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Posts
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Quote:It's all about the bragging rights. If the game let players run at +10/x24 you know some players would be trying to find builds that let them pull it off, even if it scaled the rewards so you got the same exp and drops as you would from +4/x8. It's the same reason people try to solo GM's and AV's, even though with how long it takes you could have rounded up a few people, killed the monster, and done two more missions. Just bragging rights....You guys DO realize that enemies with level shifts have the same rewards as those without shifts, right? Taking down Siege (54) and Shadowhunter (54+3) give the same rewards. So it's basically asking to fight for the sake of throwing yourself against a more dramatic purple-patch encounter. We'd get the same results with a reverse Ultimate that can be stacked at will.
As for difficulty, I don't worry too much. Yes, AV's are going to drop faster now that snipes are instant (especially in trials where everyone will be running Tactics). Yes, those nukes will be obliterating enemies in large groups. But it's no worse than Incarnate powers. Ultimately, very few fights truly come down to how much raw dps you can put out, it's all about the balance of power - can you survive indefinitely while putting out more damage than they can heal. Anything beyond that is just extra, a faster kill or a smoother damage curve. -
Fun:
-Ripping through large numbers of enemies with AoE. Not everybody's cup of tea, but I can't stand AT's and builds that don't have massive AoE potential. If I can't crank the difficulty up to at least x3, I'm rerolling.
-New content. With the exception of SSA1, the recent content has been very good. Though there's no way I'd ever take any toon without mez protection into Dark Ward, on my perma-dom Plant/Psi I can tell when I forget to hit the button, because I'm walking back from the hospital.
-Invention System. This one gets a lot of crap, which is a shame because it's much better than the average equipment system. No more "which pair of gloves gives me the best DPS increase", it's all about synergy which opens up some unconventional builds.
-Incarnate system. None of this endlessly grinding out the same dungeon week after week to get that 5% drop chance weapon that you and 20 of your guildmates all want. While many people do dislike the trials (I could go for a few more incarnate TF's like Tin Mage and Apex, only with modernized rewards), the inclusion of more solo to small team sized incarnate content helps, and hopefully we'll see more in the future.
-The LFG channel. TF's and trials are forming up all the time now. Much better than spamming in Help or trying to keep track of all of your server's global channels.
Not fun
-Pre-SO's. Look, I respect what you wanted to do with the enhancements, and just between you, me, and the front door it wasn't a bad idea. But having to deal with powers that might only hit 1/2 to 1/3 of the time against a +1 Lt is not fun. When one level can literally double your character's effectiveness, something's wrong.
-Blasters. I can't understand people who still play Blasters. You're squishier than a marshmallow, and mez shuts you down hard (don't even bring up Defiance, "granting" Blasters their T1 and T2 powers while mezzed is a slap in the face). You have way too many redundant attacks, and rarely bring anything unique to boost a team other than damage, which anyone can do.
-The LFG tool. Just go ahead and delete this piece of crap. You know why you never see a TF or trial with a load time other than 5 minutes? Because nobody uses it, and when they do use it to load up a trial/TF they always lock group to make it load faster. Plus it has this horrific habit of adding one random guy to a preformed team of 7 and making him the leader. If you could make it a tab that would show everybody queued for an event so team leaders could quickly see if there's an easy team to form, it would be much, much more useful. -
I've made it through Praetoria three times, twice on Masterminds and once on a Scrapper. The thing those AT's have in common is they're very forgiving at early levels. I made the mistake of trying to go through Praetoria on a Controller once... I can't remember if I even made it through the tutorial!
The biggest issue is that gold side takes place in a level range that's already very random, with AT's relying on powers that might only hit 40-60% of the time. Combine that with unforgiving mechanics and you have 20 levels of enemies who may or may not kill you because the RNG decided to make your power not work in a clutch situation. If they sold SO's from level 7, I contend that goldside would be much better. As is, it's a bunch of great story arcs and mechanics barred behind difficult challenges that seem to be designed with more robust, higher level characters in mind. -
Actually, barring the horrendous recharge and the slightly lower accuracy (though I can't remember the last time I had any issues with accuracy post level 22, regardless of the power's accuracy modifier), Mass Confusion is better than Seeds of Confusion. It has a longer range, wider area, and doesn't cause aggro. SoC is only better because its recharge is short enough to be up for every pull, while MC is more of an every-other-pull power. Equalize the recharge in either direction and MC is a better power. Plant Control is still probably better than Mind Control is most situations, but its T9 isn't completely outclassed by Plant's T5.
