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Quote:I realize there's lot of more general reasons to pick up Mind/ with dominators, but I will share why it's the only Dominator I've played to any great extent.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.
Similiar to what I quoted, but still different: Mass Confusion, just because it's not a pet. It benefits from my incredible recharge I have to build for to get perma dom, and it benefits seriously from perma dom. As a controller, if I had any secondary with buffs I'd pick a primary with a pet, so I could solo better with the same build and make my buffs better just by spreading them around more.
Dominators don't get Illusion, so Mind/ is the only set with a no aggro confuse. That's just too cool for school when the going gets tough. I auto cast that at a boss in whatever too tightly packed mass of 3 or 4 groups we don't want to dive into, and before long it's only 2 or 3 groups.
I also had just finished playing a Fort with lots of mind control going for him, and it was fun enough that I wanted to try taking away the defense to be better at mind controlling! So fun's a factor too. -
Quote:I agree with this, because I've done the same with Strength of Will, Power Surge (both Brute and Blaster style), and Elude. It doesn't even have to be such an obscure situation. Any time when it's between tier 9'ing or having all your toggles drop, it's time to throw it up.I have on occasions used Unstop as a recovery power, in situations where I knew the extra recovery during three minutes would outweight the crash. I.e., when I knew the mission would be over within 3- minutes, or that I have a kinetic on team that is currently dead/AFK/out of mission but will be back by then and use transference on me, or simply being completely out of endurance and insps and planning to combine the insps I'll inevitably get during three minutes of fighting into blues to manage the crash.
With all that in mind, however, Electric and Will Power have more white bread endurance recovery powers, so Invul is still at a disadvantage.
In regards to the OP, I find Invul on Brutes to just have no middle ground. New players looking for something for a Superman type theme, but have no idea what they're doing will often pick Invul. At the same time, long time players with the skills and inf to fully IO out Invul are big fans as well. I rarely see anything in the middle, with moderate IOs and good power picks. -
Quote:It has the nickname "orbiting debt" because it's so awesome that it'll give you excess aggro! With a build set up to survive that and make full use of of it though, it is really amazing. Especially cause you're in PBAoE range for a lot of WS powers.Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be. I don't care if I have to wait for it, I just want to know it's something to look forward to. My biggest peeve with PBAoE damage toggles is that the radius is too small but not only does Orbiting Death look 10x cooler than the rest of them, it's got a great large radius.
Quote:Do any of the passive or toggle abilities of human form effect dwarf or nova form?
Quote:At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?
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Quote:What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient. -
The comparison I've read that I've taken most to heart is this: When an AV/GM/whatever does their purple triangles, the dominator does sub par damage and nothing else, while the controller does more damage and buffs/debuffs.
The flip side is a perma-dom dominator can waltz through incredibly difficult missions by his or her self...
So anyway, my prediction is of the doms, we'll see more fully IO'd (like in their early 30's even) dominators, and fewer dominators that are not IO'd, or even IO'd in their late 40's. Perma-dom dominators can seriously show up controllers, and give any other AT a run for their money. Under every other circumstance, the controller is better though... -
I saw it reported in the beta logs for issue 17. A lot of temp powers do it now too. The performance shouldn't be affected though. Plus, with the endurance cost so high on ninja run you may want to just turn it off before you attack.
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Quote:Also if you want to try a simple tri-form build, Peacebringer is a more fun route IMO. Defenders/tankers boost your damage, so Nova is amazing. Scrappers/blasters boost your resists, so Dwarf is amazing.Here's a counterpoint - for a first Kheld, I'll tell people to consider the PB for the simple reason that all buffs, heals, etc. are completely self contained. You always know what you'll end up getting, your heal will always work for the same amount at the same level/slotting, your build up will work even if nobody's around, etc, etc.
Warshades are variable - but that variability is why it can get more powerful, etc, etc.
For warshades the balance just sort of rounds out each form. I'm not a fan of that. Your Nova is tougher when someone's tanking or buffing you? Say what? Your dwarf does more damage when you already have damage in spades? Say whaaaaat?
