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Posts
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Joined
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Quote:You could probably give it to Blasters as well. They have the tech for primary and secondary sets using different weapons, such as a Bots/TA MM. If you allow the pistol to be some kind of gunblade or pistol with a bayonette, it could also serve as a secondary for DP without forcing redraw as well (might be tricky to code though).Though some other people have proposed that the idea of using Sparkblade as the basis of giving players a "Sword and Pistol"/"Swashbuckling" assault (with special NPC hax that adds energy damage and end drain/recovery debuff) certainly holds appeal, where it not for the sad fact that in such a case, it would be a set truly only Doms would have access to. (This, in of itself could be mitigated by introducing an assault/armor AT. Hinthint, nudgenudge, winkwink?)
I would say a tankmage AT would be overpowered, but that's basically what the Crab SoA and Fortunata Widow VEATs are (as well as Warshades with Eclipse). It would be tricky to balance, but it could work. -
Quote:Probably better for you than just walking anyways...
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Quote:I was working from the assumption that this build was mostly either for soloing or for teams large enough to have all their bases covered. If nobody else has a healing power, then it might be nice to have Aid Other. However, Doms have poor support modifiers, it would be better than nothing but not by a lot. It's pretty much a junk power - if somebody else on the team has healing abilities odds are you won't need to use it, and if nobody else has healing abilities and you need them it won't be enough to keep them alive. I wouldn't bother healing your pet though, most of them are short lived or have a short enough cooldown that you can summon them again (besides, the Venus Fly Trap is absurdly hard to target, half the time I can't dismiss the thing so I just let it run across the zone and aggro half the map).This attitude really, really bugs me sometimes. There's absolutely nothing wrong with a character spending powers to support the team. Now I'll admit that Aid Other isn't a particularly good power but skipping it just because it doesn't directly aid you seems like a poor reason to me. Besides, as a Dominator you can use it to heal your pet.
I guess for powers like that, Snowzone has it right. If your character concept would have some healing or support powers then you should consider taking the Healing pool. From a min/max standpoint though Dominator power pools and slots are at a premium, and you shouldn't spend them on things that don't contribute to your primary and secondary functions without a good reason. -
Fire has a lot of AoE controls and AoE damage. Psi has a lot of AoE damage and some AoE control. Combine the two, and you have a build with a lot of damage, a fair amount of control, and very high survivability.
I'd recommend going Fire/Psi/Ice. Wade into the middle of a pack of enemies, stun the group with Flashfire or Cinders, then Drain Psyche. With that fully stacked, you'll be about as tough as a WP Scrapper. Drop Sleet and Bonfire w/ the KB->KD IO on them, then rotate Psychic Shockwave, Psychic Scream, and crowd controls. In short, they'll be suffering from a mixed bag of holds, stuns, and rapid knockdowns, and any who manage to avoid the attacks will be looking at doubled or tripled recharge times from Psi's secondary effects. /Psi/Ice is easy to softcap to smash/lethal, so most attacks will miss, and the ones that do get through will be healed in seconds. You'll have hefty, layered defenses and very high damage output.
It might not outperform Plant/Fire, but it would farm just fine and would handle Incarnate content with no problem. -
I just completed a prototype build for my Plant/Psi Dom, and I'm worried that it's... too good. It's perma-dom, perma-hasten, and softcapped to smash/lethal. By just stacking holds with Strangler, it can get to mag 76 before the first holds start to drop! Drain Psyche is almost perma, and with it fully saturated the Regen is ridiculous - full hp in 12 seconds, gross hp/sec outperforms my WP scrapper with RttC saturated.
I know that Plant and Psi are both some of the most powerful sets for Doms, but aside from the ATO's, procs, and one (unnecessary) Hami O most of the sets are relatively cheap - even the older sets only run about 20-40 mil apiece. I'm sure I'm missing something, I shouldn't be getting this much out of a build without purple sets. Am I missing something important?
