharge times suck (hold and fear wise).

    [/ QUOTE ]What?? The fear recharge is on par with Controller/Dom fear times and /dark's hold is longer than the ST hold but still comes up rather fast. My fire/dark Corr is a beast.
  4. Doms are fun in PvE and against casual PvP, but Doms are no fun when you face heroes that has more than one clear mind buff on them which is more often than not (blame Stalkers?), it negates the majority of Dom's attacks.

    Doms' mez effects are shorter than Controllers', secondary attacks still do subpar damage but melee damage was upped which helps a little especially for thorny and energy assault. I often run out of endurance even with fully slotted stamina whlie trying to build domination during missions.

    And the fact that most other villain ATs get patron hold and immobs and pets that do some of it, negating the need for a Dom in teams on most occasions. I have noticed in the 40+ game in Grandville, I almost never see Doms, Brutes and Corrs are far more common.
  5. [ QUOTE ]
    Bad decision Dev's. To many people try to use NPC's to soften up there targets via TP foe or just by choosing fights where NPC interferance is more likely to occur. Part of the fun with PvP was that I could go and have fun fighting others (in a much more fatal environment BTW) and not fear debt. There is a good chance you have removed that fun from the game. If debt occurs too often myself and many others will not be participating in PvP (maybe arena, but definately not zones).

    Suggestion: Poll your players before you continue to make these type's of decisions. We pay for your product because we enjoy it. We can tell you what we may enjoy and what may upset us before it is implemented. Do not take the SWG route of doom. Please.

    [/ QUOTE ]XP and debt gain should be done away with in PvP zones, there is a growing number of players latley taking advantage of NPCs to draw the opposing player to and cause them to take debt. The AOE toggle infection from dark miasma or radiation agros a bunch of NPCs and the caster takes damage then the player finishes them off for rep while the caster gains double debt. I know alot of players getting level 20-22 and wanting to try out their build in PvP by going to SC only to gain alot more debt than they usually would in a single mission.

    Not a very nice change for PvP.

    And yes do not go the SWG route, I have been a part of SWG for three years and it got UGLY.
  6. Agree, please lower activation/delay time, and raise effectiveness a little.
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    That would be nice - but it would just cause an eventual nerf to the set. Aid Self added to this Armor is bordering on overpowered as is, to add a self heal power would just cause heartbreak and bad feelings towards the Devs down the road.

    As much as I would like my future Elec/Elec Brute to have a Healing Electricity type power even I see this as being just too much.

    [/ QUOTE ]IMO, aid self is more powerful for /invuln than elec due to invuln's ability to scale defense ontop of resistance and not get hit between heals. Elec has practically no defense and you are almost certainly going to get hit and interrupt the heal from aid self, happened to me alot during the test and I had to kite to be able to fire off aid self. In live PvP I have a hard enough time firing off aid self on my MA/inv Scrapper due to the massive dots Doms and some Corrs can put on me, Stalkers' spine toxic dot is not a big deal though.
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    Personaly, I am all for loseing the knockback and immobilization protection and getting either a +regen or a self heal added to the set somewhere. Just my opinion.

    [/ QUOTE ]I second that, I certainly can live with CJ+Acro.
  9. I think it would be the same as cloak of darkness which is +300.
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    i honestly think DA will be the worst like it is for scrappers. All it was put there for was to make ninjitsu stalkers realize that they dont have it so bad afterall

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    werd

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    Yeah, it will be terrible what...with the 20 percent defense + around 30 percent damage reduction across the board and perception and a 30 second super heal that can unhide stalkers within 20 feet if they get hit. The only thing that it doesn't have going for it is a lack of a tier 9 godmode but as was posted earlier, the revive has a nice and nasty effect. It is very possible to create a very survivable DM/DA stalker that is many times more dangerous than its scrapper counterpart.

    All said and done...with shadow dweller, hide, stealth, and combat jumping slotted correctly, you end up with 60 percent of the defense that ninjitsu is capable of getting fully slotted, 50 percent of what SR is capable of getting + the most damage reduction to psionic damage in a toggle that is possible.

    Oh...and if you slot correctly, the endurance drain isn't "all that bad" as far as stalkers go. It uses about the same amount of endurance as ninjitsu or ea.

    [/ QUOTE ]Right on the money, DA is nowhere near the worst, infact I do not remember it being the worst for Scrappers either. In the RV event, AOEs like quills and spin attacks were missing me while I was hidden after properly slotting shadow dweller and hide and the damage reduction in the shields saved my butt more often than ninjitsu would. With FA in play, that may change considering hide+SD's defense then again I will be playing more often in SC (if that zone doesn't die in I7).

