GavinRuneblade

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  1. Earth/Ice
    Earth/Fire
    Earth/Psi
    Earth/Earth

    All three are pretty decent. Earth/ is one of the most control heavy and damage-light primaries so you want a hard secondary. That gives fire the edge. /Psi is your safest secondary. Ice I've found is a good middle of the road: decently fast attacks, hits hard. /earth is the most melee heavy set, hits very hard.

    I have no experience with /elect yet.

    I'd stay away from thorns. I have an earth/thorn and while fun it is a bit slow-blooming. Thorn is also slow on the attack side. May not be the best option for you, but it is cool for your second or third domi later on. =)
  2. From Leviathan:
    Artic Breath with 1 Acc is still adding -20 Res.

    From Soul:
    I'll also copy the crowd, Darkest Night.

    From Mace:
    Again, copy the crowd, Web Envelope. Also not mentioned it has -fly.

    Earth Mastery:
    Stone Prison: 1 Acc gives -def, -fly. Alternatively if you have tons of Acc, because it is -def you can slot achilles heel proc.

    Energy Mastery has a few:
    Superior Conditioning
    Physical Perfection


    I will argue against Focused Accuracy on 1 slot because the end cost is so high. Go with Leadership in that case. Focused Accuracy is technically better because it gives -tohit defense, that leadership doesn't, but the end cost isn't worth it with just one reduction in my opinion. Unless you're drowning in Endurance. Which might make energy Mastery the way to go since it has Superior Conditioning, and Physical Perfection to help with the end costs. Still .79/sec is brutal!
  3. My BS/Regen went from 47hp/sec base up to 52/sec. And my top went from 150-something/sec to 170-something/sec (top means both IH and Dull Pain running).

    So I can confirm in game that it does help regen values.
  4. I'd recommend either plant or earth primary, and any of the secondaries.

    But do be sure to take the melee powers. Trust your combo of control and high damage to keep you safe in melee without defenses. It's a weird AT, but I love my doms.
  5. Well my /dark stalker has always done just fine on Mothership Raids against +4 enemies and she relies heavily on the -tohit.

    My plant/ice dom still gets protection from the slow and immobilize and knock in her powers even on +3 enemies. I haven't taken her against +4s except on teams so not so sure how much was me and how much was the group.
  6. Quote:
    Originally Posted by Jade_Dragon View Post
    Within their element, Dominators are firmly between Corruptors and Blasters in their damage output. (And they'll easily beat out most Defenders) You won't do as much damage as a Blaster, but you'll come awfully close. It's also important to note that Dominator Sniper attacks have a higher damage base, so they do as much damage as a Blaster Sniper even with the Dom's lower damage. (Although they take longer to recharge)
    Actually, under ideal circumstances a fire/fire/mace dom is the #3 most damaging build out of all possibilities (note: full capacity of Kinetic melee not yet determined and tested). Frosticus has a 410+ dps fire/fire/mace build he's posted. Blasters enjoy damage in the high 200s with a few cracking into the low 300s.
  7. Quote:
    Originally Posted by Mega_Jamie View Post
    remember. This is not a set bonus like 5% to healing.

    This is an enhancement to all powers that will take a healing enhancement.

    So it should work. Likewise health and most of a /regens powers would see a benefit. How much of a benefit overslotting above ED is I don't know? but the possibilities for a regen aiming for the healing one makes me quiver. I'm betting majorly more affective than slotting some of the smaller +regen bonus used.
    Oh I know. But for instance, I have my spirit tree with some miracles for the set bonus. It makes a difference of about 11 hp/sec with 80% heal slotted into it. Adding another 30% assuming the most powerful alpha slot and letting it exceed ED up to 110% is going to bring that to about 14 hp/sec.

    In my opinion, that's just not worth it. I'd rather have the damage. Our cap is well over 200%. Even if you have 30% in the build from sets and 98% in the power, there's a LOT of room for more damage unless you have a pocket /kin. And I don't see 30% damage in many builds.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    Yes, mire gives you unslotted +4.5% tohit per enemy. Potentially, you could have +90% tohit.

