-
Posts
2597 -
Joined
-
All three imps together (95% enhancement) produce 71.57 dps. However they con as -1 so vs evens that is reduced to 90% so 71.57*.9 = 64.41dps before hit chance.
They of course benefit from -res like poison ray and other external damage buffs. They do fairly appreciable damage even for something as heavy hitting as a fire/fire dom.
If the toon is primarily used for fast ITF runs I wouldn't hesitate to drop them. For most other applications though they are pretty good. -
Quote:You got me, I'm not the dominator. Admittedly I've only run on 5 or so sleep teams now, but the last couple I've heard "oh **** X got free" followed by the dominator splatting and a bunch of the AV's running over. And because the team was relying on the sleep crutch so much they panic at more than one enemy and promptly die.Really? Wow. Slow yes, but how do people manage to mess it up?
If you've got permadom and not-terrible slotting in Mass Hyp, it's a cinch >.>
I'm usually on my trapper and much prefer when we pull multiples cause they all die at about the same time with the aoe slash.
The last sleeper even made it so we single pulled the Vindicators (this wasn't a MO run either). I mean lvl 50 AV's... I like rushing them all and having them all drop within about 20 seconds of the first one due to the aoe splash and poison trap halting their regen. -
Quote:For clarity, this list is in reverse order and you should work from the bottom up of things to drop. And you should probably eliminate seekers from the chopping block, they are a must have power even on bots.- Seeker drones (some like it, for bots, the protector bots use it)
- Pulse Rifle Burst
- Pulse Rifle Blast
- Photon Grenade (the protector bots use it)
- Repair (you don't need it since you have triage beacon)
- Detonator (skippable but fun, I took it)
Otherwise solid advice to go on. -
I just mean with mass hypno on ludicrous rech. I find adding in mesmerize is a bad idea unless one is about to get free. You'd want enough recharge to get two casts of mass hyp with each pb duration ie. enough rech for perma benumb.
Basically you'd be using 2 pb'd masshyp and then 2 casts of non-pb'd masshyp.
It should last 47.6 sec pb'd and 29.77 non pb'd against a +3.
That should be enough where as long as you didn't miss twice in a row nothing would wake up.
edit: admittedly though, I'm not a fan of the sleep method. It is really slow and the times I've seen it not work are greater than the times I've seen it work. Work as in being the 100% safe method as advertised. -
I'm actually pretty confident that a mind troller specc'd for it could sleep the whole freedom phalanx just like a dom.
Something like a mind/cold/power with enough recharge for perma benumb could make those encounters pretty easy as well as being a tremendous asset for all the stuff leading up to the +3's. -
-
Quote:Enhanced Flash Arrow is 9.9% vs even cons and 9.9% vs lvl 50 AVIf you account for all situations such as AVs and purple patch does Flash Arrow have the highest reliable To-Hit debuff in the game? I was looking at it and it is marked as unresistable. On defenders, when it is fully enhanced, it has a 9.9% to-hit debuff. If you add power build up it has a 16.1% to-hit debuff. I wonder if any of the other large to-hit debuffs after AV resistances and/or purple patch is applied is still that good.
Hurricane is 59.4% vs even cons and 8.91% vs lvl 50 AV
Darkest Night+fearsome stare(slotted for tohit debuff+ 2 twighlight grasp (not slotted) is 71.9% vs even cons and 10.8% vs lvl 50 AV
Everything is affected by the purple patch.
Flash arrow is reliably crappy. -
Quote:It lets you aoe sleep the freedom phalanx in the RSF. There was a rush of mind doms created for that SF as they tend to make it a fairly trivial (snails pace) encounter.Forgive my nooby question as I have very little experience with Doms. I hardly ever see Mind/ trollers blueside. How come everyone loves Mind/ redside? Seems like the powers are the same, unless i missed something. Does domination do something crazy that i'm not seeing?
Other than that mind doms play like a pseudo blaster because all your damage is sourced from you (ie no reliance on pets). So if you like to take things out yourself the set opens up the possibility of being very survivable and doing pretty solid damage.
You see less of them blueside relative to other sets because it is the worst at setting up containment along with illusion. Illusion however has very high damage with or without containment. They also don't have the gimmick of being able to aoe sleep an entire group of high conning AV's and outside of that mind it pretty much terrible against AV's which like it or not are a sizable portion of existing end game content.