I prefer PBs, but I play both triform, and the PB is support in human form (the heal, and all the power pool team buffs), so I can really switch my role base on the fight or the party lay out. For the warshade, I do the same thing all the time, which involves switching forms constantly. -
Quote:I definitely agree with the bold, but I think that +recharge claim is a weak example of why speed boost is so awesome. Everyone can benefit from +recharge. Always. If you're high enough level for a full attack chain (in most cases) you've also picked up a self heal, self buff, nuke, god-mode, high recharge pet, high recharge debuffs (of which there are a ton), domination, hasten, etc. So many powers have a high recharge as their draw back that virtually everyone will benefit from it.Another common claim is that everyone can use more +recharge to make a better attack chain. Bull, you can build characters who will get minimal benefit from the +recharge, at best.
Speed boost is useful, can be helpful, but is not by any means a must have power. And even if you do take it, there are situations where speed boost is not recommended to use.
Now if someone has a full attack chain with their best attacks, nothing with high recharge, plenty of endurance, and a travel power they're comfortable with in doors (and the endurance for that), AND the enemies don't have endurance drain or -recharge effects then yeah it's useless. That's so rarely the case though. Depending on how much of the above is true, it will range for a nice little buff to a game/pace changing extreme buff.
Honestly the fact that some people can't handle fast run speeds in caves is just hilarious to me. I mean if they have a weak machine and they find themselves jerking into walls and corners, then I understand. If they just can't move that fast ... well I guess that's part of why they play MMOs and not racing games. I've never had a problem with it though, even running 90 mph. -
Quote:I'm inclined towards /Dark, /Electric, and /Fire. Because their damage auras make up for SS's lack of AoE for most of the first 32 levels, and then they compliment Rage + Foot Stomp very well after that.thanks for the info guys
im making my character now
I have already decided on SS as my primary, but I'm not sure about my secondary
I need to think about GR and what will be most needed
should I go for fire? or maybe a more tanky secondary, like WP (or invun maybe?)
/Electric has the highest resists as I recall, though Tough is useful because they could use more smashing and lethal resistance. So, that's the way I'd go if you wanted to tank. /WP and /Invul are good options for tanking, too. They just lack the damage aura.
It all depends on what you want to do really. SS/ pairs well in some scenarios with anything. For example, if you don't plan to IO for positional defense and are inclined to solo I'd say /EnergyAura hands down. It's endurance management, typed defense, and baked in stealth make it awesome for soloing with regular old SO enhancements.
So anyway, if you are specific with your plans someone who's done it can probably tell you the best powerset for that. -
Quote:Actually, Brutes do more damage and are more survivable than Scrappers. I don't know what you mean by less utility... The advantage to Scrappers is that if Fury isn't in play they do more damage... so they can do a big burst of damage at the alpha strike. Possibly they critical and decimate some boss. However, over time the Brute will out pace them in damage, too.I haven't played a brute before but I think I'm going to try one, but I have a concern
when GR is released, and brutes can go blue, where will they be left?
will they be the same as a scrapper but with less utility?
and will they have to take a back seat to tankers because they are squishier
the brute seems like the Jack-of-all trades character, but master of none
Brutes can tank with a mild amount of support or a good build, too. A Scrapper needs some serious support or a really good build.
So turn that frown upside down. The Scrappers can frown instead. -
Quote:I disagree with the first part. I think the real distinction comes down to the level of skill, time, and inf invested. A blaster who knows how to play the terrain and use each power at its prime moment will out damage a scrapper and tanker combined and only have a few scratches to show for it. However, with sets like Invulnerability or Willpower running around, you can make a very successful Scrapper/Tanker that does not require a lot of planning or skill. I'm not denouncing the people that play those two ATs in a blanketed way -- there are still tons of very good players behind the wheels of those cars at times -- I'm just saying you don't HAVE to be as patient/skilled/well built with them as you might a blaster.*purely my own opinion*
Who wants to run a high level blaster when Scrappers and Tanks can nuke hordes of stuff and not worry about mez and take the alphas. NM the fact you have a lot more competetion for team slots from FS defenders and controllers.
