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Quote:Swipe actually does more upfront damage than Poison Dart. Poison Dart's toxic damage is higher, but not enough to offset the rest of the damage.I must be missing something, because poison dart has 2 small negatives going for it that I see: 1) slightly higher end (~20%) and 1.5 instead of .83 cast time. Does that really offset the DPS loss? Mids claims that swipe does more damage (and I'm not one to argue with mids), but in (quick) playtesting - poison dart is doing more consistently (30 vs 24, plus ticks of 3 vs ticks of 2) - same enemy, no funky toggles on the enemy that I could see. Resistance is to damage type, not delivery method, and they're both tagged Lethal/Toxic DoT - Mids description has PD as Moderate DMG, and swipe as Light DMG, which matches what I saw in playing.
I understand wanting a gapless chain, and I realize that swipe can crit if you're hidden/placating (but, why one would use swipe in such an instance instead of any other melee attack is beyond me) - other than the animation, I just don't see it. It doesn't cause any redraw, they both come from the (completely uncustomizable, sigh) claws.
Do folks just feel weird using a ranged attack as part of their attack chain (seems not, see Gloom from soul mastery), is it for some specific set bonuses, or was there something wrong with my (admittedly very brief) playtesting? I've got to assume there was something off in testing, but it didn't stand out (it wasn't because of follow up, i used poison to lead off).
Honestly, I take both when I can and don't even think about it. -
I was just thinking about this tonight, and was about to make a new thread before I saw this one. But how about this:
Rage becomes a power that cannot be recharge enhanced, with a set recharge that stops it from being stackable, allows for a 10 second crash time, gets rid of the terrible defence crash, and slowly brings back damage and to-hit from low (maybe starting at 20% damage) back to normal within the crash period (in stages, using the incarnate tech), with the existing endurance crash.
Maybe the first 2 seconds you can only do 20% of your regular damage (and a corresponding penalty to to-hit), the next 4 seconds you can only do maybe 50% of your regular damage, and the last 4 seconds you do 80% of your regular damage before, at the 10 second mark, you're back to doing your regular damage. It would be an overall boon to people who do not stack Rage, but stops Super Strength from going into crazy territory like it does now due to being unable to stack.
That solves the issue of Super Strength's overpowered-ness while keeping within theme and having a penalty that still allows you to attack.
We've had multiple powers now that are not recharge-affected, and we now have powers that scale down in effect over time, so the tech is all there, and for this suggestion, it really is just a matter of balancing the numbers so that it fits. No cottage rules have to be broken, it brings Super Strength back in line with other sets, gets rid of a QoL issue and an unfair penalty, and still stays within theme. Yes? -
Sometimes you have to use Dull Pain pre-emptively (i.e. not getting its full heal in order to keep from being bursted to death)--not to say it should be used immediately, just not waiting until you're low so low on health, one big hit will get you.
IH is still IH, which really makes it, especially in combination with Dull Pain, a mini T9. MoG is now awesome. Much more awesome than it ever was. I'd never call it nerfed. Easily capped resists/defense with (again easily) 1/4 or greater uptime and no crash?
So basically, sounds like you're going to have to relearn Regen a bit. Happens to the best of us after a break from that character. Sounds like it's been a while, so after a bit of adjustment I'm sure you'll be fine. -
TBH, glad I rented it on iTunes instead of buying it. The movie translation was as good as can be expected, but after reading Batgirl: Year One...Batman: Year One isn't really the (Year One) origin story I like best.
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Quote:It has average acc, which means it whiffs no more than a set like Dark Melee or Energy Melee. Super Strength ends up getting Rage as a perma tohit boost, possibly relatively early (if a Brute) and thus pre-SO, which helps soften the slope from beginner's luck's loss, and many other melee sets, especially on the Scrapper side, have an inherently higher accuracy, which really only matters pre-SO in most cases.I like it for a number of reasons.
* Cool Animations
* Good Punch/Smash sound effects
* I can finally use that Boxing costume set (has a great 1-2 boxing punch in Initial Strike)
* Decent Damage
* Faster (ish) animations
* Feels very scrappy
I chose a Brute and am happy with the decision. STJ with Initial Strike is a very fast, quick recharging power that builds fury well. And it feels like a good filler power too....kinda like Jab Jab.....smash.....jab jab......round kick. Plus with a brute, you are setting up your AOE/CONE with the combo system with 2-3 hits first alot.....good fury building.
