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Posts
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I wasn't going to get Focus for concept reasons, instead was going to pick Confront - You can see stalkers, taunt them and they can't do diddly squat to squishies
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It's still one of the top Claws powers ranged or not. You might want to test using Confront before going for it - Taunt in PvP has changed and it's not as effective as it was. SR alone also won't let you see a Stalker running both Hide and Stealth - not that every Stalker does this though. -
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Psychic Shockwave isn't classed as a melee power - it's ranged, this means it has a 0.65 multiplier and not 0.75.
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Hmmm you are right. However, I don't understand why, because it's similar to a blaster/corruptor's nova, in that you need to be near the mobs for it to do damage. Fair enough, not "Melee Range" (literally), but I don't see why novas are classed as melee, and this isn't. Shed any light on this Filth?
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Well, it is a 25feet AoE!...and one of Psi's most damaging attacks (except for the snipe) other than that, don't know. I was thinking it might be to balance because of Drain Psyche but then you could say the same about Consume from Fire.
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The main thing it has going for it is Focus - one of your most powerful attacks, its *ranged*, fast to animate and fast to recharge.
There are other things about SR and Claws which are good for PvP but Focus is what it revolves around. Effectively you're a blaster with extremely good defences, like that other tank mage, spines/regen. -
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If by "blaps" you mean melee attacks then yes. Most Doms have 3 melee attacks in the assault set, and the rest are ranged - Psi Assault only has 2 melee attacks though.
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There are 3 powers from Psionic Assault you need to be in melee range for (not necessarily toe to toe): Mind Probe, Telekinetic Thrust and Psychic Shockwave.
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Psychic Shockwave isn't classed as a melee power - it's ranged, this means it has a 0.65 multiplier and not 0.75.
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My experience is mostly with Plant which is very good from level 8 (with Seeds of Confusion) with the downside it doesn't get that much more powerful beyond that. It's second major power Creepers is very good though not in the same league as say Terrify from Mind.
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Really? I think Plant control is one of stronger dominator primaries, control wise.
I do disagree with you though when you say it doesn't get much more powerful beyond Seeds of Confusion. I would say it doesn't get much more powerful beyond Carrion Creepers, since after that the only other power left is your pet - and There is only so much a pet can do.
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I think it's stronger than Fire but on a par with most others. Yes, Carrion Creepers is a good power but like I said not as good as some (better than others like Bonfire or flash freeze) and it's certainly not as strong as Seeds in most cases. Seeds is by far the most powerful in the set, it gets better with slotting but it remains by far your most important control power.
The Flytrap is only 'ok' as far as I'm concerned, it's damage isn't outstanding and it has no really useful control powers - immobilise which most of the time serves to cancel out knockdown from Creepers. Compare it to a Singularity for control or Fire Imps for damage and I think it comes up short.
None of which is to say I don't like Plant - it just gets its strongest control very early. -
I don't care what Aeronaut says, I think Truck is number one.
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dont forget that SS have a built in stealth as well..
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Not in PvP. -
I would disagree in part with Max here - I think taking Confuse is right (it's just too good to leave out) but I would not drop Power Blast - the reason for this is leaving it out will gimp your domination build up which will be bad in PvE and terrible in PvP. You could fit it in to your current build by swopping Mass Hypnosis for Confuse.
Energy Assault has probably one of the fastest attack chains, but I think you will want both of those early ranged attacks.
The other thing to say is to try to get Aid Self from Medicine Pool in there. It's a real pain but I could not manage without it, a bonus is because you have Power Boost, it will boost the heal from aid self. -
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as in... 65% of a Blaster's Ranged damage, and 75% of their secondary blaps?
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If by "blaps" you mean melee attacks then yes. Most Doms have 3 melee attacks in the assault set, and the rest are ranged - Psi Assault only has 2 melee attacks though.
The most up to date guide for powers is nofuture.
On the subject of a primary I think Fire would not be the first one I would go for playing a dominator for the first time simply because of the low control especially low to mid levels. Mind, Ice and Plant all work nicely from the get go, although possibly Mind is slightly more difficult to use from what I've seen and read; there's not much doubt Mind ends up as the most control heavy set at high level.
My experience is mostly with Plant which is very good from level 8 (with Seeds of Confusion) with the downside it doesn't get that much more powerful beyond that. It's second major power Creepers is very good though not in the same league as say Terrify from Mind. -
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Mind is as control as you can get, but its flipside is that it gets no pet of its own, and its not very damaging imo.
[/ QUOTE ]Whaaa...? If mind isn't a damaging dominator primary, what is?
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Gravity and Fire?
but, in any case, damage in the primary is generally not important for Doms since the assault powers are pretty hefty and Doms don't get containment. -
Power boost can be up every 45 seconds (base is 120) with a 15 second duration. I think the figure would be more likely to be 40% defence tops during power boost (which ice also has).
