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Quote:This is about the best I could swing together that would still have offense levels at where I'd want them to be.Exceedingly difficult. Would likely result in taking a hit to personal defense numbers.
At which point depending on how you use the toon all the force in the world to multiply is still zero if you are laying on the ground dead.
softcap s/l, 41.6% ranged
Perma PA (not ideal slotting, but oh well).
both shields
ice app
Musculature Alpha
*just essentially sub in scorp if that's the way you want to go, then it would be perma spider and just shy of ranged softcap.
The pvp proc means I'd probably play this toon 3% shy of this build more than likely.
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Quote:When your debuffs are running at 15% (or less) or their usual strength that is what I generally view as "basically nullified"Well, a fully slotted Hurricane against an even level AV still provides a 9% to-hit debuff which isn't necessarily anything to scoff at. Granted depending on the AV, you may not want to be in melee range to use Hurricane.
Snow Storm and Freezing Rain (single stacked) combined contribute almost a 20% increase in recharge time (-17% recharge).
02 boost also provides stun, sleep, and end drain protection, which depending on the AV can be very valuable for squishies. One way that might help you feel more useful is to take Power Build Up. You can use that before you heal, and get about 3 heal other level heals off in a tight spot.
Although it may be harder to see your impact in an AV fight, it's useful to remember that you do still make a difference.
Especially in the case of hurricane which if we recall the OP's post he cited feelings of "uselessness" against hard targets. That is pretty common when you have a power that completely shuts down pretty much everything you face and then barely has any impact on an AV.
Is it worth it to run hurricane against an AV? that will be a game time decision imo. My fire/storm troller doesn't and instead just opted to build for softcap def when I had it set up as an AV spec. My storm/son didn't run it solo vs most AV's, also opting for a ranged def spec, but with the option of picking up cardiac that may change if I ever revisit the toon as it ends up being a lot of endurance for the relative defense it provides against AV's.
Then again endurance wasn't a major issue for my storm/son (though was still an issue), so I'd prefer to just go musculature or spiritual over cardiac as the gain from those would probably be better than that offered by running hurricane against an AV. -
Exceedingly difficult. Would likely result in taking a hit to personal defense numbers.
At which point depending on how you use the toon all the force in the world to multiply is still zero if you are laying on the ground dead. -
Quote:IIRC you simply can't activate roots on targets that are off the ground, so a plant dom often has no way of getting them down there. Many of earths powers only affect ground based targets as well, but stone cages can be used on airborne targets and will then ground them.Back to this answer....I was indeed thinking of using the AOE immob to keep them on the ground. Granted I will be the target of all their wrath this way, but since I am solo I would be the target anyway.
So what you are saying is the Plant immob won't drop fliers out of the sky while the Earth Immob will?
I got the AOE Immob on my Plant Dom rather late and never tried to bring any flying critter down.
Hmmmm....
Lisa.
Earth/fire is a very strong dominator. It was my first 50 dom and still remains my favorite combo for them.
People will often cite that many of the earth powers don't benefit from domination, but that is fine by me because if you flip that statment it just means they don't rely on domination to excel. And excel they do. That isn't to say that domination mode doesn't benefit earth cause stalagmites is great with it. You just happen to still excel at control even when domination is down, which is great while leveling a toon imo.
Earth benefits tremendously from the difficulty slider option. Increasing spawn sizes was a great change for the set while solo because the powers tend to be large AOE's and aren't all on rapid fire recharges. So fighting bigger spawns is the way to go. Fire assault gets solid aoe damage by lvl 20 (well lvl 4 with firebreath really) so tackling big spawns is easy.
One more benefit to earth for doms is that they are very reliant upon their powers actually hitting. Once they mature they have ample tools to fall back on in the event things go wrong, but up until you start throwing lots of recharge at them they are very susceptible to getting whomped on if they miss with key powers. Earth solves that at lvl 6 with quicksand. Additionally QS keeps them bunched up and away from you should you happen to miss whereas most other doms would be surrounded and getting punched in the face at that point.
Earth/fire was a very easy leveling experience and only continues getting stronger as the game progresses. If you can fit the two res procs in animate stone the thing becomes an unstoppable beast too. -
Storm/Son is a terrific build. My very favorite 50 defender. The st damage is obscenely high if you build for it. I recommend /elec app for the st immob at which point that becomes part of your attack chain and you can totally drop the painfully slow shout. The -kb in elec fence lets you fully leverage nado and LS without them getting knocked around. Given the amount of -res sonic blast can layer those two pseudo pets can do astounding damage which lets you be a real boss (and higher) killer.