    The one thing I considered during the RV event was not to worry about concealment since even without FA, even /regen Scrappers were seeing me mostly because they were running tactics from leadership (does it scale with level?) so I thought like a Scrapper instead of a sneaky Stalker and I did fine with +50 rep in less than 2 hours after character creation on EM/dark and only used AS twice. My spine/dark took more effort but had fly for safety.
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    The sounds were louder than /DM brute.

    I thought it was funny we are suppose to be a silent sneaky villain that goes around making very loud noises.

    On cloak of shadows, It might be easier to make it a long clickly like Practice Brawler, 1 sec activation have it tick twice, it would be up for 3 sec, recharge of 4 sec. Otherwise I was trying to figure some complex scheme of macros to turn it on and off as I hit certain poewr. It work nice when I was able to toggle on/off, otherwise it was a pain to use.

    Murk Dweller, its perma garbadge power, the defense seemed to be meaningless in RV. I doubt an endurance free no toggle power would have any significant defense. If I want Knock Back protection, I need to get acrobatics and I would get CJ over Jump kick. Do I need triple immobilization protection? I don't think so. Even double immoblization protection is doubtful.

    [/ QUOTE ]Murk Dweller? You meant Shadow Dweller? The defense with hide is decent, I 2 slotted each with defense enhancers and heroes that spotted me and trying to hit me with an AOE or throw spines or quills missed me often. I never got immobilized unless it was from a Controller or two stacking effects, which is expected and that is the reason why the must die first. My choice of fly for travel seems to work well, I just flip if someone throws a knockback at me and lets me get away from the majority of SS/SJ heroes (very rarely does hero pick fly).

    As for the noise, I just turn the game sound off since the sound seems to make lag worse than it already is on test, I had this problem on my spine/dark Scrapper last week on test as well with the toggles being noisy and annoying.

    Cloak of fear is a toggle that must be used with skill and thinking, timing it right with your attack chain will get you kills or the chance of getting away. I turned it on, executed an AS, the target is feared (usually) then I turn off COF, placate and immediately impale-ripper them, placate is not breaking fear everytime if you do it quickly.
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    I would like to point out to all the people comparing power sink to energy absorption that energy absorption also adds resistance to slow as well as defense to everything but psionic. So saying that power sink is superior in everyway is so not true.

    Also did anyone else actually notice the EMP pulse when power surge drops?

    [/ QUOTE ]Providing the /elec Brute player picks up lightning reflexes, they will also have resist to slows. Powersink seems far stronger than most other end drain powers in game aside drain psyche from Dom's /psi which seems to be more of a micro-debuff than an actual click type attack, I had BS/regens come up to me and bash me with 3-4 attacks and be at around 50% end then I hit powersink and they'd be at around 10% end and one more attack from him if I am not dead by then and he becomes helpless against me. THAT is how strong powersink seems to be right now.
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    A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.

    It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.

    [/ QUOTE ]Stone for Brute seems to have the highest across the board, fully slotted granite and stone skin is 59% to all except psi and ~24% defense, add tough in for 85% S/L. Stone also has regeneration in rooted and earths embrace.

    Only cool thing I see from /elec is being able to taunt those ice/energy blasters and watch them do next to no damage against you while taunted.
  14. I do agree DM will be good for /elec, its fast cycling attacks and good utilities including siphon life to fill in that missing heal from /elec. I copied my DM/DA Brute to test and it seems easier to build fury up and I can maintain 85% fury from even-con minions easily, death shroud really helps and so will lightning field, since DM lacks any real AOE other than shadow maul which has a very tight cone.

    I am going with fire/elec, fire only has 2 AOE attacks (which I am skipping) just like most other Brute powersets has and the single target attacks are great especially when getting that fury high up, incinerate can put down huge dots.

    I am not sure how stone melee will go with /elec, stone melee is rather heavy on end in most attacks and supposadly once you get power sink and put it on auto it could be OK.
  15. I was referring to indomitable will for Trollers for the mez resistance.
  16. Stalkers only do .6 range damage, and the activation/interrupt time for snipes are increased in Stalker's patron pool. Personally I am quite disappointed with villain PPP's altogether, heroes still has it good with their already high damage ATs and mez resistance/defense in Blaster and Troller epic pools.