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13), RechRdx-I(13), RechRdx-I(43), RechRdx-I(43)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-Conf/Rng(15), Mlais-Acc/Conf/Rchg(15), Mlais-Dam%(17), Mlais-EndRdx/Conf(17), RechRdx-I(19)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(23), RctvArm-EndRdx(25)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(40), Posi-Dam%(40), Posi-Acc/Dmg/EndRdx(42)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 20: Drain Psyche -- Dct'dW-Rchg(A), Dct'dW-Heal(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx(48)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Carrion Creepers -- AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), AotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), AotDominator-EndRdx/Rchg(29), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), AotDominator-Rchg/+Dmg%(31)
Level 28: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(50), Dev'n-Acc/Dmg/Rchg(50), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Fly Trap -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Acc/Dmg/Rchg(34), C'Arms-Acc/Dmg(34)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/EndRdx(36), Mantic-Dam%(37)
Level 38: Psychic Shockwave -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Sleet -- Posi-Dam%(A), ImpSwft-Dam%(42), LdyGrey-Rchg/EndRdx(42), LdyGrey-%Dam(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Tactics -- HO:Membr(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)
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For Doms, you pretty much always take the Speed pool for Hasten and the Fighting pool for Weave/Tough. That leaves you two miscellaneous pools. Usually you're looking for LotG mules, since you really want to try to get that 7.5% recharge and every bit of defense helps. Stealth is good for this, because it not only lets you decide when or if you engage a spawn but it has up to 3 powers that accept defense IO's. Leaping is a common choice because Combat Jumping gives good maneuverability for very little endurance and can take a LotG. Flight is also good, Hover and Afterburner both accept LotG and Hover is great in combat. Leadership is great for helping the team and, as always, it gives yet another place where you can put a LotG (noticing a theme?). For epic pools, you usually take either Ice or Mace. Ice is just made of win - smash/lethal defense, a self heal with +hp, a rest + temp invuln power, two location AoEs (one with knockdown). Mace is simpler but has two powers that take LotG and a temp pet, which is always nice. Psi may become popular in I24 though, since it's the only way to hit the magic 22% +tohit for instant snipes.
You want to avoid Presence and Teleportation, and if you can get by without Medicine do so (in your case, Spirit Tree should be a valid substitute for Aid Self). Teleportation gives you pretty much nothing, unless you want it for Recall Friend. You're one of the most fragile of squishies, so you want to avoid the aggro inducing Presence powers (keep an eye on it though, Arbiter Hawk mentioned they're revamping the pool), though if you can spare two powers those fears might be tempting for certain primaries that lack good hard controls. Medicine requires a junk power - you're not a Defender or a Controller, you don't need to be spending powers on something that won't benefit you - and can be interrupted. -
In my limited experience, Hover is a great power if you're a ranged AT, or at least rely on a lot of ranged powers (Doms, 'Trollers, Blasters, Corrs, etc). It's not a great power if you're melee, not only do a surprising number of melee powers actually require you to be on the ground, but that's where 99% of your targets are, and gravity actually helps you find them by taking care of the z axis for you. The defense bonus is poor, though it's a great place to hide a LotG and helps open access to Afterburner which can also hold a LotG. But for a /SS or SS/, it's going to hurt a lot more than it will help.
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Figured I should chime my own thanks in with the others. Thanks to this, I'm closing in on the 1 billion mark for the first time. A lot of this stuff I knew already, but actually confirming it was the push I needed to figure out how to best use my farming toon.
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Tickets -> IO's is the fastest way I've seen to make inf on a single toon short of flipping purples. If you have a lot of characters with a moderate amount of inf, you can put in dozens of lowball bids on things that move fast (ATO's, popular IO's) and wait for them to fill. Pick up ATO's cheap, repost them for about 10mil apiece more than you payed, profit. It should only take a few hundred mil to IO out a build if you avoid the pricier sets.