Storm/ice is a good toon, but there is no compelling reason to go that route over ice/storm corruptor imo. Whereas storm/son is considerably better at what it does than son/storm.
Against AV's storm tends to run into issues protecting a team. The -rech you deliver is basically nullified as is the knockback/down, as is the -tohit debuffing.
That basically leaves the set with a subpar st heal to help the team stay alive. That isn't to say storm isn't welcome against AV's because freezing rain and nado/LS are great against them, but in terms of protecting the team it is a weak spot for the set.
You can certainly solo some AV's with storm/son if that is your goal, but it isn't a premier build for that task. I know I specced my for that purpose and tagged a dozen or so of them no insp/temp style well before inherent stamina, but it isn't what the build is best for imo. -
Quote:What do you want them to do exactly?Its funny though they said the power was working as intended before and I'm 100% positive one of them said it was working as intended on a ustream video recently too and then they suddenly decide to nerf it.
It couldn't be permitted to persist as it was functioning in rains.
It is obvious that the 'dev's' that made that statement had never looked at the interaction of these procs and rapid fire pseudo pets. If they had they would have never said it was WAI.
They simply overlooked this aspect which while it sucks, happens to the best of us. The alternative is that they are blathering idiots who actually thought turning sleet into a nuke was a good idea and only changed their minds when a handful of players complained...
Which is more likely? -
Quote:If you are saying the game is so easy you don't need debuffs then that is a different issue than the relative strength of the interface debuffs.yes -20% tohit can be a high amount of debuff, but the only things that will get the full effect of a resistable debuff is even con baddies that do not have any resistance to it, a lvl 54 AV will resist that by ~85% and it will drop that -20% tohit maybe -4% which is negligible (purple patch doesnt apply because the debuff is applied to self)
most minions and LTs would be dead prolly before you got to that -20% tohit anyway and they would always take the full debuff hit since they dont have resistance to it, the only thing it might help you with is bosses, which on teams still dont last very long to matter
the only other reason i say they should be unresistable is because the stack limit is very very low and it takes ALL sources into account, so 24 poeple in a BAF cant stack more than x4 of the debuff on one of the AVs
while solo it would help a lot but in a team setting it does little to nothing, which is why i still think they would be unresistable, i mean it is an incarnate ability and the current version of it feels extremely underpowered unless your using reactive for the DoT
buff/debuff still trounces raw damage teams in both speed and safety, so I'm not sure I totally agree with your premise if that is what you are stating.
Further to that debuffing AV's (aside from -res, -regen and to a lesser extent -dam) has never been the key to success with any of them. So you relating how the debuffs aren't very effective in that environment really only speaks to how AV's have arbitrary rules that reward and punish certain properties that players bring to the fight. But again has little to do with the relative strength of the interface debuffs because they would have to be through the roof to have an impact on AV's.
For clarity though I think the interface procs aren't particularly well thought out introductions to the game as they were implemented or given the direction they seem to be going with these recent changes. -
Quote:Unresistable effects are a can of worms that are hard to deal with. It's why so few player powers are unresistable. It isn't by accident.the debuffs can only stack a max of 4 times while the DoT had a higher stack limit
the debuffs are also so small and the fact they are resistable means they do diddly to a tough target like an AV and weaker baddies die too fast anyway for the full debuff to really mean anything
That said, turning sleet into a 20% tohit debuff on top of everything else it already does is not a trivial or meaningless debuff (pre changes). But again, no one in their right mind would have taken that path when you could turn it into a sleet-nuke.
The initial reports sound like the changes are too harsh, or not quite working the way they probably should be, but that can hopefully be hashed out. -
I've been thinking about it more and while Spiritual seems like an obvious choice for ill/cold given their lust for rech. I think if you can hit the point of perma PA before incarnates (which is very feasible) it makes the most sense to go Musculature Core.
The build is a massive forcemultiplier (as even when you are solo, you still have a small army with you) so it makes the most sense to multiply as much force as possible. The ROI of musculature would be greater than spiritual from an "ultimate power" sense for Ill/Cold. -
Not in rains they weren't. They just didn't hold a candle to the nuke rain power, but rest assured something like diamagnetic stacked to the limit (almost instantly) over a large aoe was very good indeed. Just why would anyone go that route when you could nuke that same spawn?