I also noticed that the AOE & Cone powers are pretty good too. Nothing spectacular, but once you get the hang of it, you can really get some good AOE damage going. And from a damage standpoint......it's good.
***I have noticed a below average accuracy though. I am missing more often than I am used to with any other set....even with 2 IO or SO Accuracy enhancements. Before the SOs.....it was ALOT of whiffing. Anyone else noticing this?*****
Some other sets have higher up-time tohit buffs than Combat Readiness and other Build Up-type damage/tohit buffs to make up for it, as well.
There's also the fact that due to its combo-based nature, StJ will "feel" its misses in terms of DPS and in anticipating those yellow circles where other sets won't. -
It's balanced to be in the top tier but isn't in itself the top. Its AoE, due to its nature will not surpass Footstomp (which, looked at in a vacuum, is the single best AoE a melee character will ever see), but comes much earlier, and itself outstrips most other sets' AoE in terms of overall effectiveness.
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A /Regen should be built adding in two things from pools and sets: recharge and defence. If you can get Hasten at or near perma, then the amount of HP added from it will be enough to handle almost any nuke you're likely to face. If you're the type to jump into a crazy-large crowd, you either jump in and immediately hit DP as you start taking damage or hit it before jumping in, depending on situation.
You also get 2 crashless god modes. No other set can boast that. Instant Healing, beyond dealing with the aforementioned alpha-strikes, lets you regen so fast, it doesn't matter what hits you (and can do this against a single target, as opposed to WP needing to saturate its aura RttC), and then there's the now aptly named Moment of Glory.
Moment of Glory will make you, for all intents and purposes, completely invincible for 15 seconds (minus the long 3 second animation, the power though, takes effect immediately), and with good recharge can be up a quarter of the time, possibly more. That's right, a crashless god mode available for a quarter of your uptime.
At level 40, when things are actually starting to become challenging, you have a power that can be used to completely mitigate pretty much every alpha with enough time to demolish a large portion of enemies to ease the fight enough for your natural regen to handle.
A typical fight when leading the charge for a team will usually either be: lead with MoG or DP up to absorb the alpha, smashsmashsmash, maybe use Reconstruction if for some odd reason, there's enough damage to overtake your regen, if facing a really big problem (AV or multiple tough Bosses), hit Instant Healing, smashsmashsmash, by then you've got MoG and DP up again, especially if Hastened.
Regen is a very different set from other sets. It compares favourably to WP in all facets except for the fact that you actually have to be active and alert. Its peak protection surpasses WP in all ways if played with forethought. However, if hit with massive amounts of slows, or just played sloppily, you're going to make use of that other power common to both sets: the self rez.
Especially now after the Kheld changes, Regen vs. WP feels very much like Warshade vs. Peacebringer: higher potential vs. steadier play, a lot of clicking and active play vs. a few long-term buffs and/or toggles.
I have faced challenges with Regen that have been impossible with WP. It's a fact that it can out-mitigate its newer sibling. But it takes planning. And unlike WP, as much recharge as you can muster. -
Ah, I stand corrected. I never did bother to check myself, and read somewhere that it had a lower target cap. Thanks for the correction.
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The animation does not account for enemies behind you. Neither the backhand or the kick of 360° but are larger than 180°. Thus, I don't think a PbAoE is appropriate.
Assuming enough targets, both TAoE and PbAoE can saturate rather easily. They are for all intents and purposes no better or worse off, target-wise, assuming the same radius and target caps. Both have to, essentially, account for the player taking up space (at least at melee ranges), the only difference being the origin point of the attack.
If people want to argue that Sweeping Strikes is underpowered, and should be 7" instead of 6", I suppose that's fine, though considering that if aimed properly, a TAoE could essentially not include the player's space (or significantly less) at a 6" radius. I'm not much for arguing adding the extra 1" to the radius (it'd be nice but I don't think there's a problem with it).
What I don't get is why the lower target cap? It's already got a lower radius, why even bother with a lower target cap?
The power itself delivers good damage on good recharge and endurance usage. It also delivers this at a reasonable tier with the possibility of more than its base damage via the combo system. The entire set is pretty hard-hitting, too, at least when played appropriately.
If the smaller radius and target cap is the price that needs to be paid for all that, then so be it. The question is and has always been (with every set) is the set as a whole balanced? The large consensus seems to be yes.
What people are mostly complaining about is that the AoE is relatively limited (though far superior to many other sets) in what is a mainly AoE-centric game.