    I have to admit though, it puts a big grin on my face for those newbies rolling an ice/energy Blaster just to get by easy in PvP and those days are numbered with the toggle drop changes. I will now go back to playing my ice/ice Blaster (deleted my energy/elec) more for the challenge and not for the stupidity of toggle dropping and ending the foe's day within 3 shots which really gets freaking boring after a while, it will involve much more ranged tactics and some of the secondary powers has immob, powerboost, debuff, etc. that will help.
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    FYI: Electric Shields' Grounding Power will have Immobilize and Knockback Protection added. The set will still not have a Heal power or HP Buff power.

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    Great!

    Now how about seeing about getting it added to the Fiery Aura and Dark Aura sets for Brutes and Tankers?

    [/ QUOTE ]Then let's take away the heal dark and fire has.
  18. What is the running speed in lightning reflexes like? Enough to skip super speed or is it closer to swift?
  19. [ QUOTE ]
    And the two power slots thing is going to hurt. Ive tried building Elec/Elecs before. No room for ANYTHING.

    [/ QUOTE ]I messed with a supposed build from fire/elec, seems lightning reflexes is not all that important and nor is lightning field so that is two free spots right there for the medicine pool.
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    FYI: Electric Shields' Grounding Power will have Immobilize and Knockback Protection added. The set will still not have a Heal power or HP Buff power.

    [/ QUOTE ]Fabulous news! I was originally thinking of elec/dark or elec/inv but now I might go fire/elec or elec/elec. The lack of toxic resistance can be covered by bugging a /sonic Corruptor (*ahem* like me) that can give 25%+ S/L/T resistance shield

    Hover + tp foe + tp self sounds like a good deal for travel.
  21. [ QUOTE ]
    I now disagree with what I've said before when I suggested that focus should have a chance to drop toggles, to help claws compete with other sets secondary effects in pvp (examples,spines slows, EM disoriants..) I'm still used to how the live servers pvp toggle dropping works. I still beleive that claws should get a some secondary effect, that would effect pvp play more then pve. Maybe make focus a -fly? I don't know.

    [/ QUOTE ]There is one attack that does -def, a couple that does knockdown but that is about it, the -def is not really good enough and I would like it to be -res instead since claws is a moderately low damage set for it being lethal damage.
  22. Apologies for "necro" posting, but DANG, that is not a way to write a "guide" with "this sucks, that sucks" in it especially stating 3/4 of /sonic's powers sucking and funnier yet only being at level 20.

    Sonic cage, sonic repulsion, pheraps disruption field and liquify are skippable powers but the rest are handy even the "sucky" siphon. But I found the usefulness of sticking a disruption field on a Scrapper or Tank in a mission then throwing siphon on the primary targets to take them down faster (think of a Scrapper using BU on a target ~30% -res debuffed), the sonic cage can be useful but I have been in many teams where a target was intangible and we'd hit it not noticing "unaffected" above its head, it can be a pain in teams but useful in PvP when you want to put a "time-out" on that really annoying Controller or Blaster.

    Edit: Also I am not sure if 10% -res is accurate, I was getting 22.5% increase in damage against an even-level minion from sonic siphon.
  23. Ever since I picked up aid self in respec on my MA/inv Scrapper, I have been practicing with timing it in heavy mob agro and it can be tricky but doable while firing it off between dots and also as soon as you see yourself pull the device out, you can move while the heal kicks in but your attack is still delayed for another 3 seconds.
  24. [ QUOTE ]
    Well, I was civil to you, but you are failing to extend me the same treatment. So, from my perspective, I think you have who is what reversed.

    While not the same AT, they are the same powers. Here is a redname saying it is a bug that the sounds are not fading for the Dark Armor set for scrappers nearly 7 months ago:

    See here.

    And Here.

    And you know what? I'm not a doctor, but I do care about my hearing. Now seeing that you've ignored the link in my reply that you have quoted, I doubt anything is going to change your mind about this, but here are a couple of articles that should give you pause:
    Wiki on hearing loss
    and
    About hearing loss

    Edited to unmangle links.

    [/ QUOTE ]Umm..wait! I am hard of hearing, and I have gone through ALL kinds of noises over the years and each hearing test I went to has unchanged results. Be realistic, thinking a game can cause hearing loss is kind of ridiculous unless it creates a high pitch or very low pitch noise.
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    Sorry, meant IndomitableWill. Blasters with Force of Nature bring pretty much the same issues though. Thank Goodness I get.......nothing in my Patron Powers that compares.

    [/ QUOTE ]Does FoN have mez protection IWill has? And IW can have a downtime window of less than a minute with accelerated metabolism + hasten, not perma but close.

    Also whoever suggested 75% cut for containment in PvE, I disagree since it works just fine in PvE but in PvP the 3x damage is way overboard.