-
Posts
36 -
Joined
-
Quote:More or less agree with everything you said. But as a precedent doms already have spirit tree within plant control primary. So giving them "group" buffs is not a new idea. Personally I'd sooner see sup invis go myself as it is a end sapping power that is bested by group invis in most ways.To make it suit the archetype that doesn't bring much backup survivability in its secondary, I'd pull the group buff (group invisibility) and replace it with a sleep. (This suits the more villainous AT, as it means you only cloak yourself, not your allies) The powerset gets a bit more outright control the dominator can use, but not in a way that skews the character into a control juggernaut. Something like a cone, call it 'hypnotic gaze,' and call it a day.
Quote:Given Posi's recent hint that proliferation is pretty much finished (),
I doubt it much matters.
*hunts for the link, fails to find it*
edit: Aha! I wasn't dreaming it.
Quote:The -recharge hindered fury, but only to a small degree. It was more because back in I6, Ice melee hadn't gotten it's fixes yet, and was utter crapola. Brutes having a lower base damage modifier made it even worse. The low damaged COMBINED with fury hindrance is what did the sets in. -
Meh, I ran my ill/cold without stamina before inherent fitness and as long as you have near perma HL it is rarely if ever an issue. Unless you plan to save the debuff aspect for a particular foe?
- but that would be weird cause you should be fighting ample bosses every spawn (ill/cold easily runs at very high settings) and it will for sure be up once or twice during an AV fight anyway.
- even if for some reason you only get the caster buff (either target dies or you are afraid to enter melee range) you should still be able to go strong and not bottom out.
-you are free to slot stamina if you want though. My recovery is capped for the vast majority of my play time and I never run dry during the short (10ish sec) period that it is down. YMMV
I'd take /ice app if you are teaming or for general mob munching. It has good aoe (especially cause ill sucks at aoe containment) in icestorm and the fast st attack makes dropping small stuff fast.
I'd take /scorp if you are big game hunting or in general just want to vaporize higher hp stuff. The extra -19% res debuff is nothing to sneeze at when you are forcemultiplying a horde of pets.
It is true you don't control the scorp pet, but I haven't yet found a way to control any of the illusion pets either.... Unfocused damage is what it is. It's not a bad pet though. However, on the topic of your more tangible pets, FW and the iceshields can help considerably. You may have already noticed that phantasm is broken and fights in melee range. That usually results in a rapid defeat if left unprotected. Again just depends what you are expecting out of the toon.
Arc Fog will stack with group invis though, which costs less end than sup invis and group invis has even better stealth properties than sup invis. Arc Fog is really nice with hefty slow resistance. IMO it is a gem of the cold set. -
Quote:I was specifically referring to how pets seem hesitant to attack things that are being rag-dolled (or at least with melee powers). Plus there is surely some attack efficiency lost when the pet has to attack>move>attack with someone even just nudging targets around with cane.Necro/Storm does work. As much kb as there is, the mastermind's goal is to maximize damage and survival. Good stormies don't blow things out of the zombie's trough, the kill zone, and good stormies don't blow things out of freezing rain either. Hurricane is a scalpel, a fine tool, not a sledgehammer.
My personal hesitation to go ds/storm is because the personal attacks are so tempting both aesthetically and for the debuff, which then limits the amount of fun you can have essentially being a pure stormer.
Final push for bots/storm is that at some point the plasma blast got fixed for assault bot and is now properly applying -regen. Typically you will have -500 to -1000% regen applied (so equivalent to lingering rad up to poison gas trap), which makes hard targets much more manageable.
I only mention that because MM's are so powerful and storm MM's are no exception that normal x8 content is pretty mundane, so you may get the temptation to go after bigger targets. -
Quote:of those 3 mind/nrg will be the cheapest (though you may compromise slotting to do so).Quick question: Is it possible for all combinations of Primary / Secondary sets to achieve perma-dom or is it limited to some but not others?