Things will probably get worse for blasters when the incarante system comes out.
The second part though made me sad. It has crossed my mind, and I think you are right.
As for the OP, definitely Peacebringers.
I think there's a lot more stalkers than we realize though. It's so solo friendly that they might just be hidden! I know I've done it. -
Quote:Sorry, guys. I didn't realize this could be confusing for some. Silly mistake on my part! Just because what I intended was obvious to Nihilli and Trashcan doesn't mean it's so obvious to everyone.Rain of Arrows and Full Auto are awesome for teams that are steam rolling or farming, because you can fire off a big AoE attack every 30-60s. However, Fire (a favorite of many for AoE) has Fireball and Firebreath... both of which do considerably more damage than the cone and targeted AoE of Archery/Assault Rifle.
Yes, I meant this paragraph in reference to my second, and hastily so. I meant that as to compare stock cone/AoEs, the non-tier 9s that most sets have.
Quote:You're either very stupid or I am very smart*, but in the context of his post I thought it was pretty obvious he meant the normal attacks and not the level 32 power.
* More likely neither of these two options are true, rather you didn't read his post fully and don't want to back down now thanks to petty internet forum ego. -
These are in a really close race. Because of your goal to team/TF, I would recommend Thermal. Heat Exhaustion is an AV debuff. The -regen and -dmg will seriously contribute.
Melt Armor and Anguishing Cry are close... but I seriously prefer Melt Armor because you don't have to get in the middle of the group.
The trick to make the buff botting more bearable is to only buff people who are actually taking damage. Seems strange, right? Reactively buffing is a little weaker. I'd rather get a resist buff after I take a couple hits than have our MM lose his sanity and run off into the hills on her own. -
I realize this isn't that helpful, but the short of it is "it depends."
Rain of Arrows and Full Auto are awesome for teams that are steam rolling or farming, because you can fire off a big AoE attack every 30-60s. However, Fire (a favorite of many for AoE) has Fireball and Firebreath... both of which do considerably more damage than the cone and targeted AoE of Archery/Assault Rifle.
Energy Blast, which has stock damage and all the standard attacks, has a crashing nuke. Energy Torrent and Explosive Blast both do AoE knockback, so a well played Energy Blaster will rarely get into hot water. She can use knockback repeatedly to keep any threats either flying or struggling to stand. So on my Energy Blaster, I basically only use Nova when someone else herds or during a overwhelming ambush. It's just not worth it otherwise.
So anyway, they all have to be weighed against their own set and what you intend to do. -
Psychic is an often frowned upon primary. However, I personally think this is in large part because it's more solo friendly than team friendly. What you have basically is a sleep, st knockback, and st disorient power, an AoE with knock up, and a nuke that disorients. All of this with the -recharge secondary.
That actually doesn't sound so bad, right? I mean, if you know how to use knockback/knockup and sleep you can easily mitigate all the damage from a small mob. There's two problems though. The sleep and disorient are only mag 3. That means you have to hit bosses twice. Fortunatas on the other hand get scramble thoughts and theirs is mag 4.
Anyway, there's good and bad to mixing it with /mental. Mental has those two extra AoEs, which makes up for a shortage in Psychic/ and its tier 9 Shockwave would be really good to fire off before the nuke Wail. Together they have mag 5 stun, so anything that survived wouldn't be hitting back.
-Recharge is... okay. It will never stop an alpha strike, as in when you first run in you'll get hit for the same whether they are slowed or not. Over time though, anyone slowed will do considerably less damage. So when it does come time to team, Psy Scream and Tornado combined will help mitigate damage for the team.
Also keep in mind that having a primary and secondary doing the same damage type means if you run into something that resist Psi they're going to just be a big pain in the butt. That's like all robots besides Clockwork, and I believe all the armored Rikti have ~30% resists to psi as well. -
MM also has a cone and PBAoE attack, which makes it nice for sets that are lacking in AoE. Dual Pistols has one real cone, one targeted AoE, and the tier 9 is a PBAoE. The Cold Ammo's -recharge would stack nicely with mm's -recharge.