That's probably another reason why Dominators find Mind Control more palatable than Controllers, they tend to build much more heavily for recharge. Once you have the recharge down to 30 seconds or so you can have it up for every pull or so, and with a reliable mag 6 confusion you don't need to worry about trying to get it double stacked to stop a Boss. -
I do sometimes miss my interface from the old three-letter-acronym MMO, where you could put your health and endurance in the dead middle of your screen so you could always see it. Otherwise, CoH's formula seems fine to me.
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Quote:Most of the complaints about Mind seem to come from Controllers. Not surprising, Mind Control has less damage than other sets and no AoE immobilize to set up Containment. This is basically a death sentence for the already damaged-starved Controller. It's not a bad set, but its design is a bit outdated when Plant Control gets a slightly weaker version of its signature power 24 levels earlier and much more offensive power.Please keep complaining about Mind Control. My Mind Control Dominators don't want to be nerfed! (Who needs softcap when nothing on the map is attacking you?)
For a Dominator, it's a viable set. The sleeps are still underwhelming, but the rest of the set is sound and really benefits from Domination. Dominators get most of their damage from their secondary anyways, so trading away some of the damage on their controls is a reasonable trade for the sheer variety they get from Mind. It's a good middle-of-the-pack Dominator primary, but underwhelming for Controllers. -
I believe Arbiter Hawk commented that they were thinking about doing that, but I got the impression that it was more of a "that might be cool" than a "we're going to do something special for Dominators".
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Quote:Psi really has two niches. It brings the most -rech of any secondary, and it's by far the most survivable secondary with Drain Psyche. Beyond that, it does good damage, less than fire but more than elec, with solid AoE. The only drawback is you do have to go in close for some of your better moves, namely PS and DP. You have the tools to survive getting in close though, much better than /Psi on a Blaster.Well what I meant was whats it niche now? I suppose DS can be a great survival tool. Is Psi the lowest DPS single target and AOE?
Also on another note, I have Aid Self on my Plant/Energy Dom. Do most doms take Aid Self to survive?
I rarely dip into the Medicine Pool, though if you have no healing powers in your primary or secondary it could be a viable choice. I personally prefer to use all my secondary choices to pump my defense and slot some LotG's, but then, my dom is Plant/Psi so I get +regen powers in both powersets. If you're going into Ice for your epic, Hoarfrost would probably be a better choice in the late game. Longer recharge, but heals more and gives you a pretty massive health boost. -
Quote:If anything, they buffed Dominators specifically because so many people were aiming for perma-domination. It used to be that you had to be perma dom because otherwise you were doing pre-buff defender damage. Now it's nice to have for the mez protection and being able to quickly and reliably hold EB's, but it's not required.I thought for sure the Devs would disallow Perma-Domination when it first appeared... and they didn't... for years, even though they had the chance.
They're fine with perma-dom. They just deal with it by making trial bosses immune to mez.
The only call for nerfs I've seen is for Plant Control, due to Seeds of Confusion mimicking Mind Control's T9 power at level 8 and the overall damage being higher than the other sets. Even then, what most people are asking for is the set to be brought in line with other sets numerically, not huge overall nerfs. -
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Quote:This explains quite a bit, then. Khelds really pick up once they get all three forms, when you can jump into crab to dodge a mez or jump into squid to start blasting they're actually quite good. Same deal with Dominators, they benefit disproportionately from SO's when they can have enough slots to get accuracy, mez duration, and recharge into the same power. If you're obsessed enough to hit perma dom, then they're a blast, nothing like slinging around mag 6 controls with drastically reduced recharges (I think I can get up to mag 18 or mag 24 hold on a single target with my Plant/Psi without really pushing it).Trouble is, that's a level 38, or at the very least a level 30-ish power, and it'll be a cold day in hell before I play a character I don't like until I start not liking it less. It's the same with me and Dominators - I know they can be amazing, but I'll never last until the point where that happens since I can't play a character I don't enjoy. Yes, it is a personal preference, but to me, a character isn't playable if that character isn't fun right away and isn't fun the whole way through. If I start having to skip levels or rush for levels, that's just something I'd rather skip altogether.
As for me, I always found the Kheldians to be nice in concept but clunky in practice. They have a ton of great powers, but you have to jump forms constantly to make good use of them, or else you ignore a ton of the AT's potential. But worst in the game? Far from it. They just have a higher barrier to entry because they practically require knowledge of macros and keybinds to be played effectively, and because those <@&%[#$}> quantum enemies spawn in illogical places without warning.
