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Until now /Psi has been an indisputable choice for any dom who wants strong AoE damage. And /Thorns could never be a serious rival for this matter, despite its 3 AoE powers.
With i15 changes, which secondary will be the new choice for AoE damage in your opinion ? Will /Psi still remain the best choice, despite PSW being considerably weakened, or can /Thorns be a serious challenger now ? /Fire, /Ice... can they be strong too with the new damage scale ?
Which primary will be the best to pair it with ? Fire/ seems to offer the best AoE damage with Hot Feet, but Plant/ and Earth/ come also with serious AoE control and lockdown...
What is your opinion ? Which dom would you roll in i15 for serious AoE carnage... Or do you think that the era of AoE doms is over ? -
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I was messing around on my Plant/Storm/Earth so I hit record. Given what people said about the animation I'm sure you can pick it out.
WeGame Vid
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Nice movie ! I'm just curious to know if you're fighting lieutenants or minions there ? It's kinda hard to read it. If those are lieutenants I'm more than impressed with your killing speed ! -
My vote for Stone/WP. Stone is such an end hog, QR + Stamina is your best bet to solve end issues. And both sets synergize extremely well, Stone's KD helping WP's regen to tick freely.
Mine is just 36 with Tremor and Fault slotted, both holding a FF recharge proc. She's a blast to play ! -
The new i13 pvp system is an absurdity.
You must know that your primary melee attacks dont count here. Your best attack chain is based on pool attack powers : Air Sup/Kick/Flurry. They deal much better damage. You cant believe it because it sounds so stupid ? It indeed is.
Just turn your Mids on pvp mode (Option/Configuration/Effects and Maths/Show values for players) and look at the damage of each of your attacks.
Many players fighting in the zone still keep using their primary attack powers. Most of the serious pvpers have left the game already. It shows the utter stupidity of their new pvp system.
And I'm not bashing on the game : it's a great game, but pve wise. -
You must use dam SOs in your attacks. 2 acc, 3 dam, 1 rech (or 1 end if you find yourself lacking some end recovery). Damage is what your blaster is and gonna be good at
You could use more recharge in Build up and Aim.
Nova should be slotted with damage too as your main attacks : 1 acc, 3 dam, 2 rech for this one. No need end reduction here as it drains all of your endurance when used.
Powerpush is awesome for an Energy/ blaster, I'd get this one instead of the snipe.
I'd take also Elec mastery instead of Force for another hold. You can stack it with Shocking Grasp to hold bosses.
Those put together, your damage, mitigation and solo force will be much higher.
Grats for 50, and have fun on your blaster -
It's not your fault, you play your powers at their best.
However, I wont blame the Kin either. On many circumstances, some you wont notice, KB can be annoying for your teamates. Maybe this one didnt notice you were using your powers being careful all the time long : so many players just dont care and scatter the packs without paying attention.
I saw more than once a PB in our team : in our set up (tank herding... etc) we had to ask him not to use his KB powers. Well, it was the same as asking him to remove half his buttons from his bar. Some got pissed and left, some didnt.
KB is just a bad mechanic in this game, even if sometime it can be fun.
I'd like to see new enhancements that would allow us to turn KB into KD. -
Fire/Dark.
/Dark gives you enough mitigation, you dont need more. Then Fire/ all the way for the AoE as well as the single target carnage. Ice/ lacks on the AoE side. -
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It's both the player and the powerset. I know people here like to go on about skill and such, but skill doesn't rearrange spawn locations or ceiling heights. If skill means knowng when NOT to use a power all you're really done is learned how to self-gimp your own damage output to avoid screwing up the team's. How is this not ALSO a powerset problem?
Fact is, there is almost no situation where I'd prefer KB to KD (or better yet, KU). And there's no good reason for "chance of" KB in AoEs. All this means is "chance to spread out the spawn" which is NEVER a good thing.
High mag knockback is FUN, I will grant. And KB is occasionally useful for positioning mobs, but it is more often a hindrance, in my experience. On my AR corr, for instance, I'd love to use Buckshot early and often, but if it spreads stuff out so Flamethrower doesn't hit them all? I end up using it last. If that sucker did knockdown instead, I'd practically put it on AUTO, and it would be more valuable. Powerset problem.
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I totally second this.
And I'd like also new enhancements that allow us to change KB into KD. -
/MM is a great blaster powerset, arguably the best or one of the best depending on what you wanna do with your blaster.
/MM complements Ice/ very well due to more -rech debuff and very good AoEs.
Your main powers in /MM are Psychic Scream (great to use in conjunction with Frost Breath), Concentration (aka Build up), Drain Psyche (slot it with acc and heal to start with) and Psychic Shockwave.
World of Confusion is pretty much useless before 50, when you can slot it with a cheap Coercive Persuasion for the set bonuses.
Scare is not useful at all on your Ice/MM.
