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Posts
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I found myself taking cardiac for the end and range boost. Even with the refill every 90s some of my dom's are pretty end hungry - especially my plant/fire/fire who is dropping carrion creepers and Rain of fire on everything and using fireball a lot (which is fairly end heavy as its in an APP). The range boost is also VERY nice - gives me more coverage on fire breath and a nice boost to blaze.
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Currently my plant/fire dom and my plant/storm troller are slotting 2xNucleolus (acc/dam HO's), 2xL50 Recharge IO's, the positron blast and impeded swiftness proc. That gives me 66% Acc, 66% dam, 80%+ recharge and the two best procs.
Even with a perma-dom build having the recharge slotted in carrion creepers is nice - while it may follow you around, it can be a little slow and the big slow patch doesn't follow you - plus I do believe it can stack, although I haven't tested this. On my plant/fire dom my recharge is down to 100s for the creepers, which is quite nice - makes a big difference on BAF's as it lets me keep the slow patch up constantly during the prisoner phase.
Prior to 50 slotting 2 Acc/dam IO's in place of the HO's is probably a good call - I susepect you might even get more bang for your buck out of L50 acc/dam IO's but I had a bunch of nucleolus sitting around from the days protector used to do weekly hami raids so I slotted them since I knew they would effect all the CC powers. -
So are you having 2 different events in central time (6 and 8 pm) or did you mean 6pm pacific time :-)
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Sounds like another fun event day Stone - I will make sure to show up for at least a couple of the TF's (don't have any robot characters, so thats out). My best wizard themed character is a hero right now, but I should be able to get him to vigilante by the 4th and I always have an alien character ready :-).
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I have all 3 of the dom's you mentioned in the OP, all at permadom - here are their builds:
Plant/Fire/fire:
http://www.cohplanner.com/mids/downl...41F30F4A8BE6FC
Mind/fire/ice:
http://www.cohplanner.com/mids/downl...8DF31FBDD2ECF5
Earth/Fire/ice:
http://www.cohplanner.com/mids/downl...5AFE019991EEF6
In the case of the last two i went with the ice mastery epic pool for the extra debuff in sleet and so I could slot a doctored wounds set in hoarfrost and my 5th LoTG +recharge in frozen armor. If you want to switch to the fire mastery pool for a little extra AoE (fireball + rain of fire instead of sleet + ice storm) you will need to re-juggle 5%-10% of the global recharge somehow. I like those builds because it gives my mind/fire dom some debuff options and my earth/fire dom tends to take some return fire when using earthquake or while waiting for volcanic gasses to kick in on all the mobs - and aid self + hoarfrost provides some nice self healing.
The only purples I have slotted in any builds are the confuse sets, mostly because those where fairly cheap (relatively speaking) when i got them. Not sure what they cost now, been off in a galaxy far far away for the last 3 weeks. The purple set for sleep is fairly cheap as well - on the mind/fire build you could easily drop terrify for mass hypnosis and put purple set there - I went with terrify because I didn't have the sleep set yet and was already capped on 6.25% recharge bonuses. -
Quote:It may be that they changed things without updating the patch notes - however, it is perfectly valid to level criticisms based on the published patch notes. Whether or not you agree with Snow Globes criticisms of the TPN trial it is absurd to tell folks to stop being critical because they MIGHT have made changes and forgot to tell us.Again, I don't have any information but think of this...
How many times have things not been in the patch notes? A whole lot from what I can remember.
Has anything changed? Probably not, but...maybe they just aren't in the patch notes for whatever reason. I try to give people the benefit of doubt. -
Quote:You should get an initial KR contact by using the 'find contact' button once you are the appropriate level. After that you can run missions for that contact and get introduced to another after the first, or run paper/safeguard missions to get more.OK, good to know there's some arc content that can be played instead of the Twinshot arc. So I can just walk up to the KR contacts with no introduction? This will help me with future new characters, but I still feel sorry for new players.
Edit: fixed quoting syntax
EDIT: They did remove the old 'starter' contacts from the main game - you can do them in flashback via Oro. These where the old 1-5 contacts the didn't really even have story arcs - and you go so fast from 2-5 I can't see the need for them. -
Quote:Defend the Henges is 15 minutes. The only reason its not bad is the enemies come in evenly spaced waves and always enter the fenced in area at the same point - so setting up to ambush them is fairly easy. Its just long and boring.Defend the Henges isn't too bad, in fact it's completely solo-able but it's just *long*, i think it's 5 minutes? could be shaved down a minute or two.