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I've been working on my Spines/WP scrapper, trying to end up with a build that is at least Smash/Lethal softcapped with the high regen/recovery that /WP is famous for. Unfortunately, I'm having trouble getting the defense without making hefty trade offs in other areas, like splitting the Scrapper ATO, taking melee attacks from secondary pools and slotting Brawl for places to put Kinetic Combats, and frankenslotting to the point where I worry I'm not getting enough recharge and damage. I was hoping that the build experts could give me a hand, Spines/WP is a little beyond my limited experience. I'm trying to avoid PvP and Purple sets as much as possible, though lower level sets are fine - I have an AE farmer that has me basically swimming in Reactive Armors and Eradications. Any help would be greatly appreciated.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (3) Kinetic Combat - Damage/Recharge: Level 35
- (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Reactive Armor - Resistance: Level 40
- (5) Reactive Armor - Resistance/Endurance: Level 40
- (7) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (7) Reactive Armor - Resistance/Recharge: Level 40
- (9) Healing IO: Level 50
- (9) Healing IO: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (11) Reactive Armor - Resistance/Recharge: Level 40
- (11) Reactive Armor - Resistance: Level 40
- (13) Reactive Armor - Endurance: Level 40
- (A) Numina's Convalescence - Heal: Level 50
- (13) Numina's Convalescence - Heal/Recharge: Level 50
- (15) Numina's Convalescence - Heal/Endurance: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (21) Eradication - Chance for Energy Damage: Level 30
- (21) Eradication - Damage: Level 30
- (23) Scirocco's Dervish - Damage/Recharge: Level 50
- (23) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (A) Empty
- (A) Maelstrom's Fury - Accuracy/Damage: Level 35
- (15) Maelstrom's Fury - Damage/Recharge: Level 35
- (17) Maelstrom's Fury - Damage/Endurance/Recharge: Level 35
- (17) Decimation - Chance of Build Up: Level 40
- (19) Apocalypse - Chance of Damage(Negative): Level 50
- (19) Apocalypse - Damage/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (25) Kinetic Combat - Damage/Endurance: Level 35
- (25) Kinetic Combat - Damage/Recharge: Level 35
- (27) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Numina's Convalescence - Heal: Level 50
- (27) Numina's Convalescence - Heal/Endurance: Level 50
- (29) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (A) Eradication - Damage: Level 30
- (29) Eradication - Chance for Energy Damage: Level 30
- (31) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (31) Scirocco's Dervish - Damage/Endurance: Level 50
- (33) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (A) Efficacy Adaptor - EndMod: Level 50
- (33) Efficacy Adaptor - EndMod/Recharge: Level 50
- (33) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (34) Reactive Armor - Resistance/Endurance: Level 40
- (34) Reactive Armor - Endurance: Level 40
- (34) Reactive Armor - Endurance/Recharge: Level 40
- (36) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Luck of the Gambler - Defense/Endurance: Level 50
- (37) Luck of the Gambler - Defense: Level 50
- (A) Scrapper's Strike - Damage/Endurance/Recharge: Level 50
- (42) Scrapper's Strike - Accuracy/Damage/Endurance/Recharge: Level 50
- (42) Scrapper's Strike - Recharge/Critical Hit Bonus: Level 50
- (43) Eradication - Chance for Energy Damage: Level 30
- (43) Eradication - Damage/Recharge: Level 30
- (43) Eradication - Damage: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (36) Luck of the Gambler - Defense: Level 50
- (36) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Luck of the Gambler - Defense: Level 50
- (39) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Scrapper's Strike - Accuracy/Damage: Level 50
- (40) Scrapper's Strike - Damage/Recharge: Level 50
- (40) Scrapper's Strike - Accuracy/Damage/Recharge: Level 50
- (42) Overwhelming Force - Endurance/Recharge: Level 50
- (46) Overwhelming Force - Damage/Endurance/Recharge: Level 50
- (48) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (39) Reactive Armor - Resistance/Recharge: Level 40
- (39) Reactive Armor - Endurance/Recharge: Level 40
- (40) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Empty
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (50) Kinetic Combat - Damage/Endurance: Level 35
- (50) Kinetic Combat - Damage/Recharge: Level 35
- (50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery: Level 40
- (48) Healing IO: Level 50
- (A) Empty
- (A) Performance Shifter - Chance for +End: Level 50
- (48) Endurance Modification IO: Level 50
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On the Controller/Dominator comparison, the difference is pretty significant. A mature Dominator blows a Controller out of the water for crowd control, once you hit perma-dom you're looking at very short recharge, very high magnitude, very long duration controls. Controllers do less damage, even with Containment, except in specific situations, while Dominators can do almost as much damage as Scrappers and Blasters. Controllers, however, are a powerful support AT and are highly desirable for small teams and trials alike. Dominators get lumped in with the DPS classes on these for the most part, as the AV's are all control immune and most enemies don't last long enough for controls to really be useful. But both are very good, very popular AT's, and neither is either OP or UP.
Defenders and Corruptors are two sides of the same coin. Both are taken for support, Corruptors do much better damage in groups (where Defenders don't have a damage bonus) but Defenders do more damage solo, again if and only if they have a secondary with buffs and debuffs to boost their damage. Same deal with Controller/Dominators, very viable, very popular, not really under or over powered. -
Tankers have two major advantages over Brutes. They have higher defense modifiers, which means they'll hit their defense potential earlier and can build for other things. They also get an AoE taunt on their single target powers, which makes holding on to large spawns much easier.