    Nova gives you +9% tohit. That's pretty good. +13% is better, obviously, but I don't think it's worth slotting for. Base chance to hit even level mobs is 75%, even one accuracy SO puts you at the cap for final chance to hit.
    O.O

    *rereads to be sure*

    @.@

    Wow
  9. I have befitted greatly from having the patron summon. They are solid damage (some of them add up to 65 dps over time), they don't put aggro on you while you're hidden, they come in dang handy during escort missions when you can't be hidden or you lose the idiot hostage, and the set bonuses are both awesome and affordable (but not cheap) if you can spare 4 slots.

    Now if you're slot starved, some ideas are:
    Leadership: Maneuvers and Assault are both decent with just 1 Def/End slotted into Maneuvers and 1 End into Assault. If you have a space Luck of the Gambler and can afford the end, that's good too.

    Teleport Friend is great on stalkers who team. Even for vets with assemble the team since it has such a long cooldown.

    Hibernate is handy even with nothing slotted.

    One accuracy into spirit shark jaws and it still works as ranged -fly. I really appreciate it for that.

    I took fighting on my spines/nin but I had slots for tough and weave. Not sure if they're worth it worth it if you can't slot them.
  10. Quote:
    Originally Posted by Cyber_naut View Post
    I haven't tried the tf's yet, but it has been noticed that the devs have been tinkering with defense busters in the tip missions. It's fine to use them with rare opponents to keep softcapped toons on their toes, but if they become too common, defense reliant builds are going to be gimped.

    Obviously building for defense is very popular now, because it works. But its not something that is achieved until late game, and through a fair amount of work and effort in most cases. The problem with defense is, lower levels of defense and become almost useless, especially against the defense busting tactics this game employs. So overusing them would really over-gimp builds that have only defense as damage mitigation. I understand the devs are reacting to a popular tactic, but I hope they don't over-react like they did in the past in some cases.
    So far, I have no issues with the defense busing. It means people have less ease soloing and team support still has a place. It means that there is no one-size fits all solution to every build. I have the same hope as you that it doesn't go too far. As long as def-based tanks remain viable against most content (I'm fine if a specific enemy or group gimps them the way psi hammers inv/) I don't care about any other AT being weakened, especially if it gimps blasters, defenders, dominators, etc. So far, it seems to mostly be ok. I think there are a few that are borderline (DE quartz giving +100 tohit would be broken if it wasn't so easy to take out or prevent), but I haven't seen anything completely broken yet.

    In fact, I'm hoping that anti-def enemies become slightly more common in the 35-45 range so that the whole soft-cap craze dies off completely and it becomes just one of many options. I'm curious to see what other builds people can come up with and until something more effective comes along, no one will bother.
  11. I like to use a jet pack (or fly power) and go along the roof over them. Usually works.
  12. GavinRuneblade

    Level Bump

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    No one knows, as no players have tested the level shift mechanics before. But with everything we know about the way these critters work, I would personally imagine that they will still con exactly the same as they do now after a level shift.
    From the game mechanics I can't possibly believe they'd waste time creating something new as opposed to using the existing sidekicking mechanic. Which means if you look at say a level 15 character joining a level 50 team to fight Admastor, the game can't tell the difference between that scenario and a level 50 with boosts up to 54 fighting admastor.
  13. GavinRuneblade

    Concept Question

    Quote:
    Originally Posted by Ideon View Post
    Regarding Cole clones, I believe you're looking for The Olympian.

    Only difference is that it was Neuron who made them, and stuck the brain of Simon Omega in his final product, but with a little manipulation from the player and Anti-Matter, the clone went on a riot and Emperor Cole wasn't too happy about that.

    You might want to read up on Neuron's storyarcs about that. Judging by dialogue, Anti-Matter never thought once that it was a good idea to clone Emperor Cole, if you're going by canon storyline to weave into your bio. Maybe just change it to Neuron instead.
    No, Actually I was ingame and redid the arc, the ones I linked to were the ones I was thinking of, they are listed as clones too. I never finished neuron's arc so I didn't even know about the olympian. I need to figure out how to get better screenshots on a mac that sow the game UI.

    From a lore perspective, I am surprised that cloning Cole copies the powers too. I would expect it to give a normal human, but apparently what the Well of Furies did to him altered his genetic makeup. That suggests the arachnoids might not really have much (or any) Recluse DNA in them.