The Stop 30 Firbolg mission is just a godsdamn pain, I attempted it with a friend and... it just takes too long and it's too easy to fail because there are just. so. many. You either need to do it with a team or ATs with power sets that do a lot of AoE, or a tanker, to get them to aggro on you. A couple ST heavy ATs cannot do it reasonably. :P It's probably one of the few missions that should it come up I will simply hit auto-complete. Doing it once was more than enough.
The stop 30 firbolg is easy enough if you run it solo at base settings and instead of waiting for the firbolg to come running to the exit, you just start killing them all in a circle radiating out from the portal in the far corner. Some will escape but if you can kill them fast enough you will generally clear the map before you fail (thats why you don't want to run it at anything higher than +0/x1 - the more mobs on the map, the longer it will take you to clear). Mind you, that just means its an obnoxiously large kill all and is one of the few missions I auto-complete on all my characters, where I am willing to do the defend the hedge. -
Sign me up for this Stone - I can pretty much bring whatever the group needs as I don't really care about getting the badges on any particular character.
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Quote:Based on comments from Synapse in other threads it sounds like AS is going to work the following way:Oh wow! They're going to revamp Assassin's Strike for out-of-hide combat?! Sounds delightfully painful, 33.3% crit chance? that stacks three times? Not sure what this means, is it kind of like a build-up buff that increases critical chances?
Judging from the testing Synapse said he was doing, it sounds like Assassin's Focus might actually be a combination of Street-Justice's combo system and Titan weapons' Momentum flag. You do your normal attacks and it charges up the crit-o-meter, then when it's full you can do Assassin's Strike for 99.9%/100% crit-rate out of hide. Sounds fantastic! That'll bring up their average damage right up!
1) If you use it while hidden, either normally or after a placate, it will work exactly as it does now, dealing scale 7 damage
2) if you use it out of hide, it will effectively be a different attack - one that has roughly a 1 second cast time (current cast time minus the 2 second windup), is not interruptable and does 2.76 scale damage. When this attack crits it will do a standard crit - which means double damage, or scale 5.52 damage.
Assasins focus increases the chance of AS to crit out of hide with each instance giving you a 33% chance to hit. This means if you have used 3 attacks other than AS you will pretty much always crit with AS. It won't be as big a crit as it would be from hide - but it will be a lot faster and easier to use. Even if you only get in 1 or 2 attacks before using AS out of hide, it will still have a fairly good chance to crit (33% and 66%).
The Titan Weapon mechanics are what make AS two different attacks - the old AS if you are hidden and the new one if you are not. This is similar to the way titan weapon attacks work - if you have momentum up, you use a faster animating version of the titan weapon attacks and if you don't have it up you use the slower animating version. In the case of AS it sounds like they are substituting the hidden flag for the momentum flag. -
Quote:Fearsome stare is hard enough initially - it WILL break up an alpha and possible prevent it depending on what you do next. Remember, its not terrify with its 0.25 second delay on the fear that means you WILL take the alpha, or even spectral terror which appears to be softer than it is because the psuedo-pet attacks individual targets with a power that causes them to flee for 2 seconds before they cower in fear again.Looks like Haunt is going to be an important part of how Dark Control controls (taunt and fear). Synapse did say you can buff the ghosts, which makes them better on Controller since trollers have support secondary.
The pbaoe stun is a bit annoying.
And even with domination, Fear isn't a hard control.
I am wondering how well a dark/dark dominator will be able to debuff to hit. Assuming they leave the to hit debuf in FS and add to hit debuff as a secondary effect to the other powers in dark control/assault a dark/dark dominator could be fairly good as a debuffer, if not in a dark/dark controller or corruptor/defenders class. Open up with FS, hold one big target, confuse another and then start attacking and you probably won't see a lot of return fire. Combine that with siphon life/life drain (depending on which they put in dark assault) or drain psyche and you could be extremely survivable.