Given that you are more likely to be hit outside of this time than during it, and it is only going to apply at level 41+ I can't think it's that strong; more like occasionally you get a useful bonus.
...If I was going for a tough dominator I would choose plant/psi, get the fighting pool for Tough and a resistance shield from a patron. This can give you 58% S/L resist plus good +Regen from Spirit Tree, Health and Drain Psyche, about +600% I'm guessing. -
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Iirc, Domination only gave a 50% boost to mag? With a crit-chance of getting double? Was looking for that post where a red explained it, but cant find it.
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My understanding was that domination doubles duration and magnitude (although the Prima PDF doesn't confirm this), dominators don't critical. -
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Yes malta sappers do do stuff to rooted, I know because of the Lost mapserver ins and outs messing me around over the weekend, they seemed to still be throwing out attacks whilst I wasn't. Rooted has a high end drain res, but given enough time Sappers will still thwonk you.
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I've had 5 sappers shooting at me for quite a while with no drain at all, unless rooted has had its End Resist reduced since then. -
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According to Prima rooted is 10.38 and granite is 17.3 mez resist strength.
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That are the numbers for Brutes,Tankers are 12.975 and 21.625.
And 1 more for inherent protection.
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So...a ST hold with domination is 5.96
Which means...2 holds for rooted, 3 holds for granite and a mathematically extraordinary 5 holds for rooted PLUS granite.
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Prima accidentally added AT-modifiers to hold strength instead of duration for a lot of powers.
Dominator ST-holds are MAG 4 in PvP,with Domination up it's MAG 8.
All numbers for level 50.
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Where is your info from UW ? -
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Stun: an MA/DA could probably handle rooted, nothing else. Same with EM/DA.
Hold: 5 holds with domination to take the tanker down. After that, he's all yours. And with hasten, 5 hold stacking could be done without much difficulty.
Of course, Soul Transfer instantly stuns everything but Hamidon, so 1 suicidal DA brute and 2 stalkers would equal a very, very dead tanker.
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You only need 3 domination holds to drop granite or unstoppable on their own. -
Given a bit of time a Dominator can overcome granite and rooted to hold the target. In theory you could stun someone through granite but its much harder to stack stuns than holds.
Endurance drain will drop granite but Rooted has extremely high End drain resistance - Malta sappers do zilch through rooted. Of course in PvP you could toggle drop rooted and then end drain to drop granite.
According to Prima rooted is 10.38 and granite is 17.3 mez resist strength.
So...a ST hold with domination is 5.96
Which means...2 holds for rooted, 3 holds for granite and a mathematically extraordinary 5 holds for rooted PLUS granite.
....I'm sorry.....why is this in Stalkers?.... -
Well, have you seen much other than Stalkers in PvP? When I've been in PvP zones, especially in Siren's it hasn't been uncommon for every other toon to be a stalker, even been on a full team of 8 a number of times - 7 stalkers and one Dominator.
Dominators have been rare toons for people to make in general, which partly explains the scarcity in PvP. With the new boost for PvP domination build up since Issue7 they are much more viable and even more so with the mez buff as well now; they still are pretty fragile as compared to Corruptors who have buffs/heals/debuffs which increase their survivability and so are easier to play. The margin for error playing a Dominator is much smaller.
The 'problem' with Doms is that they are perceived and played a lot as sub-standard controllers (which is a mistake), the other issue for them is their assault attacks get good fairly late - a bit like most tank melee attacks.
I've seen a number of Doms in Siren's - Fineous O'Malley, Me so Thorny, Terror Lancer, all fairly new and they seem pretty effective to me.
I have to mention Devil Seed who I've sparred with in the arena - we are both plant/thorns with fairly similar builds, great fun to try it's like fighting against yourself. -
Bilharzia plant/thorns/Moo Dominator.
Chiroptera-bovid hybrid.
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You should petition anything that bothers you and which you think breaks the terms of conduct.
Actually demonstrating for sure that someone has *deliberately* positioned you into a group of mobs specifically to give you debt is difficult since most of the time it is accidental. The player you're talking about repeatedly does this and has repeatedly stated in broadcast that it's deliberate. There's nothing wrong with TP Foe itself but in fact it's a fairly weak technique in the zones - in that in general it's not very effective because of how awkard it is to use; once any real fight starts it becomes a marginal ability anyway.
As far as the fact that there are NPCs around it's a bit of a tricky one, I don't think the zones (as they are designed) would make sense without NPCs, and if you removed XP you'd also have to remove debt so the whole environment becomes nuttier than it is now.
There is also the issue of certain powersets which need a number of targets to get certain buffs (DM/DA scrappers for example) removing mobs would make it even harder for these ATs to be played.