Looking at most similar sets, however, shows that StJ does better than most in being able to hit multiple enemies or take down enemies in a faster than average succession. It is not the best, but it is certainly above average. -
To be quite honest, the only time where Sweeping Strikes' TAoE seems to be a detriment is with herding Tankers, where you're practically guaranteed to get surrounded eventually on all sides.
As a Brute or Scrapper (or Stalker), you can afford to work your way "through" a crowd, instead of jumping in the middle of one, and considering the damage output of those ATs as opposed to that of a Tanker, most enemies won't be standing long enough to really surround you, or can be pulled back into a clump with a short step back.
When it comes to total DPS delivered as a set, I'd say StJ ultimately ends up right where it ought to be, which is pretty high up the scale, if played to its strengths.
I'm also simply glad that I don't have to wait 32 levels to get an AoE that is hard hitting and effective.
Anyone would be foolish to not want an extra foot of range if there are no penalties required to get it, but I'm honestly fine with it.
As for TAoE vs. PbAoE, there are times when you'll want one or the other, depending on the layout of enemies. You want always have enemies surrounding you, and you won't always have enemies in front of you. Ultimately, that part is a wash. And anyone who says that they "always" get their enemies in a certain position is either a) having a case of selective memory or b) spending way too much time aiming, and thus losing out on DPS (by not choosing another attack or just using the AoE as is) anyway. -
Wish people would shut up for a day before starting up the anti-Apple crap. Most Apple employees I know (and I know quite a number) never over-exaggerate the product. People (and the media) do that themselves.
Either way, Steve Jobs did revolutionize industries, just not as a technician himself. The products are still great (though anyone who really believes they're for everybody is lying or ignorant) and did popularize a lot of innovations that they brought to market.
And if you just have to hate Apple, at least respect Mr. Jobs for funding Pixar when no one else wanted to. Does anyone hate Pixar? 'Cause then I'll beat them to a pulp. -
Just going to go on file that I did get a chance to use StJ at level 50 with an SR/StJ Tanker. Compared to an /SS Tanker, I wasn't doing quite as much damage, nor was I hitting as many enemies, but considering the frequency I was hitting enemies with the targeted AoE (which is quite nice, as I find it's actually easier to target with and much less likely to waste) along with the cone attack (forgot its name) and the fact you don't have to worry about Rage crashes, I'd say it's an "up there" set. Considering Footstomp isn't available until 32 or 38 depending on AT, I'd say it balances out well. StJ will put out a lot of damage, has a fun game mechanic not nearly as meticulous as Dual Blades, with above average AoE, sustainable damage, and coolness. This was at the very end of Beta, btw, so it was with whatever range was there then. I was hitting some ridiculous amounts of enemies at a time.
While 6 ft. seems a bit small, 7 ft. would seem balanced to me (melee range from target) 8 ft. is too much. Though honestly, a spinning strike with foot and fist hitting enemies all around the target? Only Chuck Norris or Blue Steel could pull that off.
What's more, it'll be available for every melee AT, which can't be said about SS.
And yes, the sooner it comes out, the better. -
Quote:Quite honestly, with how the Devs have streamlined and eased the 1-20 run over the many previous issues, I really don't think that there are many systems that new players need to learn right away. Enhancements? TOs are hardly worth the time, and the extended training reminds you about them (if you haven't picked up on them yet) at level 10. Inspirations? I don't remember which level, but I think it was pretty darn early.There were several systems that the old tutorials explained which heroes entering the cities at level 2 would need to know how to use. The new tutorial either doesn't try to explain them or explains them practically in passing (kind of like the GR tutorial, which is irritating as all-get-out with its random popups).
To be quite honest, the only things a new player needs to learn right off the bat are how to move, how to activate powers, how to talk to NPCs, and how to level. That's exactly what the new tutorial teaches. Anything else can be learned during play.
Quote:I can't help it if today's gamer is a coffee-inhaling, sugar-mainlining squirrel. College isn't for everyone. If they want to skip the tutorial they can do so, but those of us who have traditionally played through the old tutorials when rolling alts would like to have seen those old tutorials replaced with something that was worth our time.
If you really want to read blocks of text, ask the Devs to make the Help files more accessible and useful. Seriously. They kind of suck.
Quote:I like the Apple/Mac comparison, but I was under the impression that the old tutorials *were* the Apple/Mac. This new tutorial is like a bright red power button that lets you know how to turn the PC on, but not much else.