If it is limited, does anyone have a list of which combinations are possible or if not can anyone tell me if it's possible with mind/fire, mind/nrg and mind/psi.
TIA
All combinations of doms can be perma'd. It is actually really easy.
Given a more hefty budget a more difficult goal is perma+softcap def (to w/e vectors you prefer), which is still attainable for many builds.
Cheapest perma dom is proly mind/nrg, but mind/earth is easy too. -
-
I greatly enjoyed my bots/storm from start to finish.
It wasn't the first stormy I'd played by a long shot, but I actually found that mm /storm was perhaps the most satisfying storm experience I've had.
The reason it was so good is that you can focus nearly 100% of your efforts on storming things up rather than splitting the time like a controller/defender/corr has to with their other duties.
This allowed me to be really aggressive with hurricane and because I never needed to attack my ninja run would never suppress. Ninja run + hurricane is great fun.
Necro would be nice in that you get a heal. However, I'm not sure how well melee pets work when you are shoving everything around. I personally liked the stand and blast nature of the bots while I sweep everything around. -
Quote:It's true. If you can spam blaze you are a destructive force. That said, the recharge of blaze (and fireblast) was increased with the changes, so the above doesn't quite paint the entire picture.Blaze used to do 3.02scale damage using the 0.65ranged damage mod; 1scale = 55.61damage (such a random number, I'm curious how they arrived at it):
3.02*0.65*55.61=109.16Base damage
Assuming 96%Enhancement +75% (old)Domination:
109.16*(1+0.96+0.75)=109.16*2.71=295.82 Damage
Throw in Embrace of Fire (name got changed):
109.16*(1+0.96+0.75+0.85)=109.16*3.56=388.61 Damage
And let's say you're damage capped:
109.16*4=436.64 max damage
Blaze Currently does 3.18scale using a 0.95ranged damage mod:
3.18*0.95*55.61=168damage
Add in enhancements:
168*1.96=329.28
Plus Embrace of Fire:
168*2.81=472.08 Damage
Damage capped:
168*4=672 Damage
So, in conclusion Blaze deals a sizable amount more damage now than it used to in every situation.
[Edit:] The only situation where the Damage Mod increase is less effective than OldDom was, was when you were able to stack (old)Domination multiple times, which even with the trend of permadom (and counting outside buffs) was a relative outlier. It just had a handful of VERY vocal advocates. (Even in that case it was a damage decrease of a very minor percentage. Hardly worth all the stink that was raised.)
Used to be able to very easily construct a seamless chain of incin>fireblast>blaze with the old recharge times. Now you need a ludicrous amount of recharge to not require a 4 attack to fill out the chain.
Granted you are still doing more damage even with that 4th attack, but slotting out another power does stress an already tight build.
However, if you can pile of the recharge /fire doms are among the highest damage toons in the game (prior to examining the silliness of reactive dot). -
Need more info on how you plan to play this toon. Ill/cold can be played extremely well from long range (only ducking in to cap recovery with HL if you want). However the s/l def route suggests you want to play it up a bit closer?
At any rate some suggestions:
-no need to slot stamina at all. HL is close enough to perma.
-sleet is woefully underslotted. I use achiles + 5 piece ragnarok (not ideal but good rech and good global bonus).
-FW is a good power sometimes, but I'd drop it. Replace with flash and put purple set in there.
-Slot blind as an attack (enhance hold if you can a bit, but meh). Stuff dies so fast to ill/cold.
The choice of /scorp seems like this is a survival/solo (and single target) oriented toon. If that is accurate then you can take a look at the build I posted below. It is incarnate enabled, perma PA, softcap s/l/e, 44% ranged def. if you get incarnate abilities then sleet will give you all the aoe damage you could ever need (and it is apparently and laughably WAI).