On the other hand, Assault Rifle has one more AoE and nothing to stack with /mm.
If those your two choices, I'd go with DP. There are probably a lot of other sets that would synergize better. Like Ice/ or Sonic/ might be. For your theme though, DP should work just fine. Just keep in mind there's three attacks in /MM. You'll be putting away and drawing your pistols a lot if you use them. You could get by without them, though.
Keep in mind that DP/ was created after the redraw penalty was compensated for. It shouldn't lower your damage at all to have to redraw the pistols. Some people claim the penalty still exists with some powers/sets (Trick Arrow being one people on here mention often), but I have not experienced it as at all an issue with DP. -
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Quote:Just to clarify, to get (close) to 30% you need Mind Link up, the VEAT-specific maneuvers, and the power pool maneuvers.NWs are pumped-up Stalkers who also have the mild side effect of being able to give everyone on their team 30% positional Defense. Fortunatas are Dominators with claws or psychic blasts (or both).
I would just do dual builds with SOs until you decide which you like better, honestly.
I think the most unique thing you could do, however, is build a Fort like a scrapper/stalker. Grab enough claw attacks for a full attack chain and the defensive powers. Then grab confuse or dominate or psychic wail for flavor. You give up a couple melee attacks, Elude, and Mental Training... but you get a setup no other AT can do.
If you did pure Fort, it plays a TON like a Mind/Psy dom... -
Quote:They work the same way. As I recall, the -perception is autohit. The -tohit has an accuracy check.Up until a week ago I had been gone from the game for quite a while, but prior to me stopping I recall them mentioning something about making Smoke Grenade auto-hit or something to that effect. Has the power been changed at all or does it require a to-hit check like its Blaster equivalent?
In other words, if you hit a group you know they are all blind. They might not all have a harder time to hit you though. Edit: (Like, once they do see you.) -
My wish is that people would realize Brutes are more like Scrappers, they are NOT more like Tankers.
A follow up would be that people be happy with with their Tankers.
Seriously though, I think Tanker's possibly the only AT with a well defined role that just fills that role better than any other AT. Yeah, perhaps there's some mild variation on that point. Tankers are good enough at what they do to be boring in my opinion. Making them more fun would mean making them more like some other AT... then what's the point? Just play the Brute or Scrapper if you want to give up some survivability for damage. -
Quote:I don't believe so. VEATS are very helpful because of their leadership toggles (especially Manuevers). If they have lower numbers I would attribute it to one of two things. One, currently not everyone can make them. In issue 17, technically not *everyone* will be able to, but I bet we see a few more. Two, a few people love em enough to make a second soldier, but I think most people will probably just keep playing at 50 if they really like their SoA.Do SoAs have a low population compared to the other ATs, and any opinions as to why?
I'd say if you count widows and soldiers as one AT (for population purposes only) they'd be right above Stalkers and Dominators in terms of people looking to team. That'd put them below Brutes, Corruptors, and Masterminds. I always actively search out VEATs when building PUG teams, so I could be way off.
If there really is fewer SoAs, it's not because they are weaker. At worst, it is more complicated to make the best build possible. That's what's epic about them, in my opinion. They require a bit more experience. They do almost as much damage as corruptors, with almost as much survivability as a Brute, all the while with awesome leadership toggles... and crabs bring some pets. Maybe they're just too cool for some! -
Quote:It depends how you splice it. I figure you can compare power sets, team role, or different ways an AT can be played. Dominators power sets certainly look closer to Blasters, because there is attacks and a few mezzes. No shields, no buffs, etc.Quote:As for straight ports, which isn't going to happy, stalkers and blasters have more in common than stalkers and scrappers.
In any case, there's no direct equivalence to be had. I would expect new APPs and PPPs for the ATs that didn't have them before.