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Quote:It's not the first time they have said something is WAI until the point they actually take the time to look at it and see it is working as anything but intended.Sure reactive had to be nerfed, either that or the rest of interface rebalanced but why state that it was working as intended on the ustream only to 180 on that 1 week later ?
The most likely explanation is that no one really bothered to look closely at how rains were operating and it wasn't until a mounting concern from the player base drew their attention to it.
If it was WAI the player call for examination would have been met with "we have examined it and it is working how we intended it to work in rains". End of story. Similar to shield charge it was probably just overlooked and even when initially brought to Castles attention he didn't take a close look.
The alternative is that it WAS working how they wanted it to work in rains and they are just really bad game designers... and the handful of people on the forums/ingame complaining about it got them to rethink their stance on designing their game. I don't think that is likely though. -
Quote:This is true. They don't often nerf things into obscurity. I did not see this coming. I expected a 4ish sec limit to be put on auras/rains checking this proc.Exactly how I feel. This is as kneejerk as kneejerk can be. Entirely not what I would expect from this studio considering other things they have fixed in the past.
Their choice suggests they have desire for this proc to be much more of a boon to single target elimination as opposed to aoe. -
Wow, sounds like a pretty intense kneejerk overnerf. Thumbs up Paragon Studios...
From what you guys just said it is now worse than normal proc's in an aoe rain? Surely there is some middle point between 'every spawn nuke' and essentially non-existent in the power?
Perhaps not though... sigh -
Fiery Assault and w/e primary you think you will enjoy the most.
The answer is always fiery assault. The damage it does is head and shoulders above any other assault set so even if you are facing a spawn with fire res (pretty uncommon) and a weakness do some other damage type fiery assault will still be killing them faster.
Plant and Earth are both tremendously enjoyable dominator primaries. Though plant is at a disadvantage in Croatoa as many enemies fly so you need to down them first. It is slipping my mind but I don't think you can use the plant aoe immob on fliers while you can with earth. So while many earth powers only work against grounded enemies it has no issue getting them there. -
Just adding DoT to everything then hoses those people that dont want DoT attached to all of their powers.
The more logical thing to do is make them so they are all viable choices so that a player picks what they want, not what they feel driven to take. Just like how fireblast and sonic blast and darkblast are all viable choices. One may be he clear choice in some cases while another is the better choice elsewhere.
I dont think making all mild variations of the same thing is the answer, nor is jacking them all.up to the debatable strength of reactive.
Then again i think reactive is fine under scenarios that dont distort he normal attack rate. -
Quote:If you hit one target and are close enough to receive the buff you will struggle to run out of end no matter what you do (aside from some debuffers) and no matter how you are slotted. Just the caster buff is solid recovery but one could still bottom it out if you go full outJust to let you know, your not quite at the Smashing/Lethal Soft Cap. GI shows its unsuppressed defense. You really have 43.5%.
Here is a question for yall that have used this combo. Is just one target hit with HL enough +recov to not worry about end? or should I still slot some end reds in certain powers? -
Quote:The 'why not' approach to game is slightly ahead of the 'throw a dart at a board' approach. Except occassionally throwing the dart results in a lucky good idea, whereas the 'why not'approach never does.Honestly that is a GREAT question. I'd start off making the debuffs unresistable though. I think a lot of people would love if the -regen portion of Diamagnetic was actually worth something.
edit: Actually you know what? make the de-buffs un-resistable AND give them all DOTs. Why not? You would definitely start seeing lots of variety with what people are picking. I know the question was "how without DOTs..." but I personally don't know without just flat out giving them a big old damage proc like some IOs do. Well, actually why not just do that also? Make them all fun.
*disclaimer* I did not put a lot of thought in to the edit portion...but hey, DOTs for all of interface.
Are single incarnate powers supposed to be better than entire powersets? Im curious because if they are a dev needs to be beat with a hose for that decision. I know that hey arent but im struggling to grasp why you think they should be - other than 'why not' of course. -
Quote:That is unfortunate as you seem very undereducated in this area. But if your baseline is a team sized nuke that is up every 15 seconds, then everything under performs - including reactive for anyone lacking a rain.I stopped reading after this part. I don't say this often, but you are wrong and the opinion you have is wrong.