Worst set? For my limited experience, it has to be /FF for Masterminds. Not bad, but you basically have two buffs and a toggle, and then your pets run around and butcher everything. It's just absurdly boring. -
Quote:It's also worth noting that to get the 22.1% tohit you would probably be using 5 pieces of Adjusted Targeting on two powers, which nets you a total of 10% recharge, 18% accuracy, and 4% damage. Not too terrible if you were going that way anyways. Does cut you out of Cold or Mace, but nets you insta snipe if that's what you wanted. Most of that will be shared with your teammates as well, so any other player with 6% tohit will also hit the insta snipe. Not too terrible.A friend and I worked on mids while skyping and found you can get the 22% if you take Psi Mastery (Mind Link) + Tactics + a Kismet. We got our tohit to 22.1%.
I never noticed how much leadership sucks on a Dom before we starting messing around in mids.
Needless to say I will not be switching to Psi Mastery on my dom though. Having an insta snipe just isn't worth it even though it does awesome damage. -
Quote:Ironically, I have the opposite feeling. Blasters are squishy, they have some short duration pseudo CC that can't match what a dom will get in their first five primary powers, and they're completely 100% vulnerable to mez. Their primary and secondary powersets have way too many powers that do damage and not enough that do something unique, leading them to have less potential than most other AT's. Being able to access your T1 and T2 blasts while mezzed isn't anything to brag about either, a MM's entire primary power pool keeps working while he's mezzed, and any AT with mez protection can keep all his powers working in 95% of the scenarios where the Blaster would be locked back to his weakest powers.Anyone that would suggest that an IO blaster barely makes par is clearly playing with people who have no idea how to play a blaster.
Before this upcoming change to blasters, blasters were awesome in potential. The one weakness is a lack of mez protection. That is easily overcome by playing smart - and really - blasters are not totally mezzed because we can still attack with tier 1 and 2 attacks.
If you've played this game enough, look at some players builds and you ask yourself, how does this player do all that with that build? A blaster with just SOs can still play very well and with the right person behind that blaster, if you didn't look at the info, you'd never know whether they had IOs or not. A good player with a solid IO build is seriously going to outshine more than a few scrappers and brutes.
Granted, not every blaster is the same, nor is every player.
However, with dominators, I'm currently of the opinion that I feel sorry for all of them - but I base this on my own experience with my own dom. Elec/elec. Horribly poor pets -squishy, with a long recharge and weak damage. I haven't given up on the AT - but I have given up on those powersets used together. However, it could be that my play style just doesn't mesh with the strengths of elec/elec. That doesn't mean I think they should change anything. It just means the powersets aren't for me.
In contrast, Dominators have two powersets that mesh very well - a control set for keeping enemies from hurting them and an attack set to deal damage. While a Dom can't match a Blaster for damage, it can keep pace well enough. Nobody is going to be asking why they brought a Dominator along on the team, he will do enough damage to justify his place and his controls can easily reduce the incoming damage more than any Tanker ever could. When he reaches permadom, he is actually more mez resistant than many melee AT's since Domination also provides protection from fear and confuse.
I don't necessarily think my experiences are the same as everyone else's, mostly because my two blasters were Psi/Dev and DP/Mental, neither of which are really a solid combination. But while Dom's are squishy, I always knew it was my fault when I got defeated, because I used my controls wrong or accidentally pulled too many or didn't lock down a key enemy. On my Blaster, leveling through the debt was a way of life, even if you played right sometimes the RNG just took a dump on you and your key powers missed or some lieutenant with a mez got you before you got him. I'm not sure where the Blaster's "potential" you speak of is, but I've never seen it. -
Telekinetic Thrust is good as well. While the knockback can be annoying, against a single target it's not that bad, just aim for a wall. Heck, I slotted mine out with a knockback set (dirt cheap and came with 7.5% recharge) and I haven't had any problems. It's kind of entertaining to press a button and launch an enemy across the map. Most hard targets like AV's and GM's have high knockback resist anyways iirc, so it's not as big an issue.
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SSA 1 was terrible, and still makes me mad. Statesman walking into an obvious trap like a putz, Sister Psyche being taken out by a "hidden" obelisk. You're never offered a choice on what to do, when there were so many ways Wade's plan could have gone wrong. The ending was even more aggravating, Lady Gray and Penny basically show up with some McGuffins they were keeping for just such an occasion and then Wade gets smacked down. No karmic backlash from stealing powers, no vaguely clever trap or outwitting him, just a gimmicky fight and then a smackdown with Recluse to back you up (or if you're not already incarnate, you to back up Recluse).