So long story short, yes mind is quite a bit different for doms than it is for trollers. -
-
Quote:Paladin may not be the most offensive GM, but he does spawn as 50 which means he is a huge sack of hp with huge regen and strong resistance to debuffs.Hopeling's analysis seems pretty much correct. As a supporting anecdote, a team of 4 (I was using the Dagger, I don't know if anyone else was) managed to take down a Paladin. It's a bit more than 20 daggers- 24 or 30- and I went through all of them. I know Paladin is not spectacular by GM standards but I still feel it was a good job and the dagger made it possible.
More specifically:
70679.18 hp, 353.4hp sec regen, and 85% res to debuffs.
The 250% debuff of the dagger would have been reducing his regen by 132.5hp/sec, which would mean he is then regening 220.9hp/sec, which would be much more manageable to take out. -
Quote:There is nothing to debate, you are absolutely right. I consider triage pretty important for what traps excels in - taking out difficult content. Whether it is +3's (or higher) or the Freedom Phalanx I find triage to be of decent value.My response to "should I skip Triage?" is "what are you taking that you think is better?"
I personally think of Traps as the big game hunter in this game (not looking for a debate on "who's the best debuffer"). Triage fits very well into that, especially when a build with decent recharge can have 2 out for a bit. I'd never skip it.
If you are building your traps for aoe spawn melting (which fire/traps can also do very well) then it is of less value. -
Quote:I ain't a scrapper, but yes I've solo'd those two AV's mentioned, but to take it up a notch it was at the same time (no temps/insps/click acco's). It was an epic fight. I redlined a few times during the periods that PA loses agro. Took me a few tries as they both mez with nearly every attack and will happily incur the one shot code with each hit.2) Anyone managed to solo the strongest AVs out there... like Stateman and Honoree. The ones that have lots of attacks, non-crashing godmodes and other tricks.
Right now I'm working on the Rikti group of The Dragon, Honoree, and Hro'Dtohz at the same time. I got so close to dropping The Dragon, but screwed up. As a reference point his consume does 350 damage lol. His damage is higher than any other AV imo. -
Quote:I'm not sure whether to laugh or cryTook me six hours. That was before the Dark Melee buff. Good times.
-
it extends beyond MM's too. I've gotten used to my phantasm living for 15 seconds after I cast it...
hopefully a fix comes soon. Ideally one that works this time. -
I think it is pretty obvious when people talk about trollers (blasters and corrs too for the most part) that they mean either s/l and/or ranged. Given the recharge requirements necessary for perma PA it pretty much precludes that ranged is not happening outside of maybe an ill/kin. But is still doubtful.
Your definition of softcapping is just as arbitrary as any I've seen. Actual softcapped defenses would be to all types and all positions like my traps/sonic. But that is a nit probably not worth picking because the statements are always contextual and should be taken in stride rather than in the literal sense unless you run around pointing out that none of the sr/shield builds posted have plugged their hole to psi. -
I thought the one in IP was a cardboard cut out with a drive-thru style voice box. It sure looks like it is made of cardboard if you zoom in on the model. Just like how terribad the close ups of Viridian, Magus, Regent, and Spider look on the STF cutscene.
-
-
Quote:1.125 isn't > 1.05? that's news to me.doms have the highest melee dmg modifiers...so u cant beat a dom in melee..only reason scrapps and stalks look like higher is cuz of crits
Lots of things can crush a doms melee damage. Every other melee set in the game has a dramatic way of boosting their damage. Every AT with melee attacks (outside of app/ppp powers) has a higher damage cap than doms except tanks. So when you add in crits/bu/defiance/fury/or outside damage buffs they generally outdo doms by a country mile. And that is fine.
I think the only exception is dom total focus, but even with its inflated damage scale /nrg assault has no damage boosting powers and even at damage cap it compares as such:
Dom TF = 906
Blaster TF = 990
Brute TF = 1262.5
Stalker TF = 1017.5 (1268 w/ crit)
Tank TF = 633.6
Other dom melee attacks compare less favorably. -
Quote:Yes the stealth drops for about ~1sec (as it applies during the animation rather than at the end).Does anyone have Perma GI that can test the results of GI "reapplication" in a mob? I would do it myself but I don't have the IOs yet.
-MT
If you are standing around mobs doing nothing that could be an issue. If you are using it to stealth places there are plenty of gaps to reapply it risk free.
For something that costs about as much end as combat jump vs SI which costs as much as enervating field, which is to say a lot, I think the choice is pretty clear.