1) Customer walks in, is either greeted by a salesperson and walked through the purchasing process or browses to the Mac/iDevice of their choice.
2) Product gets rang through, options are given for such thing as extended warranty and extended training. Customer may or may not get these things at this time.
3) Customer is offered a "personal setup" where said customer can learn the basics of usage, some neat tips-and-tricks, and is set up with all their accounts, but is not bombarded with things like "how to use iTunes" or generally anything more advanced than how to search Google in Safari.
4) If customer buys the extended training (either they realized they needed it already or going through the initial tutorial convinced them they really do need to learn), they can schedule appointments over a longer period of time to learn at their own pace.
Both 3) and 4) are completely optional, but are there to serve specific purposes. The personal setup is there not only to teach a "newb" (in our gaming terms) some of the basics, but is also there for them to figure out whether they need more training or if they can figure it out themselves. It's meant to be short, informative, empowering, not overwhelming, and as stated before, optional.
So the comparison really follows through like this: old tutorial = handing a tech manual over to customer; new tutorial = guided longer-term interactive hand holding.
Ideally, you offer both. A smart company, however, invests in the latter if they wish to keep more customers for longer. Why? Because the majority of people need time to absorb material before moving on to new things. Intelligently structuring this information is important.
Again, this is all designed for what are "average consumers". We may not be average consumers, and that's okay. But I certainly can't blame Paragon for trying the same technique as an Apple Store. It's proven pretty successful, and factually so (i.e. studies and financial metrics have proven it out, it's not just my bias).
There are certainly places I wish the tutorial felt deeper. Optional asides that let new and old players alike explore that first tutorial more without forcing them to spend more time in there (i.e. no badges or extra rewards for staying longer, just lore Easter Eggs, etc.) than they would like. It's bare-bones. Perhaps too much so right now. But the overall sentiment and structure makes sense. -
Quote:No offense, but it really sounds like some people here are really on a crusade here. You've been here since I2, I've been around since maybe...I3?Sounds like you were there with your friends and were able to answer any questions they might have had. Or maybe I'm reading you wrong?
1) What was the last time you needed to play the tutorial to learn something?
2) Assuming you're a bright person and can learn all the systems that were introduced in the old tutorial, do you think that other new players actually did? Research says...no, they learned later, because really, they just wanted to get to the game proper.
3) Though there's nothing wrong with having a bias (people generally do hate change no matter how much they deny it), objectively, the goals of the tutorial are as follows:
[a] Introduce enough systems to allow new players to get started
[b] Hook players into the game/gameworld
While there are certainly ways that the new tutorial could do both better, I fail to see how it fails it worse than the old tutorial. The old tutorial was so plain and dull that guaranteed most players would pop into Atlas or Galaxy not having read or understood any of the tutorial, and would just end up blindly asking how to do things.
If you really think that throwing that amount of information at a brand new player is a successful way to teach, you must think that throwing entire university courses at a student in a week is also a great idea. Even if you can handle it, not everyone can.
And if you don't care for it? At least it's blessedly short.
The extended tutorial is a good thing for new players who haven't had the chance to make new friends in game yet, who can teach them all the systems. Also, it's a known fact, at least with computers, that when a "friend" "promises" to "teach" a new computer buyer how to use it, that person buying the computer is likely to not learn much more than how to mess up more often than not. The same goes here.
Whether people like Macs or not, Apple Stores definitely get something right: at time of purchase, they give customers a chance to get started, learn just enough to get going, and have a choice to come back over an extended period of time to learn anything they want to in a (hopefully) engaging and personal manner.
The same idea goes here: it's there for people who need that guiding hand in order to learn. And if you're a pro and don't need it? No one is forcing you to do it. -
This is still better than what we here in Canada have had to deal with. Data caps have steadily been dropping to a point where Bell Canada is pushing 25 GB as the standard bandwidth cap. Rogers varies, but I found I was blowing the 90 GB cap I had easily, going up to 150 GB of usage without using Netflix or torrenting--it's all in how they account for the data used, which is far from accurate.
Lately, there was a huge backlash due to the successful lobbying of our government-appointed communications "watchdog" by the big two companies, which, thankfully, Canadian residents have slowed, forcing them to rethink their position. The CRTC had decided to allow the big companies the ability to force small ISPs who lease their lines to force match the bigger company's prices even though those ISPs already pay to lease those lines.