As for debt, I don't understand the (what seems to me) to be the furious response getting debt generates - I can't remember the last time I thought about debt, I couldn't care less about it but I also know this is not a common view.
A bigger issue for me is the design of the zones themselves and the fact that they on the whole don't work from game mechanic point of view. The zones act like a gang-duel arena and don't compel people to 'play the game' (like fight at hot spots in Siren's) which is reasonably fun itself but a bit of a disappointing outcome. The reason for this is that the reward system is screwy - Recluse's Victory is especially bad.
My number one pet hate is players who are too lazy to use the arena spamming broadcast for duels, which is less their fault than a failure of game design... off topic I know. -
The AoE Immobs are a bit dangerous, they are most useful for keeping a group in one place if you have another mez on them - in your case in would be Flashfire - Fire Cages will stop them wondering about and the Flashfire will stun them, you can then use an AoE attack from Assault on the group.
In general, what you say in the first paragraph works well until you are higher level and have the AoE mez powers and attacks slotted with SOs, before that the AoEs tend to get you killed. -
I checked the Prima guide and it looks like Thorns does do quite a bit more damage for Impale and Skewer (I got my numbers from Hero Builder
), however, I've got no damage slots in Impale so looking at your numbers wouldn't a 3 slotted for damage Blast out-damage a base Impale attack?
Sure, if you don't have the attacks at that level then you will need another person. I still think if you have Bolt, Sword and Blast you could do it. I've not had a problem recruiting newbies to do the Shivan Shard mission back when I thought you couldn't solo it, since it's low level many new players wander in there.
The other thing to say about the bases is that trying to solo one with a boss turret is just silly, you can choose which base you go for. -
I wrote a guide which should be mostly relevant.
You could also check out this general Dominator guide.
If you want detailed power info the prima guide is worth downloading. -
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There's no room in your tray for anything but blues if your Ice......
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I simply don't believe that:
Thorns
Darts dmg:2.716 cost:4.368 rchg:3
Skewer dmg:5.948 cost:8.528 Rchg:8
Impale dmg:4.238 cost:6.864 rchg:6
Ice
Bolt dmg:2.594 cost:5.2 rchg:4
Sword dmg:4.555 cost:8.528 rchg:8
Blast dmg:5.201 cost:6.864 rchg:6
You can't seriously tell me that 2 minutes attacking a firebase requires you to have an entire tray of blues whereas in the same situation I can't lower my endurance using my attacks. I tried it again yesterday starting with domination flatlined, same result and I certainly didn't need a full tray of insps.
If you absolutely can not find anyone to team up with to take on an EB, you can take out a firebase solo at high level (in order to get a Shivan team mate). As I said before only one of my attacks is slotted for damage, I can't believe an Ice Assault dom would not slot Sword and Blast for damage.
There's no point in using any control powers in doing this - they don't do anything to the turrets. -
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Regarding the firebase, I haven't tried it solo but when I've duo it with a stalker we always take all the turrets to very low health first and then take out last slivers of health as fast as we can. Did you do that?
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Nope. Frosty McNeil told me about that wheez, I tried it couldn't get it to work I then gave up bought some reds and just did it straight off. I was on 2 or 3 (so that's +50%/+75% damage) standard red insps for each turret, none of the turrets were bosses, I think 2 lts. and 2 minions.
Using inspirations is important, whether its blues, reds or whatever. I took a couple of greens as well to keep going fast. -
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Firebases in Bloody Bay.
I can take one out solo and only one of my attacks is slotted for damage, out of three I have to use. Impale has no damage slotted nor has Thorny Darts. I can't believe Icy Assault would do less damage than I do at that level since I guess both Ice Blast and Ice Sword would have damage slots? My one slotted attack is Skewer with 3 damage enhancers.
I hit the base with Domination and use standard red insps to boost damage.
Hero-EBs.
I don't usually go through missions solo especially not AV ones because generally I find missions more fun in a team, but I've just tried two missions with Synapse and one with Indigo and managed both solo. I used Shivans with Synapse both times and without anything with Indigo to see how I would do.
Both times I used a stack of resistance insps and damage at least 5 of each I'm doing enough damage that I take out the EB in about 60 seconds. Both Synapse and indigo managed to hit me a lot and mez me, I used one BF insp both times, I had to use Aid Self twice and a heal insp with synapse. I'm not relying on holding them too much, I held Synapse for a while but he managed to whizz about, do a lot of damage and stun me but because of my high resistance and very high damage (both partly from insps) I got him before he got me.
So I've discovered what works for me is to act like a blaster and just out damage the opposition, if you can do it in 60 seconds you win. -
Interesting, not happened to me yet. I might try it by using confused Rikti Guardians as someone in that thread did.