This set strikes me as similar to ice control, if not as soft on the control - a fear is going to be more of an alpha breaker than ice slick + arctic air, although whether the set can break up the follow up attacks well enough remains to be seen. If the PBAoE stun is on a decent recharge (90s or less) and has a good radius, you could leverage it after FS for larger groups and rely on hold + confuse + haunt as a followup to the fear on smaller ones. -
Quote:I suspect it isn't the cash so much as it is the time required to:I have several million inf I have been given specifically to give to others to test with. Also, Devs on Beta will gladly fill your pockets with cash in return for testing.
1) Buy all the recipes you need with incarnate/reward merits
2) Gather the necessary salvage to craft them
3) Craft them
On a completely fresh character, this is not an easy undertaking even if everything IS available. Most folks are not willing to spend a couple of hours, if not more, to outfit a character just to run 1-2 incarnate trial tests.
Now, I happen to have several already incarnated chars on the beta server from previous beta's, so if I finish the errands I have to run this afternoon in time I will join you as I would love to get at least one MoM run in - but the dev's really need to fix the copy tool if they expect any decent testing to be done on the new trials. -
Quote:I don't know about the fade power - I keep seeing it reffered to as a Mini-MoG, which implies its a high def, short uptime power. If its to short on the uptime its not really a good replacement for the -to hit in fearsome stare and is likely to be very situational. If the +regen/+recovery power is good enough it might make the difference, but fade sounds like its an emergency/alpha absorber power.From that description of the replacement powers for Controller's version of Dark Miasma... I can understand either of those new powers being a replacement for Fearsome Stare. It's an important part of Dark Miasma and adds a lot to survivability, so without it, an equally vital power should be added to the set.
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Quote:Actually, with 3 primarily single target, reasonably fast recharging powers (spectral wounds, blind and deceive) Illusion control is likely to build domination very fast - but most dom's build domination up with their secondary attacks, not with their primary controls. Even if illusion control was ported as is (which I agree seems unlikely) it would still build domination just fine.You guys realize that Illusion Control would be terrible for domination, right? It wouldn't build any domination and wouldn't take advantage of it much either.
While you are correct that there are only a couple of powers in Illusion that would benefit from the magnitude boost domination gives controls, thats only 1/3 of the benefit of domination anyway - between the mez protection and the blue bar refill I would still expect an illusion dominator to be quite effective. You would get double mag controls on blind/deceive and while spectral terror would not benefit from domination - it can actually fear bosses as is because the summoned psuedo-pet has 2 different mag 3 fear powers - an AoE fear cloak and a targeted fear effect.
Given the double benefits recharge would get you on an illusion dominator (PA up more often + perma-dom) and given the fact that dominators don't need containment to do good damage (which is one of the things that slows down illusion controllers - lack of AoE containment powers), I would expect an illusion dom to be at least as good as a controller, possibly better in some situations. They would certainly have more AoE damage potential - between the AoE attacks in the assault secondaries and access to sleet/ice storm or fireball/RoF in the ancillary pools an illusion dom is going to be doing insane AoE damage with perma or near perma invulnerable pets. -
Synapse posted a more thorough description of the dark control powerset and the stalker changes back in the "unanswered questions" thead.
Linky: http://boards.cityofheroes.com/showp...&postcount=135 -
A couple of folks posted some info on the new sets in the thread titled "Unanswered pummit questions", here is a copy of the best post on the powers, as well as a link to the original post:
http://boards.cityofheroes.com/showp...&postcount=116
Quote:Someone earlier in the thread mentioned that dark miasma was being ported to controllers, with fearsome stare and petrifying gaze replaced by two new powers so the set wouldn't have to much control in it. I would guess the last powers mentioned by firemoth (soul absorption/fade) are the replacement for FS/PG in the controller version of dark miasma.Ok, here's what I've got from my notes:
Time Manipulation fun fact- swirl direction changes depending on if you are buffing or debuffing someone. Clockwise=Buff Counterclockwise=DeBuff
Titan Weapons-
-Available to Scrappers, Tanks, and Brutes (sorry, not for stalkers, then again kind of hard to be sneaky with a giant a$$ hammer)
-Essentially allows 1 power to do 2 things (with momentum or without momentum)
-Goes off of a momentum system.
-No momentum, slow attacks, if you have momentum you have shorter animations and more AoE goodness.
-So far Hammer and Sword, potential for Axe as well.