The other problem, though this one is less of a problem for some characters, are some of the new mob designs. A little mez is fine, but some of the new mobs have mezzes that are spammable or have ridiculous durations which makes leveling an AT without inherent mez protection an exercise in frustration. I'd love to see a breakdown on Inspirations bought by players, I would guess that Break Frees and Lucks far outstrip the others. The other problem is more technical, powers that summon Boss class mobs do so regardless of difficulty settings. It's aggravating to see two Hercules Class Titans fuse into a Zeus Class, or to see one of those First Ward possessed turn into a boss apparition.
Other than that, though, things have been a solid improvement since I joined in issue 21. DA was very well done, very thematic and the mission mechanics were fairly good. I like all the optional mechanics they're using now, though the "rescue all the civilians" one gets old fast. SSA 2.1 was pretty good, it's nice to finally tie all the way back to the beginning, and using Pandora's Box to explain old villain groups being boosted to incarnate levels was a very good use of a Chekov's Gun. I haven't run the new content in issue 23 since I don't have a character in that level range. -
One of the biggest issues in this scenario is that it can be hard to tell how a build will play prior to level 22 at minimum, when you get access to Single Origin Enhancements. At this point, most of your heavy use powers will see their effectiveness doubled (three SO's is somewhere in the 80-90% boost for Schedule A types like Damage and Recharge) or even tripled. Thus, it can be very hard to figure out if a build is going to do anything you want it to until you've slogged through the early levels.
As to your question, a few characters from my own experience spring to mind:
/Time Corruptor. I went with Fire/Time, but really any assault set will do well enough. Time is almost entirely AoE buffs and AoE debuffs, with the exception of an entirely skippable single target buff and two fairly impressive debuffs that you only really need to bring out on hard targets like AV's and GM's. Very solid support, and doesn't really need much investment to make good. I ran on -1/x6 with just SO's, and that was being conservative with the difficulty since I hate having to run back.
Plant/ Dominator. Lots of good AoE crowd control. Plant is really the standout best set for Doms, it has an AoE confuse that can keep a spawn locked down permanently with just SO's, a power that spawns dozens of little minions that can draw aggro away from you, and the usual AoE immob, AoE hold, and pet summoning power. Combine that with a good assault set (I went with psi for Drain Psyche, but I'm kind of regretting it - when enemies resist psychic damage they resist it HARD) and you have a character that can contribute to DPS and control without too much hassle. Do be forewarned that this is one of those builds that picks up sharply at level 22, before then you have to choose between duration, recharge, and accuracy on your key powers and the compromises can hurt.
/Dark Mastermind. Dark is probably the most versatile MM secondary, you have a cone fear and a PBAoE disorient, a powerful team heal, an anchor based -acc and -dam, a team stealth, a hold, and an additional pet who does everything you do automatically. Combine with a good primary like Demons or Necromancy and you can contribute to teams or run solo without an expensive build. MM's are awesome like that. -
Quote:In groups, both AT's will lead with their primary and try to lay down as much control as possible to prevent the alpha strike (that is, when every single mob in the group fires off their first attack) from shredding the nominal tank. At this point, the two diverge. The dominator will begin his attacks and contribute to the dps of the team. The controller will begin to layer his support abilities to increase the teams damage and decrease the damage they take.I'm pretty new to the game still. I understand the majority of the terms and the likes. I just am slightly confused on how a dom or troller would play in solo and groups. (basically, are both classes expect to dish out damage and mez things in a group. Or do doms just mez mostly)
Solo is similar. The only difference is that the troller will be throwing out more controls solo because those are his main source of damage, while the dom will only throw out enough control to keep the group from mauling him savagely. Doms are much more solo friendly though, if that's what you're worried about. Their damage secondary lets them clear content much faster, and often lets them burn down enemies that would cause trouble for a controller. Trollers benefit much more from having a group to do the damage while they keep their teammates alive and powered up.
Quote:I'm going with mind control and I have no idea about a secondary. On one hand, I heard trollers are great against AVs (which is wonderful) but I also heard that doms have an easier time locking them down. So I'm kinda confused. I like being able to solo. I know I'm new so I'm not expecting to be able to solo right off the bat. I'm fine with building up inf for slotting for solo, so long as I can be useful to a team without needing a few billion inf.