So while 250 GB won't affect most people now, you folk down in the US better not hope that they follow Canada's lead here.
Besides, technologically speaking, when have data quotas ever made sense? Throttling actually makes more sense. But limiting how much people can download a month is non-sense and an easy way to slowly start squeezing subscribers out of money. -
Don't have a build here, but it is a solid combo. Not "OMG haxx" type awesome, but very complimentary, as Daemodand says, aesthetically, while being a solid playing combo with no specific incompatibilities.
It just may take a while to get SR up to snuff, but if you can get to SOs with that character, you'll be fine. Lots of damage, great looking powers that look great with Practiced Brawler popping every so often, and the recharge buff is very welcome for KM. -
To be completely honest, any set based on defense will always feel squishy until slotted with SOs. Especially when there's no heal available. SR especially, since its other form of mitigation, the scaling resists, are incomplete until at least the mid 20s as well.
Early game defense sets rely heavily on being able to defeat before defeating and pop heals to keep going.
As a Brute, your best defense will be keeping Fury up as much as possible and keeping a lot of oranges and greens in your tray (and purples, but the problem usually is that your defense is being debuffed, and again at low level, your def debuff resist isn't enough yet). With Fury at a mid-to-high level, enemies shouldn't be lasting long enough to land enough consecutive hits to be a major issue, and otherwise you just need to keep from being debuffed much.
If you're playing Praetorian to start, the enemies are tougher than hero or villain side to start due to buffs and debuffs.
Stick with it, it'll be a good combo post SO.
Starting Praetorian, I found the missions easier as a control-type character rather than a melee type character, simply due to the make-up of the enemies, but it'll matter less later. -
My SD/SS Tanker is nigh unstoppable with even just a modicum of IOs (no purples) as it's very easy to soft cap a Shield Tanker (as easy as soft capping an SR Scrapper), and SD helps negate the one real weakness of Tankers (damage).
As long as you max the recharge in Rage, you're pretty much safe from the -20% def crash, and IIRC, Grant Cover does give a modicum of recharge debuff resistance (though not great, it helps).
Load up on missions with even con minions and it's practically a farm. Fully specced out, most enemy groups can be taken at any difficulty, really. It's one of the best combos in the game. -
Quote:Hehe never going to stop the complainers. Most melee archetypes will probably argue against the bunny hop, but I'll agree that any normally non-melee AT that can benefit from fighting in melee (Blasters, Doms, some Corrs and Defs, some Stalkers, the rare others) can definitely benefit from constant bunny hopping in combat, and regular melee ATs can make use of it on occasion just to catch runners or quickly gain aggro if desired, though there will be other options for them as well.Pff, they've probably never played a Blaster before. I have never had someone ask me what I'm doing and I bunnyhop and Joust through everything just like that. o_o I think some people don't realize that Combat Jumping isn't just a power with an implied effect, you're actually meant to quickly jump in and out of combat with it, and it costs almost 0 end. It's the greatest combat mobility power ever. Would never make a melee-based character without it--you can turn Sprint off and still catch up to runners because Combat Jumping + Hurdle is as fast as Fly used to be, plus you don't have to get mad at the Energy Blasters.
It does tend to lower DPS, but it's a lot safer. -
Quote:/Energy's one problem (in melee) is keeping a (non-Perma-Dom) attack chain that doesn't KB enemies. It's not a bad melee set damage-wise, but not the most effective, and is probably my top pick as top ranged assault set. Whirling Hands is pretty low on the scale when it comes to damage, though it is definitely more effective than it used to be. Just...not if you're aiming for a set with PbAoE, and AoE for Doms is really the Holy Grail to build for due the general effectiveness of Dom AoE mezzes. It's balanced but it's not burst. So maybe I should rephrase: it's not terrible, it's simply not the best choice when aiming for AoE.Whirling Hands isn't bad anymore, it's pretty smack dab in the middle as far as PBAoEs go. I can't for the life of me figure out why you're saying Energy is bad in melee compared to range. Sure, Push is amazing, but it's amazing because it's such a good all-purpose stand-by attack, and you still need more than a stand-by attack to be effective. It doesn't two-shot things like Bone Smasher > Power Blast does. /Energy is focused on neither just range nor just melee, it's a balanced set.
Now a ranged-focused set is something like /Fire, which has only one melee attack and its PBAoE.