Generally speaking, a Brute is a better tank if (and only if) he is built for enough protection and has enough support that he can survive a beating designed for a Tanker. A Tanker will be a better tank if the support is limited, such as in the summer event or on a small group. Note also that Incarnate abilities allow the Tanker to close the gap somewhat on the Brute, a well built Tanker should be able to hold aggro over a Brute if the Tanker is using taunt and the Brute is not.
Generally speaking, I prefer Tankers as tanks in groups, just because you know what you're getting. Many Brutes are built for dps, especially while leveling, and end up splattered when they get to an enemy that actually needs to be tanked. Tankers are not only more resilient out of the box, but they tend to draw players who actually want to tank and are built to tank. It's more noticeable in PuG's than in formal groups or leagues, but it still shows. -
An interesting video, and one that definitely disproves the "Invuln is always better" crowd, but the final word is a bit misleading. With no secondary power pools the Invuln wasn't softcapped (which is trivial on a tanker), and as Dechs points out being able to hit the softcap makes a world of difference. WP also has no DDR, nor does it have any defense against end drain or -recovery except to recover faster. These things are very noticeable in more general settings.
Ultimately, both Invulnerability and Willpower are great sets. Neither is in real need of buffs at the moment, both are popular and neither are drastically underperforming. This video just proves that each is better at different scenarios. -
Generally speaking, I think that Kheldians are doing ok on balance, but lacking in playability. You have three forms, and each one comes with its own problems. Human form has a bunch of toggles that drop if you use forms. Nova form has a bunch of great attacks but isn't allowed any defensive toggles whatsoever. Dwarf form has great defenses, but Dark Dwarf has almost no AoE and White Dwarf has a limited single target chain.
You would only need two changes to fix all of that. Toggle suppression would make human form shields useful to tri-form builds, right now if you're shifting in combat you don't have the 5 seconds or so to get your shields back up. Allowing secondary pool powers in forms would solve both the Nova fragility problem and the Dwarf attack problem. Nova could take secondary powers to get up to Blaster levels of survivability, and Dwarf could augment both its attack chains and defenses to match other AT's. That would make Kheldians comparable to other AT's in medium-op play. Balancing for high op would still be tricky, but that would at least make them less frustrating early on without making them overpowered or breaking the feel of the AT. It would definitely be a good step in the right direction.
Edit: of course, it occurred to me after posting this that some secondary pool powers like Boxing would be very hard to figure out a viable animation in Nova form. Makes it a little more difficult, but still doable, just block the ones that can't be animated. -
Quote:I dunno. A lot depends on exactly how much damage PA actually does, I can't find it anywhere. Even then, a lot depends on the target. Against a single hard target maybe, though a lot of that "damage" will be through the 'Troller debuffing their resistance and regeneration. Against a mass of soft targets it's no contest, the Dom would win hands down. Illusion has pitiful tools for damaging large spawns, while Doms have 10 and 16 target AoE's. Even against a single hard target, a Dom with enough recharge and, say, Drain Psyche and temp powers could probably debuff their regen enough to kill them.I think a Controller can deal more damage with Phantom Army than a Dom can.
I think the fact that Illusion hasn't been proliferated has more to do with the Devs wishing they had never made Illusion in the first place rather than them necessarily thinking that it would be overpowered on Doms. Giving the players anything that can't be countered is a bad idea, and invulnerable henchmen pretty much top the list of dangerous ideas. -
I second Plant/Psi. Once you get it up to perma-Dom (which took me until about level 33, about 200mil give or take though I snagged the LotG's with hero merits) it's ridiculous. You can stack your holds up to mag 30 or so on a single target, and you have multiple ways to lock down large groups. On top of that, Drain Psyche gives you /Regen levels of healing, and that stacks with Spirit Tree.
For Fire/Psi, or anything /Psi really, you need to LOVE Drain Psyche. That power is the alpha and omega of /Psi, even hitting just three targets will boost your recovery to 7 end/second or so. Slot it for recharge and healing, that will let you use it early and often for a huge amount of healing. -
I fear nothing good will come of this. You're just taunting the poor classes who rely on break free and Clarion.