Quote:It has been a while since I had GI on one of my Illusionists. I had it leveling up a couple of them, but changed to SI when they started spending more time solo. If I recall correctly, there was a brief flash during casting GI where some foes can see you, especially if you are right in their face. However, there have been a lot of changes to the game since the last time I had GI (pre-inventions). SI is so much more convenient, and I usually turn it off during big fights (since it supresses anyway) to save endurance.
What specifically is suppressing about SI in combat? (I don't have it as I'm ill/cold so took arc fog and GI for the team invis on TFs instead).
Doesn't it work the same way as GI where the invis level stealth is up regardless of being attacked or attacking? I know with GI you can drag a mob you are fighting into a new one and the new group won't attack you. Can't you do that with SI too? -
I prefer firebreath over trip mine on my fire/traps/mace. The combo of ami+RoF+fireball+firebreath will take out +2's and set you up for taking out +3's with the next fireball (so get your recharge up!). I just can't find a good use for trip mine. Though I suppose RoF+tripmine+fireball could do wonders as well.
I cast seekers into the middle of them, which causes them to bunch up as I jump in. I toebomb acid mortar, then PT, hit aim and as I'm jumping out of the spawn I cast rain of fire. Provided I don't lag out I'll land right where I want to be for casting firebreath. So I tap fireball and then give 'em the stink breath. At that point they are in full flee mode and scourging heavily. I target the boss and blaze its face in. Few things ever escape the rain. If you have fairly high recharge you can toss out another fireball shortly before they escape its range.
Hold slotted PT means they are usually dead before it wears off. Non-enhanced PT increases the risk of a few escapees. -
-
I like archery, it is such a stealthy killer. You just hear - thwick thwick thwick and then everything falls over. Like the above posted said, if they don't look at the log they won't even know you killed everything.
-
Powerboost goes pretty well with rad. It may not gain the most out of the power, but it is definitely a solid choice. Other's have addressed what it does and doesn't boost, so I'll just share why I like it.
I like it in a few different ways, which if you have high recharge you can do most of.
1. Increases the runspeed buff of AM. If you are like me and enjoy moving quickly this is pretty nice. The runspeed buff is unsuppressed so it is always fast even right after attacking.
2. Increase the slow aspect of Lingering Rad. I don't like putting precious slots into enhancing this aspect of the power, but it isn't that strong of a slow if you don't. PB'd LR solves that issue when I want a mob to move slowly.
3. Defensively. If you are taking heat through rad infection and your heal is being outpaced, then pop PB and it will boost the -tohit debuff and make your heal stronger. This can be pretty nice if you start getting def debuffed.
IMO it isn't a game changing power for rad like it can be for forcefields, but it will make most of what you do better. Considering that rad is a pretty great set, doing things even better is a desirable thing. -
*Both of these builds are highly individualized to what I like and want. I'm not claiming this is the best way to put together an ill/cold, but it is doing a great job for what I want it to do.
This is the build I'm playing with right now
What I don't like:
-blind slotting. I'd rather have it as a pure attack
-I'm waiting on my bids for pvp heal sets
-more than 2 AV's at once is a challenge, and I can't fight more than 3. Lord Recluse is ruining me.
What I do like:
unlimited endurance.
Insane damage. I killed a rikti pylon in 112 seconds the other day and that is with sleet being bugged and not stacking most of the time... I'm killing easy AV's in just over 2 min. I can spam the heck out of sleet on teams and I still have my shields to buff them with.