Dark Control- Sorry, no tentacles people
Move list:
Shadowy Binds- DoT/Imob
Dark Grasp- Mod Dmg/Hold
Living Shadows- Wide Cone/Dot/Imob
Posses- Confuse (with glowing eye goodness)
Fearsome Stare- Cone/Terror
Heart of Darkness- PBAoE/DoT/Disorient
Haunt- Summons Shades Dmg/Fear/Taunt (to the shades). Essentially, the shades will go out and attack the mob in question, casting taunt and fear on them while attacking them. If the mob dies, they will move on to another (like gangwar, we can't control where they go) to attack. They ARE killable, and somewhat squishy.
Shadow Field- Ranged AoE/Hold
Tier 9- TBA
It looked really interesting, with all the dreary, inky effects.
Staff Melee- Scrapper, Brute, Tank, Stalker
Power Staff Mastery- much like Swap Ammo, in where you can pick from three styles
Mind = gives boost to recharge
Body= Gives boost to Damage
Soul= Gives end discount
Perfection is built thru attacks, and there are two attacks that will either build or spend it.
Eye of the Storm and Sky Splitter.
Staff will have a longer range than most melee classes.
Addition:
Dark Assault for Dominators
Two new darkness powers (I believe for controllers in the prestige pool? Was hard to hear)
Soul Absorption- Regen+ after defeating enemies (for whole group
Fade- Targeted, like a mini MoG for others.
Stalker changes have already been mentioned, so won't bring them up again
Video Examples!:
http://www.youtube.com/watch?v=hmmeswm4Nkw and http://www.youtube.com/watch?v=YS5jy55HvC4 for titan weapons
http://www.youtube.com/watch?v=WJOc4bkfeIw for staff fighting.
Sorry, nothing to find on Darkness!
And as they stated in the panel,
ALL OF THIS IS SUBJECT TO CHANGE DURING BETA -
Quote:FS gives mitigation though both control and debuff. Fearsome stare has as much to hit debuff as darkest night and its click debuff nature means that it is far more likely to hang around than the toggle debuff of DN, as that can be dropped through any number of methods. All my dark corruptors rely heavily on the debuff from fearsome stare - sometimes I never even get DN off, as its cast time is extremly annoying.As mentioned, FS works in Dark Miasma it gives the set strong mitigation through control. Controllers already have strong control, and it sounds like they're getting replacement mitigation in their version of DM through something else (sounds kinda like Foresight).
Now, one of the earlier respondents was correct to say that controllers have a other forms of mitigation in their primary so they don't need as much in their secondary as a defender/corruptor - but if dark miasma is NOT overpowered as a corruptor/defender secondary compared to, say, radiation, then removing a good chuck of its debuff/control doesn't make sense unless its replaced with a similar amount of buff/debuff that comes in some other way.
However, as this point we really don't know anything other than the fact that FS is being replaced by something - so I will hold any more discussion for a time when we actually know something.
EDIT: I just saw firemoths post above this one - it looks like the last two powers listed:
Quote:Two new darkness powers (I believe for controllers in the prestige pool? Was hard to hear)
Soul Absorption- Regen+ after defeating enemies (for whole group
Fade- Targeted, like a mini MoG for others. -
Quote:Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.I am not surprised that they took out Fearsome Stare. That stare is a very good one with extreme tohit debuff value. There is no way they'll let Controller have that. However, we haven't seen those two new powers yet. They may provide even better gameplay when controls don't work well. Those team buffs may provide even more than Fearsome stare.
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Quote:I couldn't remember the exact time - but still counts as a tweak ;-)It was before that. They got Criticals in response to the sense that Scrappers had no role on a team and were categorically outshone by Blasters there. (How times have changed. It's worth noting though that these opinions were formed in times when most people were under level 25, many critters used to not have any ranged attacks, and few people knew how mez-happy the later game was.)
Quote:Corruptors had their chance to scourge severely reduced. Does that count?
Not certain it really matters, though it is quite amusing to look at how radically everything has changed. -
Quote:You are confusing the definition of solo only with solo-able. Solo means you run it alone, sure, but it doesn't mean you HAVE to run it alone.What part of the word "solo" do you find confusing? The "so" or the "lo"?
so·lo/ˈsōlō/
Verb:
1. Perform something unaccompanied, in particular.
Noun:
2. A thing done by one person unaccompanied, in particular.
Adjective:
3.For or done by one person alone; unaccompanied: "a solo album".