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I don't know what level of protection they have. A perma-dom might manage it (I routinely stack up to mag 24-30 vs EB's out of paranoia), but depending on how much they have it may be impractical for a Controller to try to stack enough hold to stop them. It's also noteworthy that many of them are not immune to knockdown/knockback, so you should try all of your tools rather than just the ones you rely on normally. I've never run BAF on anything but a Brute and a Corruptor, so I can't verify any other controls, but knockback works just fine.
Why do you worry about Controllers AoE hold accuracy? You should be slotting an IO set in there anyways, which gives enough accuracy to hit vs even con mobs with everything. If you need more, slot for more. Odds are you'll be carrying another 24-40% accuracy from set bonuses, plus tactics on team content. If you still need more, munch yellows. -
I have no idea what's going on, but you may want to repost this in the bug reports forum and/or the tech support forum. There are people much more knowledgeable about the inner workings of the game there who might know what's up.
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Quote:Judging by your join date, it looks like you created a new account rather than logging back into your old one. If you log back into your original account and connect to your old server, you should see all your old characters still there. Then you just unlock the slots from your pool of global unlocks.Is there a way to look up and find your chars on the servers without going through and trying to find it by unlocking char slots?
Speaking of global slot unlocks, you should have two plus any you earned from veteran rewards back when you used to play. You'll be limited to these until you subscribe again or until purchase more slots from the market. These characters will be fully playable* though from levels 1-50, the only things you won't be allowed to do are incarnate content, Going Rogue content (unless you bought Going Rogue back in the day), and the invention system (unless you unlocked it via veteran rewards).
*One warning, a few AT's like Masterminds, Controllers, Kheldians, and SoA's aren't playable for free accounts unless you buy them, or in the case of MM's and 'Trollers unlock them via rewards. The game currently doesn't warn you about this. If you spend your global slot unlocks on slots with these characters, you may be unable to play them, and there is currently no way to get the slot unlocks back. You will have to either subscribe, buy more slots, or delete the character and create a new one with an AT you have already unlocked. -
Quote:I think it's more that it was probably two male players roleplaying female characters. Kind of creepy when you think about it. In either case, if it got to the point where you felt uncomfortable you can tell them to take it to tells and, if they refuse, report them to a GM. That's against the rules and the GM's can give a warning or even a ban for cybering in public.I can't say I approve of folks RPing anything in public chat that's sexual... however, I couldn't help but notice that you kept mentioning the fact that it was two female characters, Ultimus. I can't help feeling that such a detail should be irrelevant. Would this thread still exist had they been two same-aged opposite gender characters?
I mean c'mon, it's the 2000s! -
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Corruptors and Defenders can hit 22+% with a little investment, depending on their powersets. If they're using sets that come with +tohit (like Time), it may not require anything beyond their current builds.
Dominators can hit 22.1% with Tactics, Kismet, and Mind Link. It's a heavy investment, though, as /Psi has much lower defense/resistance than the other Epic pools and weaker AoE's than Ice and Fire.
Blasters can only hit 22% permanently with /Devices. They do have the most access to Aim/Build Up though, so with low optimization they actually come out ahead. In teams, you will almost always have permanent insta-snipe just because everyone who has a snipe will be running Tactics. The only place where they benefit less than other AT's is solo (which is, sadly, where they already struggle). -
1. Braincase. That'd work well for a villain, not so much for a hero imho, but it's all I got.
2. Dragonwraith. That cape seems kind of spectral to me, and I kind of like the idea.
3. Ace of All. Go with a melee AT and take War Mace/Shield or Shield/War Mace and put the heart emblem on your shield. Alternatively, Foldem, Holdem, and Called Bluff are all kind of catchy. -
My vote goes for either Hamidon or Nemesis. Both have seen success at destroying entire worlds (admittedly, it was Praetorian Hamidon that succeeded, but still). Both are pretty much without conscience, doing what they do for warped reasons. Nemesis probably hedges out Hamidon by virtue of being more successful, but both are pretty evil.
Phipps doesn't come close imo. He doesn't even match the vigilante->villain missions in terms of evil (yet another reason why I wish there were heroic versions of the Patron arcs, those made me actively hate my character). Protean outclasses him by virtue of being his own villain rather than just another one of Recluse's henchmen, plus simply the scale of his villainy - unlike Phipps he actually tries to invade Primal Earth with the infinite copies of... you. Phipps, he's small time.