I can play safe-ish and stay at range the whole time because I have stamina.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;716;1432;HEX;| |78DA9D94594F135114C7EFD0D6D28D166B590A652B5BA51DA84BDC1E482CA08D541| |B35EE50C732C0C4715A3B2591373F006E4F6E312E7179D4B8448D4F7E0E513F82DB| |07A867B9057CF526FDFFE69E39F79C73CFBDD3DC9509BF1057C78512CA989A6D173| |225AB5A2999A65E71E5B405A3D8D823875B08115F7F5B7754B3A6B9641B25AB6EE8| |DEE0B37F697E5ECD94CCB9C244E992616955F06BCE5A8B7A45B7AA6AFDC19F2F419| |C29A36AE9B6EDA5C9B1B2AECFB17D5AD7CA86B510AC4FE6F48ABD6894439365A3A8| |668B7A21A7D955BDB2DC06F525E0F7501172D45C22D520445A7893047F9AD0A5324| |609BD4907E262606D95105181A647104891819493E4DC708A719AD07886C39E2544| |B384C7B0C4C1AB9C0E8D4CCE19C62C615381719E016D75299CD7354C799FC0D42D2| |3B82738D324213445683B40481F24F481AF8723289E118AE065B4C01B9F8CED8B28| |68728329C02667E010999A728C6942E830A12B4F30A12B41D99520477806DA2CBBD| |2FC832AD8FC93F187B0E537639CD09221942150589612E6408D504A844DAEC80A3B| |5FE3FD5D2774DEE403BA4548DE205810A85556D4CA819E83B6CB7EB57F21537495D| |0FB95D0FF8DF19D70192274B0BBA3834FBA93FB35F40FE2505F4C668AAD52F21710| |A05B66EAE6DDF6F0DE7B7E3178EFC96540585420539F6C55DF6732C5B791437C3B6| |327A17F0721B18B60C3AA01BA7835D700F76590FB32C87D19E44E0C715F12DCA597| |70E78665AEE1DB802191B843D87A97718F719F90C2A6C5C42B5835223734C2D721C| |9F720C5B722C5D7217D84F01ADC55E9AEBEA12E8DBE65BC63BC27A43F109EC2A231| |79E8637C569DCE0D9F590D8698DE6871D05EF2CEB50F4F28E4145B77AA79426B1FD| |8FF8E8FF097C7193C47BDA0C751F220CA097C3A873283D3597CD2F0E9024A11A7B5| |4FFE7A31C1DD58D71E94BD28FB5022509F58414FB70FC487E24709A034A10451422| |8619428CA0394DA5F84E0004C| |-------------------------------------------------------------------|
This is the build I'm respec'ing in to asap (I have everything, but I think I ran out of vet respec's so I need to run one of the trials).
Things I like:
almost no difference in offensive potential (tiny losses, but will hopefully be compensated by a better blind)
massive survivability increase
blind is better than before
80% slow/rech protection
Things I don't like:
no stamina. I wouldn't go this route unless you are very comfortable with the build and know what you are doing and accept the limitations this puts on you.
No shields for teams
I'm still waiting for my pvp heal sets.
For the future. Arc Fog is getting fixed, so that it protects against typed def too. At that stage I plan to pick up a pvp def proc and have the build just shy of s/l softcap. In the meantime spec terror fills the gap vs mobs and does a decent job filling the gap vs AV's even with their resistance to debuffing.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1412;707;1414;HEX;| |78DA9D94594F135114C7EFD0D6D28D164B2DFBD28A2C6D071A57F481C416B442A15| |1E393506B194AE338533B2591373F006E4F6E312E517CC4356A7CF23BA8F15BB87D| |807A965B20F1CD49F8FFEE3D73EE39E79ED3217B35ED15E2DAA4500229BD6059F99| |469D4AAA6AE6B5547B6502A1785530811DDB6361CD48CAEAF5A65D36818FA76F81C| |5F5D5E5653A6BE944F9B97CB46A1067EAD196345AB6A464D6D2C3C3913E24CEBE5D| |24ACD4DEB33154D5BF2B119AD65A3E495BB9AA1595660AA522EAA99A296CF16AC9A| |565D6B87E246E0EF9122E4537788F1262192625782E08EDB10DE31DA7955425B927| |0C9B7754A884E81A6C710489181942FE0D5239ABE31BE12DCDF092D718A10C8109E| |C0111B9FB2DB16C8645F64E4B99802A1F902C1053D75289CD71152D0140193934D8| |A3346A534331478E392B15DA7E87CCB0C27CF1206E608A3F384A710C423DD3D6932| |754E31A609BD271827093688EE932DF08515BC9A097BBF8CE09FA5EADA671859C24| |08E314F780EDA2A3BD6FA8382EEFEC9F84D18FAC39864A40815481294F70D720BDA| |DA29BD1D2A0AF19BA610BFD9D3C608109E818665F7C2ECB001DA216FD13101B0DBC| |415C8D0C5365B170FB73BB613BD8CA813B3F2D99E2EFAB1BC80707DB2037D7C97FE| |5F0CBE523F5F69EF1A2028AA9029223B10F94CA6E87E72881E601C64F7438CC3040| |B4E0DD26FADEE185C27D3BEEB8C9B8C1B84C42DC66DC22614382C730DDF010C8991| |BB8C7B8CFB84D1078C0DEAE94B381593178AF12CE33CD9388F343E4748F0645F83B| |B2ADDD537D4A5B1B78C778CF784E407C22B701F97131BE781247962499E58B77DC7| |77568747CCFE63C9D9B73E3CA190A567DBA7EE0AC01723D7FFF97C84FF739CC175D| |A0D7A162507A29CC3D5799405DC2EE2AA80AB8B2845DCD63F791BC5F88F605D1328| |47518EA184A03EB18E9E4EFCF83C285E141F4A0B8A1F25801244E944798852FF0B5| |F38FCB4| |-------------------------------------------------------------------|