Synonyms:
single - solitary - sole
Allowing people to team defeats the purpose of it being a solo path. If people want to team up and do Incarnate content they can do the trials which were intended to be done with team mates.
If I can run the new content without a team and advance my character as an incarnate, that is a solo incarnate path and it even fills your definition above as long as you choose to not group.
If we go by your definition of solo then there is NO SOLO content in the game except for the resistance/loyalist alignment missions in the 1-20 preatorian content which are pretty much the only single player only content in the game. Even the current alpha opener story arc given out by mender Remiel can be run by a group.
So if you are asking for solo-ONLY content, then yes, you are not getting it. But that is a completely unreasonable request and I don't recall anyone else insisting on anything like it. -
Quote:Scrappers have had a couple of tweaks - they had their AT base damage mod raised from 1.0 to 1.125 and I am fairly sure they didn't always do crits on every attack - I think crits where made standard about the same time CoV came out so the dev's could claim that scrappers had a class 'ability'.And now this for Stalkers. That just leaves Scrappers, Corruptors, and Masterminds, and all 10 of the "core" ATs will have been tweak'd...
Masterminds had bodyguard mode added, pets changed so that they didn't unsummon after zoning and the pet buff powers changed to be AoE (changed twice really as the end costs where adjusted down after the first AoE change).
I don't recall any changes to corruptors - so they may be the only base AT that has not been tweaked on an AT wide basis. -
Quote:I would imagine that the old adamastor would be available in the flashback DA in oro if they decided to make the new DA VIP only. I don't see why they would, I see no reason not to let the premium players at least enjoy the zone, even if they can't get the incarnate rewards.Not sure I like this idea, though it has its merits. For example, Adamastor could not be in the zone without restricting that badge to VIPs.
That's not the end of the world, but I'm not eager to see them gate non-incarnate stuff behind VIP status. It degrades the "freedom" aspects of Freedom.
While occasionally getting a premium player in a pre-formed trial league is a problem, I see it being less of a problem if we can actually leverage the LFG queue properly, since no premium players should be able to queue up for the iTrials. -
Quote:This will definitely let me use the LFG tool to pick up random trials, both because you can actually do something while in the Q and because it gives me something to DO on my L50's (other than grind A-Merits). My current play standard is to log on one of my low level alts and work on them while watching the global chat channels for a trial - and alting to a 50 when a trial comes up. With this change I will happily log on my 50's, go play in DA while I am sitting in the LFG queue and run whatever trials come along.Another interesting thing about the DA revamp is that with the changes to the LFG tool to let players queue while doing missions, I could totally see DA becoming the new Trial staging ground, with players running the repeatables or even the arcs there in normal sized teams while waiting for the league to form - or even just street sweeping.
It's got the potential to totally remove the reward downtime between Trials by allowing players to continue to earn Incarnate rewards in between Trial runs. -
Quote:Thanks for this info Adeon - once again the dev's have me eagerly anticipating an update. Dark control sounds like an awesome set for doms, if ok at best for controllers as the cone AoE immob sounds a lot harder to use than most immobs and combining it with a fear is iffy - since most immob do their damage in DoT's, which are not good for fears. Hopefully the dev's will keep that in mind when they design it - the fact that a cone tends to be harder to use than the current TAoE immobs most sets get would justify having it do all its damage up front, rather than in a DoT, which would make it a lot easier to leverage the fear.Going by memory here so power order is wrong off but powers were:
Single Target Immobilize
Single Target Hold
Cone style AoE Immobilize
Fearsome Stare (from Dark Miasma)
An PBAoE Stun
Haunt, a power that summons two temporary pets that will attack the foe you target and damage + terrorize him.
A targeted AoE hold power (it sounded like it was a patch power similar to Distortion Field)
The last power was not announced and I'm forgetting one other power.
Additionally Controllers will get Dark Affinity and Dominators will get Dark Assault.
Dark Affinity is basically Dark Miasma with Fearsome Stare and Petrifying Gaze removed. One of the replacement powers was a team wide high magnitude, short duration Defense buff (the comparison used was to Moment of Glory) but I forget the other.
Dark Affinity however sounds great, even without the 2 control powers and I am looking forward to dark assault.