Both are solid in both teams and solo with nothing more than Single Origin Enhancements, which you can buy starting at level 22 from vendors in game. Both do benefit heavily from pricey builds, but aren't required.
Quote:The reason I like MC is that it plays perfectly for what I want. It's all about control and taking your time. But secondaries are a massive problem. I want to beneficial to the team and be able to solo (even if it costs a few billion inf to solo).
On the troller side of things I'd rather stay away from the following: trick arrow and poison. I would also like to avoid dark since it has a pet (unless Fluffy is actually good with MC). But even then, I'm really not comfortable with a pet since MC shouldn't really need a pet (at least conceptually, anyway).
Quote:For a dom I'm avoiding thorns and really any kind of melee damage. I don't mind things like psionic asasault but firery and icy assault bothers me. I don't want to feel like I'm just summoning swords in melee. The thing with psionic assault is that it blends well with MC and even though it's weak against some things, I still like how it handles the melee since it's most of a "I'm still using mind powers" against you.
Quote:Anyhow, thanks for any help. -
I never used both, but Boxing was a nice addition to a SS Brute and a good finisher for a Fire Corruptor (unlike Brawl, it qualifies for Scourge).
As for the OP, yea, your best bet is to stack regen. Not only are resistance bonuses from sets often smaller than defense bonuses, but there aren't nearly as many and you would have to build for up to ten resistances instead of just the two or three you need for defense. You can also look into Incarnate powers, once you get there. Barrier grants +Res and +Def, Paralytic gives a -dam proc, etc. -
The biggest problem with TW Brutes is that you wind up having to chase both momentum and fury, which can be exhausting. Scrappers have the same ability to push forward very fast, but you don't feel penalized if you have to stop for five seconds to let your impressive fast healing patch you up. While a Brute would have better health which would increase your survivability noticeably with WP's pseudo-regeneration defenses, the Scrapper will have noticeably higher burst damage which should more than compensate. Speaking as someone who has played TW Brutes and specifically a TW/WP Scrapper, go with the Scrapper. Once you get Quick Recovery and RttC it's like being an electric lawnmower, just keep cutting through your enemies.
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Since about Issue 22, one of our computers hasn't been able to connect to the server. I suspect there's a firewall issue, since several other programs haven't been able to connect to the internet. Is there any way to find out if a firewall has been installed on a computer? I can't find one, but it's possible one is running in the background and I just can't find it.
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With my Necro/Dark MM, I took Numina. It was a toss up between her and Manticore, and Manticore was being an *** about me not arresting the Clockwork King. She followed along fairly well, but got lost right before the fight with Clamor.
With my Fire/Time Corruptor, I took Penny, mostly because I knew I'd lose her and figured she was the least likely to get killed on her own. She actually helped in phase 1 of the Clamor fight, though after Clamor flew off I lost her. -
Being a MM is like playing a defender on a team with six eight-year-old's playing Scrappers. After they've chugged a Monster. With their power bar hidden. On the bright side, they want to succeed, so if they can use the right powers at the right time you pull through just fine. Unfortunately, they're still hyperactive and barely coherent at the best of times, so you'll spend a lot of time yelling at them (both IRL and in game) to do the right thing.
Overall, they're probably the strongest class in theory and middle of the road in practice. Very fun to play though, I enjoy my Necro/Dark very much. -
Quote:Many sets have some soft mitigation like knockdown which can be useful for reducing an alpha. Beyond that, most defensive sets are just fine for taking the alpha. My suspicion is that you're either used to incarnate characters (which outperform everybody) or you aren't building to your set's strengths. It's also worth noting that both Elec and Regen are somewhat lackluster sets for pure mitigation. Try out Willpower or Fire, both of those play very well in my experience.My questions are:
1) Are there other alternative melee sets/secondaries that will give me the same playstyle as my soft-capped-charaters?
Quote:2) Is the chase for soft-cap/high defense unavoidable no matter what combo I play? -
I'm torn about this one. On the one hand, I don't like the idea of straight up giving Blasters mez protection. On the other, it really goes with the "offense is defense" theme, which I like. Mark me as a /signed for now.
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Semantics.
Stalkers have a melee damage and a defense set, tankers have a defense set and a melee damage set.
Blasters have a damage set and a "damage support" set, which has a fair amount of very poor control. Just because they don't share the same power sets with primary/secondary switched doesn't mean they don't mirror each other.