Edit: maybe content will scale up but if it makes reactive rain look weak then pretty much every existing power in the game will be weak. Which wouldnt be very good game design. -
Quote:It would be a moot argument because obviously the power is working as designed. The question is whether it is working as intended.I would argue that the power is working exactly the way it was designed to work and made it all the way through beta and had previously been stated to be working as intended. The reactive proc is exceptionally powerful in AoEs and even more so in rain type powers. That said, as far as we know there's never been a quantitative analysis (though I'm sure Arcana is hard at work with it) over how much this aspect of the power actually puts players at an "advantage" over others.
The fact that is has made it to live is indication of next to nothing about the future of this power. It will just join a long list of powers that players have indicated were not functioning in an ideal manner for the balance of the game only to later be adjusted when developer time/research permits.
Additionally the WAI statement by the devs has already partially been recanted and they are now "examining" it.
Quote:If you cherry pick the scenario, like an AE ambush map, yes it's incredibly impressive due to the fact that it can recycle targets faster than anything and you're surrounded by 100 enemies. When you're looking at an actual team play scenario there's a pretty good chance that the combined AoE assault of 8 people will wipe out the majority of the spawn near instantly. In fact, I know they do because I've been running trials constantly and these big groups of level 54 mobs are being knocked over like crash test dummies 2 seconds into the fight. You'd be lucky to even activate your rain power before everything is 75% dead.
And indicating that teams kill stuff fast isn't really addressing the state of reactive+rains. Or at least no more than it addressed it with something like shieldcharge.
Quote:Against things that matter, like EBs and AVs, it's a nice thing to have but the DoT has no chance of matching the DPS you'd be getting out of even a bad ST attack chain.
But a person wouldn't 'just' cast sleet against an AV and call it a day (although you can now do that against many normal spawns).
Quote:An Elec/Shield scrapper can deal something in the area of 1200 damage in about 4 seconds flat with a combined lightning rod/Shield charge combo. That's under a BU and AAO but no other damage boosting abilities. A perma-dom dominator can have absolute control over everything at all times and unleash massive AoE damage at the same time and have amazing ST damage. I haven't played or heard of an AT powerset combo that is more "overpowered" than my Plant/Psi/Fire Dominator feels. A Bots/Traps MM can go AFK and solo AVs. SS/Fire/Mu Brutes can clear AE ambush maps at +4 with bosses turned on in 2 minutes. The point I'm making here is that while the Reactive proc in rain powers is very powerful, it's not an exclusive level of power and it's not even the most powerful thing you can have in the game.
Many of the pseudo pets attack 7-10x faster than the typical player powers. To combat this aspect in the past they put the 10 sec limiter on these kind of powers (because rains would have always been broken with any of the procs if allowed to fire it on each tic...think back to old pgt kind of broken except maybe moreso...). On the interface procs they have instead implement a stacking limit (though this isn't new as we already saw similar in achilies for instance). If you are allowed to stack the proc 6 times and the pseudo pet attacks 7+x faster than the average power it will just default down to stacking/attacking 6x faster with this proc than the avg powers.
Attempting to balance around that vast of a performance difference would be challenging to say the least.
Even the notion of it being ok in a team because you can't have multiple copies of it still doesn't explain away why some powers are permitted to wield the proc with such greater efficacy where the largest difference one would expect to see would be between a fast set like iceblast and a slow set like broadsword...which wouldn't even be a factor of 2x as fast.
Quote:The reactive proc damage is supposedly the result of a lot of testing and is working the way it was designed. It has a stack limit and rain powers are particularly useful at quickly getting there. The way I see it once you unlock a good portion of the incarnate slot powers everything is overpowered in normal play. Isn't that kind of the point? -
Quote:Would you agree that having a rain type power is a large advantage over not having one?I don't really think they are. All they do is quickly stack the maximum number of DoTs on everything, but on a team anything strong enough to last more than a few seconds against the standard AoE barrage is going to have a max stack of DoTs on it anyway just from all the attacks it'll be taking. About the only thing rains + reactive procs do is let you solo normal mobs easier, but since Incarnate abilities are supposed to be Phenomenal Cosmic Power we kind of should do that...
When you look across the game what 'damaging attacks' are capable of being fired off 5 times per second?
Maybe a MM with all pets attacking can stream attacks close to that fast? But in a large aoe with 16 (or more given how rains work) targets easily put to the max limit.
What's the possibility that was overlooked when they put these powers into the game? I mean take a look across the game, most toons attack at a rate in excess of once per every 1.5second (proly closer to once every 2 seconds. A rain power hits 7-10 times in that same time frame.