If however, this is a team oriented ill/cold then shields, snowstorm, and ice app are probably the best route.
edit: iceblast is indeed a very nice attack for your chain. However, poison ray will boost your pets far and above what iceblast would contribute when it comes to a single target. That is unless you are off taking out a different target than your pets, but that is counterproductive to how illusionary damage is best leveraged.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;681;1362;HEX;| |78DA6593596F125114C7EFB01481A18094A5B44881565A9601D26A1F9B4835A9294| |98DAF2A1298C2441C1068A26F7E00D744D31A972E71F91C7E07B7B854BF80B62EEF| |78E69C0B9D644898DFCCFF9C7BCFF99F3B53BAB92C32767B89099E62B3D2ED968B2| |DB5D769359B72C75AAAD4952AB331C61247EA20415A693637BA4A4B1D08515DCE99| |8DF575A9D86AD6CACBADEB8A5AE9419E77456DC81D59ED49831B71AD05FBACCA95B| |6A2D61DF870B12DCB35F740AFC99D6E4369BBF0F99C526FF42071F26C5BA94ABA62| |A54A55864BB727776E85A0D924FCB705C67F7D2B2B98182B30539620212C39421E3| |192316BB8E61AAE622CCC34690736A2BDFA16E119EE3EB28538F684B089109F2276| |21D7CCEB9A2FE1DE8E0A62F432E10AC253265C450460C65681EA5AFD8226C541B29| |124D8D2D88A48F042C44E11ABDD81C90E2722EC424C8A88A95144C68DD883AB931A| |333BDF41D5089BFE40788F487E44BC843C176FC545AD04A1A09B960AEEAFD870EA3| |3E215C4BDDCADB788D2F125C20122F487F017113E44B461CA3E6EC04706C6340311| |36262202E4234006B264C0045DF8F9D9F8B5B3F1313348413EA3601097664388D77| |01DE7A736FE85A6F20D71E23BE107611F71033A9AA074D3049DFB545A0F0B548A50| |255384A6925A84278B996538DF801AE5038E92D118B98FFD26D0103A502BCE67167| |F6BD27C2416319298279C424C2F200AA7115D58352308B86AE60E4A27EF12EE11EE| |23920F080F118FE0706679ADD95D7C41E79EA3A1B96DC20E22B587C8BC403C86556| |93ED63499CD72935B1092F886121D718EBCE6C8648E2C17C86BE11FBD0C30BD3C7F| |A7F231AC3169D17D697DF8B1C891D24F19A27983523028F30665C1A0AC1A9435CBF| |00367022A76CFF01BEEFF744054D0470FF4CA79419BE92F43D2A15ED9C4217CF2C1| |95A4FE05DDFD7F919CF617| |-------------------------------------------------------------------|
-
I can't recall a time when Jack actually cycled his attacks properly. Though it may well be worse now than it used to be.
I know he was bugged as far back as when MagicJ was testing st (SO) damage potential of the controller primaries and that was quite some time ago. -
To answer the OP's question:
Yes and No.
Lower recharge ill doms would in all likelihood be underpowered compared to other dominators.
High recharge doms would be well behind other dominators from a control perspective (barring specific scenarios like AV's), but would be quite a bit ahead of them from a damage perspective.
The question then becomes is the trade off acceptable for the AT?
There was a time I thought the damage potential of a ill/fire dom was too high, but then I take a look at how the dev's have completely given up trying to balance this game and say go for it! -
Quote:This is flawed logic.I actually hope it doesnt get ported over. Some things need to stay exclusive IMO..
It implies that to be unique defenders need psy blast, which if we accept that thus means that playing a dark blast defender isn't a different experience than playing a dark blast corruptor. Yet it is.
The reality is that the AT modifiers and inherent power do far more to alter the play experience than the actual power sets do. This is why a dm/sr brute is still quite different than a dm/sr scrapper. Both are fun, both are different enough to exist. If it can work for two AT's that are so identical as brutes and scrappers then surely it can work and still provide a novel experience for something as drastically divergent as controllers and doms...