Subdual is great if you slot it : does as much dmg as Ice Bolt over time, and keep badies away from you. You can make an attack chain of Ice Bolt, Ice Blast, Bitter Ice Blast and Subdual with some recharge. Insert Freeze Ray when you need control. Anyway you cant miss this one
Mind Probe can be useful if you want to blap a bit, especially it recharges really fast for a Blapper attack. TK thrust is not that bad, but not that good either : it takes a bit too long to animate when you really need it.
Good luck with your blaster -
If you look at the PvE figures, Psi/ is really lackluster. Just compare it to Ice/ for example.
Both nerf recharge, Psi/ does it a bit better, but doesnt slow, Ice slows.
Both dont have tons of AoEs. Psi Tornado vs Frost Breath, Psi Tornado would be better if its chance to knockup wasnt only 50%.
On the damage side, Ice single target attacks hit harder than Psi/.
Ice has a great single target hold that recharges in 10 sec, while Psi has Will Dom but you cant even count on it as a solid mitigation tool, as the chance to sleep a mob when it hits is only 80%. Will Dom has low/med dmg and 20 sec recharge too, it should have been the big hitter of Psi/ set but it got heavily nerfed when it was ported from the defender version.
Ice has Bitter Freeze Ray, 2,67 cast, (not even needed in most builds) as a second 100% chance to hold, which deals also moderate dmg. Psi has a stun that takes 3 sec to animate and doesnt stack at all with Will Dom sleep effect.
Noone says you cant rock with your Psi or Psi/MM blaster. But for having played this combo I can say my Ice/MM or even my Sonic/EM rocks twice more
Psi/ definitely needs a PvE buff, it wont hurt anybody. It could have been a great set if it was ported directly from the defender version, but the ridiculous nerfs it got on the way (hello range and Will Dom) makes it pretty much at the bottom of the list atm. The (broken) PvP system, as it is today, doesnt justify anymore those nerfs and Psi should be brought back to its full glory.
Doesnt say you cant have fun with it anyway, the game is not that hard, and you can pretty much steamroll with any powerset -
Both will be good.
Ice/Elec gonna play more like a blapper. You cant sap as well as Elec/Elec as you miss Short Circuit, but you have tons of control. Should be fun !
Ice/MM is a great combo and synergy too. Both your primary and secondary nerf mobs recharge, and they do it very well. /MM is arguably the best, or one of the best, blaster secondary. Furthermore it gives you the AoEs that Ice lacks. Would be my favorite choice here. -
pvp is pretty much broken since i13.
If you play a melee toon for example, your best chain is Air Sup/Kick/Flurry, how clever is it ?
And that's just one example.
I wasnt a fan of i12 and before pvp, but now I'd like to see the old pvp back as it was 100x better than the current absurdity. Wont happen, the devs are too stubborn, and Positron said he likes the new pvp... (!!??)
You can have some fun with a Sonic/EM (res debuff doesnt have any DR i think + longer animations do more dmg, so it kicks [censored]). Dont count on Bone Smasher and even Total Focus to be good finishers, as I said previously the pool melee attacks deal much more dps in pvp now, pretty stupid. /EM will be good in your combo for Boost Range.
Take the fun there the time it lasts, for me it wasnt more than a few hours understanding how the new system works and how stupid it is.
I wish for them (not for us) that CO or DCUO dont come out with a good pvp system. Anyway stupid decisions that were made against the pvp community + stubborness to realize those mistakes must be paid one day or another. -
Energy Torrent from the APP Body Mastery.
Is it knockdown or knockback ?
In City of Data, it says 0.67 KB, and this low mag sounds like knockdown to me. But I had always the feeling this power did knockback on even con mobs.
As I never built any character with this power, I would be curious to know.
Thanks for the answer -
Thanks for the tips.
I finally went with an Elec/elec, planning to go Elec^3. She's only 23 atm, but already fun.
It's especially alot of fun with another Elec/Elec friend, as we can hold bosses and sap mobs with our 2 SC combined.
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Hesitating between an Elec^3 and an Elec/EM/Elec Blap-troller, i need some precisions from experienced players in this subject.
Slotting 3 level 50 endmod IOs in Short Circuit, and activating Power Boost gives only a -97,2% end drain according to Mids, due to ED, and -199% recovery for 10 sec.
Are the 2.8% end left enough for the critters to still attack you ?
Otherwise, from Mids, if I 5-slot SC with level 50 end mod IOs, then the end drain is > 100% with Power Boost activated (5 level 50 end mod IOs + 1 Acc, could be a working slotting for this power). So one shoud be able to run stealth in the middle of a spawn, and totally drain them out of their end with one power, therefore avoiding the alpha and making them unable to attack. Anyone using this combo ? Does it really work well ? Or do the critters start to attack you once you start to cast SC and before 3 sec the animation ends ?
Being able to drain 100% endurance from a spawn in one click when you solo, does it justify to choose Elec/EM over Elec/Elec ?
What are the advantages of Elec/Elec over Elec/EM otherwise ?
If any experienced sapper has some tips to provide on this subject, thanks in advance -
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I would concur most heartily with those who've said the set needs a re-vamp. Take the range out to 100' base, give Will Dom back it's full "Sleep" potential, and full damage, and I'd be satisfied. Anything else would be gravy.