Logically, if it is actually working as intended in a rain then it would stand to reason that it is under-performing in virtually all other powers. The rate of occurrence is just that far apart. -
Quote:I'm definitely aware of where ill/cold lines up in the grand scheme. I'll just leave it at that.Yeah but you are complaining about it on undoubtedly the most overpowered controller power set combination in the game right now. For every one person that doesn't like it and voices their opinion of their dislike there are probably 100 more that are in love with it and to busy playing the game to voice their love.
I have issues with the rest of the Interface tree to be honest. The others are hot garbage. Let's take Diamagnetic for example. The -Reg got people excited...until they saw how horribly low the amount was. The the way AVs resist -reg it becomes pointless. If they had made the rest of Interface as good and balanced as everything in Destiny (omg everything in destiny is great) then we wouldn't be proclaiming how amazing reactive is (or complaining). We would be going "omg I am worried what we are going to be fighting because HOLY CRAP I'M SO AWESOME RIGHT NOW". People should feel that way about ALL of Interface. Not just one part of it. People feel that way with Destiny though. I have T3-T4 versions of every Destiny and they are all amazing.
But the power of ill/cold just highlights how out of whack this proc is in rains. It overshadows the most powerful controller build just by using sleet. Where does that leave cold and storm trollers that aren't nearly as strong? What of all those toons that don't have a rain power? Should having access to a rain power be a given right to have a nuke that is up every spawn?
It is broken in rains, it is really that simple. It will be altered at some point. If you are enjoying it (I think it is fantastic in non-rains, strong, but not ridiculously so) then all the power to you. But don't be too surprised when it finally gets altered.
I'm not sure I necessarily agree that the other interface choices are that disappointing. I mean compared to reactive yes definitely. I mean diamagnetic in a rain gives you what 30% tohit debuff? That is as strong as slotted defender darkest night.. If reactive wasn't overwhelmingly OP'd in a rain, that would be a very attractive aspect to add to a power like sleet.
Same goes for the damage debuff of paralytic. In something that insta layers it to the limit it is indeed very good. Actually same for the -rech (not sure of the strength of the -special) of gravimetric.
With the way rains function with these procs they are all actually very very good (or at least I consider being as strong as a signature defender power good). but you'd be a fool to take it over the ability to turn that same power into an every spawn nuke...
*the -regen proc takes flak. I suspect given the strength of the other debuffs found in interface that the decimal is in the wrong spot. Fully layerd it is probably meant to be ~600% -regen (or slightly better than something like lingering rad). -
Ill plays nothing like a MM. Ill plays like Ill and some people love that, some people dont. One thing for sure though is that an ill dom would be a distinctly different experience than an ill troller. If for no other reason than that it warrants possible proliferation. Imo it would port well as it is, but some modifications may be appropriate.
Edit: and the idea of having a 'pocket tank' given the damage doms can dish out is delightful from many players' viewpoint. If that was intended to be negative; it wasn't. -
Given the current end game options, the likely answer is son/elec. At least from a sustained damage point of view.
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Quote:I don't find it at all fun in sleet...Seriously hope by saying "looking into" you mean "trying to bring up the other interface powers".
The way reactive is right now is FUN. It's something to really look forward to getting.
This game is about fun....right?
It overwhelms everything else about my toon, which was carefully and meticulously crafted.
My sleet now makes old PSW look like consume from a damage standpoint...
I can walk through a x8 mission using one power and finish faster than I could before using my entire build (multi billion ill/cold that is undoubtedly faster than the vast majority of builds out there to begin with). That's fun for about 2 mins to me and then gets incredibly boring.
No doubt it is terrific for actual attacks, it is a great and strong proc. But in fast ticking rains it is beyond ridiculous. -
It is also worth mentioning (and it may have already come up), is that the reason PA does crazy damage for some controllers (it certainly doesn't for ill/ff heh) is because of their debuffs.
My ill/cold rips through things because the huge amount of -res alters the amount of damage to illusionary damage that actually sticks on a target. Like everything in this game the ability to forcemultiply starts to really show how potent it is at a certain point.
I know when I originally championed for ill to be ported to doms the only -res they had was a st poison ray. I was actually surprised they gave doms sleet and even more surprised how unnerfed the version of it is.
That isn't to say that sleet makes PA overpowered, but you'd be wise to pair the two together if doms ever did get Illusion.