As for /Energy in melee, it's really only effective when combined with immob and some hard mez so the enemies don't get knocked around, forcing you to chase. Its melee on its own is great, but not enough to be a top melee assault set (probably would put /Earth first), and combined with the potential for kb-and-chase (if your immob misses or your set's immob doesn't have -kb), it's not the best melee combo.
So if /Energy isn't particularly good at AoE or melee ST, but its inherent ability for ranged attacks is KB and it has some good damage ranged attacks...I'd say it's more of a ranged soft control set that can hit hard in melee, with caveats.
And /Fire's Combustion, combined with Embrace is one of the best when it comes to AoE damage on Doms, Breath is deadly at mid-to-close range due to solid damage and high accuracy, and its ranged attacks don't KB like /Energy's, so I'd say it's a more suitable melee set than /Energy by far. It's much better damage overall, just not as safe, which is balanced. However, the point of Doms is to mez first, then damage. Assuming the mezzes work, damage is far more important than the soft controls in the assault set when building for a top tier Dom (not that that's everyone's goal).
I like /Energy. It's a fun set. I just don't choose it to go melee, because there are better choices out there in that category. That's all there is to it. -
If we're talking early bloom mid-late flatline Dom control sets, nothing beats Elec/. You're pretty much at your best at...12? The rest of the levels you're using those same powers you get by then. Plants/ shouldn't feel so bad, really.
But I do like Elec/ and I think Plants/ is a very solid control set overall if you can get a bit more range into your two cone seed controls and get Creepers.
Mind/ and Earth/ are probably the top two control sets. -
Quote:TBH, I don't know that there's a Dom assault set that isn't at its best in melee with perhaps the exception of /Energy, as Push is fantastic and Whirling Hands is terrible (though the rest of the set pans out evenly). /Fire is always a good one, but you already have one. /Psi only gets good with Shockwave. You already mentioned /Thorns and /Earth which are pretty good. /Ice really isn't bad at all; it's melee is better ST than AoE. /Elec is good due to having Build Up instead of Power Boost, though probably not as good as /Fire (and its AoE is a bit less straightforward).Looking for some Melee Dom Builds, I have a Mind/Fire Dom that is fun as well as a Fire/Kin Corrupter so looking for something with some melee but still ranged(pure melee gets boring for me).
Thinking so far...
/thorn and /earth are great melee but looking for some options on Prim and if there are any other melee options.
Honestly, other than perhaps a Mind/Energy, I wouldn't play any Dom at range given the choice. -
Quote:If the enemies are clumped up, it's even easier, considering inherent Fitness' Hurdle--especially if you get Combat Jump (for the obvious LotG goodness): just JUMP and scream! When you land, you'll be ready for Shockwave again if you're going perma.The key with Psi Scream on an Elec/Psi is to... move. Get the spawn occupied (SF, SO, team, whatever), move in and DP and PSW, hop back and Scream. Put one range enh in it and you'll easily get most of a x8 spawn every time - that's boatloads of damage. You do have to move around though so if you don't like that (some don't) then you won't find Psi Scream all that effective.
Oh - and I don't understand what seems to be the prevailing opinion here on Synaptic Overload. That thing is seeds junior - just simply a great power. I have 5 Malaise in it right now and it hits fine, has good duration, is up at least once per spawn, plus the +rech. What's not to like?
Also, loving the SO. Toss it out there first before SF and by the time you're in melee range to smack baddies around proper, it's spread to a fair amount of a large spawn. Just remember that if you're in Domination, use it on a tougher enemy and let it spread from there, as I don't think that Domination affects the chain beyond the initial target. -
The only reason I've (temporarily) benched my Mind/Energy Dom is to give my Elec/Psi Dom some play, as she is a bit (a fair amount) more team friendly, having no knockback powers of consequence enough to scatter enemies and actual AoE potential. However, the Mind/Energy is definitely an amazing solo character. Most Doms are, considering the potency of the Assault sets.
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The quickest way to think of Doms is that they don't really have a Primary and a Secondary, but two Primaries instead. Both control and damage are vital to Doms. Most Doms are best played by laying down a constant level of controls on a large group, using the base hold either stacked or in Domination on Bosses to nullify the big threats, then (usually) jumping into melee, where Doms do the most damage (unless there is a good reason not to). Most Doms have a solid 15 ft radius (same radius as Footstomp) PbAoE attack, though some are better than others. /Fire and /Psi (still) are two of the best when it comes to that PbAoE, but frankly I haven't seen a bad assault set, just ones that mesh better with certain control sets than others.