This also means that if I want to respec my Vigilante-bound Brute, I'd better do it before I lose access to Mu Mastery...
Team role I would have to agree with Bill. Stalkers and Blasters are like 4/1 first strike cards in MTG. They can take out any part of a mob they so choose really fast. Any utility/shield that keeps them alive beyond that is just icing.
I also have to agree with Bill that this will probably mean all new epic pools. Aside form the double Caltrops example (/ninjitsu/weapon mastery), you'd also have Energize and Conserve Power on Brutes, Controllers with PPP pets (if they got matched to Doms), etc. It probably wouldn't break the game, but I still imagine there'd be some changes.
It may just be a matter of rearranging APP powers into new pools. -
1) You are correct. A Bane's combat training is against ranged attacks, and is a defense power (not resist).
I recommend 1 slot for defense, and anything after that for procs. There are a few really good procs for a passive defense power.
2) Defense debuffs are your weakness, for sure. If you take both your passive armors that'd give you about 10% resists against them. Pack inspirations or be extra sneaky!
Just to note this part of why ranged defense isn't such a bad thing. There are oodles of defense debuffing ranged attacks in pve.
3) I love the pet AI. The Disruptors you get (call reinforcements) are an awesome thing to summon right before you alpha. They will fire wide area web grenades and ball lightning with you. On top of that they have a hold and a ST attack. They are just awesome.
Crab's spiderlings are a little less useful... they're not as bad as Imps, but three little guys running around can spread out your enemies more than you'd like.
4) CT: Offensive sucks. The Res ToHit is about all its good for :-/. I would recommend you take a look at a couple cheaper sets that have global to hit instead. For example, you could put 4 pieces of Crushing Impact in two of your melee attacks, and you'd get more than CT: Offensive offers.
If you were not considering doing sets anyway, I would take a look at just doing +tohit sets. They are often times cheap and only take 4 slots. I would not recommend only doing 1 accuracy in each attack.
Typically, I do SOs (w/ 1 accuracy) from 22 - 27 then switch to sets. The levels leading up to 27 can be obnoxious just because of how much I miss. -
Well their max is 400%.
-100% (base)
-95% (SOs)
-15% (assault)
190%
Small reds are 25% right? That's 7.6 small reds. -
Quote:I'm echoing Dechs Kaison and Square One a bit, I know. I just wanted to point out that taking stealth for LotG is the opposite of silly. Tri-formers are slot starved, but you will have many power picks that go unslotted. The whole stealth pool for LotGs would be a good move if you need the recharge and aren't getting it from sets.Note that taking Stealth is kind of silly. You got a stealth power already in your secondary. And they don't stack. Since a tri-form is very slot hungry, do you really want two powers that your slotting Luck of the Gamblers in?
The poor kheldian form of this would be those gift of the ancient procs... so you can have a really speedy dwarf! That'd be more along the lines of silly / humorous though. -
Quote:Okay, well I just loaded up the Huntsman in an AE map for that screen shot and about 200 of em all had no mace. The wiki lists none of them having the mace (again, with the exception of tac ops). Some loosely detailed memory is the counter argument for that? I don't know why it's so hard to admit when you're wrong, but I guess that's just the way it is. In fact, it seems to be a theme in these threads...I'd had a wolf spider huntsman whip out a mace once on me. Think he smacked my level 8 char for 60+ damage with it. Then I kept at range the rest of the fight. His grenades and bullets hurt less.
how do I know it was the huntsman? Cause I'd somehow managed to pull the minions in the boss spawn one at a time. Never saw that coming. Usually they all charge me. Then again I also usually open up with an aoe if I got one.
Anyway, I've thoroughly thread jacked to try to convince someone who can't be convinced by all the evidence possible, so my apologies to the OP and I'll stop now.
A quick edit, it's worth mentioning that the only substantial guide to a Huntsman build on here allows for Maces, but the author only recommends Build Up for performance sake... there's nothing in there about needing a mace to fit the theme.
http://boards.cityofheroes.com/showthread.php?t=124651