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1425;717;1434;HEX;| |78DA9D93C96ED3501486AF9B84CC24694887746EDA266968D288191695485BA8682| |0A288156D30ADDB5A183BC4A944776CD89569C524C420010F8098C48AE7607A01C4| |B86265CE7053CA962BE5FF7C8F8FCF39FE735DBE341912E2F28450A22543B5ED6AC| |9321B75CB30B4BAA7ACAEE88BBE7EB9BC4288D4DFBBCDC4FC8C61ACD9BA6536037D| |5B720EAF2D2FE74B96B1549DB42EE8A6DA80BCD88CB9AAD535B3916F5E842A16D49| |9D61BA666DB01DACCD5346D89E3B39A5AD3CD954873B3A4D5ED55BDD63A55D317F3| |730DCBD4AA65D56E68F5F50E98300BBF078A90CB718BB116218A22304E081509BD7| |94681703EBC992E445260E82154E0228E47B905488B96DB8C3B04DF5D42E81E2139| |43851EC1232ED9D7A552C83DCF58206CAB32CE32C0518FC27D3D19EAFB18B65E59C| |13B4959BE2942749AD07184503C4A18845C3F5750FC39AA1060B4C19DA0AC1D4C28| |18F24228CC2177F81885B69F609409D159426F8560802B11E94A842B3C018D49576| |2DF6882D6EF8C5F841D3F191384B612A10685E272C83817EAEE00F4081F4C94E03B| |9EC4063F73955FF31A61E02661E775C60D8209F5DAE560ED5CEF2968A7B4ADF33D8| |5921F08031F09439F189F0917A14217A7BBBAF80FEF66DBD2FF20E5C529B9534F97| |0B43CFA0409FECD4C72FDDCF16F4FF60B00503EB80B8A843A741E9D8E03B0AA5765| |1426A1F633761680F21BB9760C353C374FE1CCF30FB32C2BE8CB02F236C489AEDC9| |B22F5F60C08CEC95794E2F907D49187DC178C5784D18BB424FFD86AF3F275F28976| |69F3384B12C63944F5C8EF0159AE4657A9ECF4B810F51810F51E138A1C88728060E| |8ECB63382EFF7BF796AFCD812566B7465CD4A6E2DEFCFE8442493D98C4951C7F74F| |33BFBDFF526D42CE73F19003D855201514EE3D5199479DC2EE0958A57E7501671EB| |BC0D35278EECC7B90EA01C4439849280F9C406667A83204194104A18653B4A04258| |A124749A2DC4771FE007EF2FFA0| |-------------------------------------------------------------------|
-
Quote:Short answer is no, it wouldn't be any good.Just playing with Mids I came up with this build that gives perma PA and perma Benumb without the use of PvP IOs.
I've never played one of these so I don't know if it would be any good.
Longer answer is that you pair ill with cold because cold is the best debuffer available to trollers and debuffers are the only way to improve PA. The second reason is because PA offers you the safety to go all out improving the recharge of cold powers without worry of personal mitigation.
So having an unenhanced PA, HL, Sleet, Benumb (it rolls a tohit check) is entirely going in the wrong direction.
You don't roll ill/cold to see if you can perma PA, that is fairly easy to do. You roll ill/cold to see if you can perma PA and make one of the most damaging toons in the game all at the same time.
Quote:No it shouldn't be. You can technically have perma PA if your recharge time is down to 63 seconds, however doing so will not give the new PA enough time to grab aggro. In your case you will be able to recast PA as the first of the three phantoms disappears.
Quote:How about this build? Its .5 seconds away from perma PA, is that going to be a problem?
Fight someone like Synapse and you'll quickly see why extra delays are bad as he can run halfway across a map in 1 second to start beating on you and he'll happily one shot you with thunderstrike (two packets of damage so yes it can one shot you from full health).
But in general against most things that half second won't make or break the deal.
As a side note, I personally don't like kin crash in Phantasm. I prefer 4 piece of expedient reinforcement + 1 explosive proc (if you can fit it). But the decision is yours as to whether the extra 1.25% rech is worth the two slots.