    Did Crey get their hands on Trapdoor in his original arc? I don't remember. Some interesting possibilities for the revenant hero project if they did and clones of incarnates have incarnate powers.
  14. Yup that's very true. With patience the low end of the pricing you can buy any of them for under 20k and often as low as 5k.
  15. Quote:
    Originally Posted by Syntax42 View Post
    From there, you can multiply Health's value by the value you intend to enhance it, while taking Enhancement Diversification into account. Then you need to figure out how many hit points your Scrapper will have at 50, after the build is done. Multiply the 5% hitpoints every 12 seconds by Health's enhanced value and you will have your number.

    It is a lot more complex without Mids', isn't it?
    But that's also a lot of work that's not needed. No ED is relevant, my hp isn't necessarily relvant (but it is one way to get at the answer), base healing isn't relevant.

    The only variables are the base value of health as modified by the value of one common level 50 IO, and the value of the regenerative tissue unique.

    My HP will change the Common IO and the regen tissue by the same amount so that cancels itself out.
    Base healing is the same either way so that cancels itself out.
    Only one slot so ED isn't a factor.

    =)

    You could convert it all to HP/sec (which would need my total HP) which I was thinking, but Umbral's doing it in % is just removing a step or two and still giving the same information.
  16. I have nothing meaningful to contribute, but I just have to say that threads like this are why I love you guys.

    =)
  17. Just to be clear are those ToHit or Accuracy?

    Because 13% ToHit is Ginormous. 13% accuracy is pretty good.

    The difference:

    ToHit is a straight bonus to the % chance to hit the other guy REGARDLESS OF THEIR LEVEL OR DEFENSES. Accuracy goes into the formula earlier and is modified by their level, your level, their defense, AND YOUR TOHIT bonus.

    So ToHit is not only more powerful in and of itself, but it also makes all your accuracy bonuses work better.

    a 90% ToHit bonus means you have a 95% chance to hit anything at all, even a level 100 enemy with perma elude. (won't hurt him worth a darn, but you won't miss often either).
  18. Quote:
    Originally Posted by StormDevil View Post
    It was probably 35% to S/L, not Melee. It'd be helpful to know what you want to do with the character; farm or general play?

    In any event, getting to 35% S/L isn't too hard. One quick way (not on a PC w/Mids atm):
    4 sets of Kinetic Combat=15%
    4 sets of Reactive Armor= 6%
    Steadfast Unique= 3%
    Weave= ~5%
    Combat Jumping= ~2%
    One of the Taunt Sets= 2.5%, or 3.13%

    That gets you to ~34.13%, if you go with Perfect Zinger, or ~33.5% if you go with Mocking Beratement. Either one can be bumped up to a little over 35% by slotting Rage with either 2 pieces of Rectified Reticle, or 6 pieces of Gaussain's.

    EDIT: edited for sloppy math
    On an elec you can also toss in Maneuvers since the endurance isn't as much of an issue.
  19. I have the knockdown in caltrops on a few characters. It is nice when it kicks in, but isn't reliable enough by itself. I don't have any math, but from observation I think a damage proc would be more effective. However, I can't bring myself to swap out because I like the idea of them falling onto spikes. And similarly falling around in the fire patch.
  20. Quote:
    Originally Posted by Bittovan_Odduck View Post
    Is there some sort of chance that combining 3 large will produce something else? Or did he just mean purple/luck/defense are the most valuable to resell (more valuable than 3 others?)
    It used to be the case that most of the large inspirations sold for a reliable 60k, and spiked up to 100k, while large lucks sold reliably for 250k and spiked to 400k. Clearly, combining into purples was the way to go.

    Lately, however, I'm seeing all of them go reliably for 120k and all of them spiking up to 400k, so not worth combining from what I've seen.
  21. Quote:
    Originally Posted by Syntax42 View Post
    City of Data is a good place to look up numbers if you don't have Mids' available. Enhancement values can be found on Paragon Wiki.
    Not meaning to sound as snarky as this comes across, but it may be a good site for looking up data. But it is 100% worthless for my purposes. I have no ability to do anything with the numbers it does provide and I can't find any numbers I need using it.

    Nothing on the site tells me how many hp/sec a specific scrapper will get slotting 1 level 50 heal IO into health, and how much the same scrapper will get by slotting the regenerative tissue unique.