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/Signed.
I see no reason to have this set as a subpar defender version now in i14. It should be boosted to what it should have been since the beginning (ignoring pvp issues). -
If you're ready to toss some infamy in your build (preferably 600M or more) I'd choose SS/Shield. This combo has a great potential, but you need to soft cap it, still keeping a decent recharge and a strong endurance recovery : this has a cost, but then you get a monster. Shied Charge on a 20-25 sec cooldown + Foot Stomp on a 6 sec recharge (dont forget the FF proc !) makes it huge.
SS/Fire is a different thing. It's fun, and it can shine with less investment. Mine is only 42 with max 20-30M in the build for the steadfast and some frankenslotting, and it's fun to play with. It can die pretty often if you like to jump in the middle of big spawns, but who cares... RotP makes it fun to die with tooAnd no doubt it can shine alot too with an expensive build.
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This is mine (just a project atm), soft cap against S/L, perma DP, and 40 hp/sec regen. The regen is central to the build if you like to solo big spawns, as you dont have any self heal other than DP on a long cool down : with soft cap defense and 70% resist against S/L the 40 hp/sec allows you to survive really well even in the most lethal environments (aka boss farms for example).
There is no purple inside, but all of the uniques and LotGs, it's a 600-800M build, depending on which price you can get the most expensive recipes.
Good luck with your build
PS : and dont forget the FF proc in Foot Stomp, this thing is a beauty as it has a chance to proc for every critter FS hits !
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ehina Steel: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(50)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(46)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(11)
Level 8: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(42)
Level 10: Swift -- Run-I(A)
Level 12: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(33)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), RgnTis-Regen+(27), Numna-Heal(31), Numna-Heal/EndRdx(31), Mrcl-Heal(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
Level 22: Super Jump -- Winter-ResSlow(A)
Level 24: Rage -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(34)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(50)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(42)
Level 32: Foot Stomp -- Oblit-Dmg/Rchg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(37), FrcFbk-Rchg/EndRdx(39), FrcFbk-Rechg%(39)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(40)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 41: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 44: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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To lower the recharge and make the same calculations for basic IO builds was a good idea. Even if from a certain perspective it's quite unrealistic too. (I would have preferred a standard 120% recharge cap : ppl using hasten and/or slotting a few Crushing Impact in their attacks usually get there).
On the other hand I dont agree on the argument : "dont count Gloom in, it's a patron attack".
Well all brutes have access to this power, especially now they can respec out of their Patron pool. Those interested in dealing good ST dps get this one for sure. Scrappers dont have anything close to that.
Nope I'm not asking for a 3rd spreadsheetThe first one was more interesting for me anyway (probably because I play IOed out toons).
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this has nothing to do with the DPA, its all to do with the total lack of flow and its 2 biggest attacks taking 6 seconds to animate. I would ahve prefered ET to have had its damage slashed and/or its self damage increased.
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I totally second that... even if it seems to be a dead horse... -
I used to be an hardcore PvPer in my previous games, GW and WoW arena.
When I moved to CoX, I mostly played PvE and after trying the PvP once or twice I used to think it was totally broken.
I was rather happy when they announced a revamp of the old PvP, and was hoping for something playable and fun.
They did exactly the contrary of what was needed, and completely destroyed everything that had potential in CoX PvP. Believe it or not : even not playing it, that's so easy to see from the perspective of a former PvP player.
The path should have been clear :
1. Add rewards to the old PvP system as a first move, to encourage ppl going into the zone, going into the arena.
2. Start to gather feedback from the "new" ppl coming to PvP, and compare it with the feedback from the "old" pvpers.
3. Work WITH the pvp community to improve the game and promote new changes and not AGAINST the playerbase.
When you want to improve your product, starting by pissing off 90% of your regular customers is never the way to procede. That should be in every management manual, and yet...
I've been in so many MMOs where I had strictly no doubt that, we, the hardcore pvpers, knew the PvP game mechanics so much better than the devs. And that's not surprising : there are the people thinking about the game as a whole, mostly not playing it, and the ones who play 24/7 a certain aspect to the game and push it to the edge.
In this game (CoX) the devs have crossed every boundary to show us their total ignorance about how their game works, PvP wise.
Now they can only show us they're clever enough to recognize their mistake and undo the total failure i13 PvP was and still is today.
I'm still in the game, enjoying PvE mostly as usual and loving this so original MMO in a world of "WoW-clones". But one thing is sure (and paradoxical), the day I'll cancel my 2 CoX accounts as a PvE player, i13 pvp changes will be the number 1 reason of my cancellation for their support. -
Being able to turn KB into KD by the use of new IOs or enhancements would be brilliant.
I sign^^ -
If you can soft cap your Claws/SR without taking the Fighting pool and Weave, it gonna be easier on the endurance side. At the same time it will let you more space for other pools (Medecine).
Maybe I missed something but without slotting in Strike your second build really miss a single target attack chain, which really sucks for a Claws/SR because it's what it is supposed to be excellent at.
Good luck