    Hell, I can't even tell what the percentage bonus is from the IO. The site only says "Adds a {Boost.Attrib.Heal.Scale}% bonus to regeneration rate for 120 seconds." How does that translate into anything useful?

    I also can't find the common IOs at all.

    I really don't like that site and that's why I have never and don't think I ever will recommend anyone use it. I can't recommend anyone use something that I don't find helpful myself. The wiki I point people to all the time. City of Data, well, normally I follow the "if you can't say anything nice" rule.

    (Snark coming partly from being on the last few hours of a 16 hour work day following a 14 hour workday and looking at another one tomorrow too, nothing against you and I do appreciate the attempt to help!)

    @Umbral, thanks! Glad to finally know the numbers on that Performance Proc. I knew the "ideal" slotting for 2, 3 and 4 slots in stamina, but never before had a reason to think about just one. =)
  22. Only single-element I've made is a fire/fire. I'm enjoying it greatly. Lots of damage. Almost a blaster but with better survivability from the controls. Need to be up close and personal with hotfeet, combust and the melee attacks.

    Low point is that better survivability than a blaster is like saying stronger than tissue paper. I still die a lot more than any of my other doms.

    Other lowpoint is endurance. Hoping stamina changes that, we'll see. On my others I can build enough cheap sets with recovery bonuses to get by without stamina. On Fire/Fire it's still painful. I spend a lot of time holding back on attacks and sucking down blue inspirations.
  23. GavinRuneblade

    Concept Question

    Cole Clones actually exist in game by the way. If you do one of the new Praetorian arc in PI when you go to rescue Statesman from Tyrant the second time there is a clone present at the end of the arc instead of Tyrant himself. I think they are these guys.

    So bonus points for linking to actual lore =)
  24. I just solo'd the Ramiel arc with my BS/Regen scrapper and my Plant/Ice Dom. My Scrapper is loaded with everything but purples and has a 3+billion build with two full obliterations, 3 gambler uniques, miracle, numina's etc. 152 hp/sec base regen with DP and IH up, 28% S/L defense before parry. My plant/ice is packing pure crap. I'm not only not a permadom, I have only 1 slot in haste and it is a level 35 common IO, not even a level 50. My only protection is underslotted Maneuvers and Scorpion Shield, and the Gaussian's set I have no other protective defense bonuses. It was way easier with the dom. As in finished in half the time "way easier".

    What you should expect is to compare your dom more to a blaster than a controller. Yes Doms have controls, but we aren't locked into Containment to deal damage, we have bada** attacks and lots of them. Doms play way more aggressive than most controllers, hence my comparison to a blaster. No need to setup then kill like a controller does, we can move right in and kill things, using controls just for defense or for fun. I will admit to enjoying holding things and watching the carrion creeper tear them up slowly.

    I made my plant/ice two years ago when I wanted one of each AT. I now have 5 doms and I'm still thinking of one more I might make. Expect to get addicted.

    To answer some of your questions, Doms are generally welcome on teams, I have had great success with most of mine.

    Some tips:
    Don't open with your AoE immobilize. You should already know that one from your controller experience though =).

    Your best friend is recharge. Don't build like I do, go for permadom it doesn't require pruples and hardly even requires expensive sets. This gives you mezz protection, a full endurance bar every 90 seconds, and immense magnitude on all your primary powers. The tip part is that it isn't hard and you can do it well before level 50 if you want.

    All the primaries have multiple long-recharge powers that are solid. For example, on my plant I can open with creepers, confuse, or the AoE hold. Between the three of them I always have 1 or 2 up. My fire/ has smoke, AoE hold, AoE stun. Mind/ well mind has too many options to list. Even when you're levelling, look at all your options. Ice/ is the one that has the hardest time with alphas. Still we have a ton of tricks, don't fall into a single routine.
  25. Quote:
    Originally Posted by Beelzy View Post
    It would be interesting for grav trollers, but would also bring up the possibilities of a new form of timespace melee stalker that would pull enemies out of phase in order to isolate and eliminate them...

    But that is a lot of code...
    Oooh, that would be a fun way to capitalize on single-target damage. Make a secondary with phase and phase-foe, go dark-melee primary. Hehe. Wicked.