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Posts
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Joined
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Quote:Hah! I can't believe I forgot about wormhole! Yeah, crushing field is the only aoe immobilize worth taking due to wormhole. I usually skip those powers for doms where I tend to take them on controllers. I guess I have been playing my Grav controller too much to make me forget how it handles for doms!Well my main question wasn't really is prema-dom worth it, it was is THIS build worth the effort or should I roll another Dom, a non-Grav Dom. Good call on lift, I hadn't though of that...As far as ranged/melee I prefer melee powers because they require me to be move...I don't know, active? That is why I took TK over Mental Blast. Crushing field I took for the 10% recharge PLUS it comes in handy after using Worm Hole to stop them from splitting so PSW and Psychic Scream.
As far as Drain Psyche and Dark Consumption, Drain Psyche is always going to be apart of the build for regen not recovery. Dark Consumption I took because I wouldn't need to slot it and it was effective with just one Acc IO as opposed to Obliteration.
Stamina is a must for me, I HATE having to worry wether or not I will have the endurance to do what I need to. I have never played a perma-dom so my mind might change when I finally get to that point.
Well I am not going to debate you on how to construct your character as it sounds like you pretty much have your mind set on this build. -
Of course perma-hasten is worth it! Perma-domination is also worth it! I'm not sure why you put slots in Psi-dart over lift. Lift animates faster, does more damage, does smashing damage (for bots), has soft control, and will recharge fast with perma-hasten. Psi-dart is the brawl of your dom powers. As soon as you get better options... dump it!
From the looks of your build are you going for a mix of range, and melee? I'd consider dumping TK thrust too for Mental Blast, but that's just me. I'd dump Crushing Field or fill it with procs instead of set bonuses. Though if you are really wanting damage forget procs in that power, and just pick up Dark Obliteration. You won't need Dark Consumption with Drain Psyche, and Perma-Dom.
I'm sure someone will also point out with that much recharge (perma-hasten as the goal) that Stamina isn't needed. Drain Psyche can recharge fast enough, and the dom button is also an end refill. I happen to have Stamina with my Mind/Psi (ducks), but it's not slotted. It's there for concept, lack of desire to mule defense sets for LoTG's, and the rare times I want less downtime (like me not watching my recovery monitor to notice DP has dropped! hah!).
I could go on, but with my few suggestions you can free up some powers/slots for new damage options. There are still plenty of IO's to get you the recharge you want. -
Madamme, are you wanting to build this Bane with purples? Are you wanting to focus on recharge, or defense?
I haven't found recharge to be all that important, but defense is an absolute must! Ultimately I dropped all the spider pets to go with the fighting pool up to Weave, Aid self, Fitness to Stamina, and only Combat Jumping. Soft capped to all positions with 35%+ damage resistance to smash & lethal and a self heal.
**I decided to just PM you my build. Hopefully that helps some. -
Quote:Controllers, and Dominators are apples, and oranges. I happen to play both AT's. Comparing just the control aspect of the classes really misses all the special nuisances of the AT's. There are controller combos that can do things that dominators can not due to the buff secondary of controllers. Having access to things like radiation, storm, or kinetics brings a lot to the controller.I'm not a numbers cruncher so forgive me. But does that mean that even if you cap a mind troller's abilities they would still not match up with a mind/dom?
Also, controllers are a class with a focus on groups, and most villains are self contained. While locking down large groups of mobs is the schtick of the dom that is also the thing they bring to the table. Everyone and their brother can do damage red side. Group buffs are limited to Corruptors, and to a lesser extent Soldiers of Arcanos.
After playing both AT's I can say from my experience the grass isn't greener on either side. Just a different shade. -
Going Rogue shouldn't effect AT viability much. At worse it will affect grouping in vanilla CoH, and CoV zones on the low level scale since players may choose to start in Praetoria. I'm willing to bet that Praetoria will have zones similar to RWZ where both sides can participate. Also, from what I have read, markets will remain the same. Villains will still use the black market even if they go rogue, and vice versa for vigilantes. Going Rogue should open up the game for the higher level players not close it off.
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The fact that this Scrapper player scoffs at the mechanics behind -regen effects shows how little he actually understands about the game. Controllers aren't exactly DPS powerhouses, but they can solo big game with a secondary like Radiation. For Scrappers a certain level of DPS is needed, and you need a certain level of survivability. That doesn't apply to all AT's though. Sometimes it's just a matter of primary/secondary combo that is enough.
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My favorite MM's are my Necro/Dark, and Ninja/Storm. I don't find either to be weak. They just take more micromanagement than the ranged primaries. Ninja do require a bit more babysitting on their health at times, but /Therm should help out with that a lot. If you still find them squishy take Challenge/Provoke to pull the heat off them so they don't face plant as fast. Ninjas may not be popular, but they don't suck.
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Quote:They won't typically be taking Tactics out of Leadership, but I regularly see other VEATs with Maneuvers/Assault. Both my VEATs double up on Maneuvers, and Assault. An extra 5% defense, and 15% damage are hard things to pass up!Partially true. VEAT mods are overall better than either MMs or Corruptors, but I don't count the VEATs for two reasons - first, they are EATs, and not available to all players, and secondly, they have their own powers that replicate the leadership pool to greater effect with lower cost, so they won't typically be taking leadership.
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Quote:It would matter if you PvP. Though the placate resistance is nice for the few times you find NPC's doing it in PVE (like Succubi). It's not something I would go out of my way for though.Does the resistance to taunt and placate which comes with assault even matter? Seems like it would make it easier for challenge to keep hold.
The value of the Leadership pool will depend greatly on your goals. MM's are really strong with just the 3 pet tiers, the upgrade powers, and a well thought out secondary (power picks, slotting, that sort of well thought out). Everything else is just icing on the cake. -
Quote:Sorry, but I got a small question.
I have rolled a lvl 6 Earth/Earth dom and I was wondering if they are any good or have potential? 'There's been some /earth posts, but I haven't found what the whole combo is like.
Earth/ is a great primary. /Earth isn't a bad secondary after 28 when you can complete the melee trifecta. My biggest complaint about /Earth is how it is set up during leveling. Once you have the mallets, and Seismic Smash it feels more complete. I was torn on doing Earth/Earth or Plant/Earth (I settled on Plant). Anyhoo, your combo should have good potential. Just learn to love melee. -
Quote:Yikes.
You'll want Stalagmites, Volcanic Gasses, and Earthquake a lot earlier than you've got them in this build. I'd take them ASAP unless it's a serious build compromise.
Also, you'll probably want to skip either the single target immobilize or the AOE immobilize.
I hear Hurl isn't that great, but I haven't used it yet and it's a brand new skill, so YMMV.
You can also skip Salt Crystals, and a lot of your powers are under slotted. I'd skip the AoE Immobilize, and probably the single as well. Both will negate your Knockdown/up powers, and that is a huge strength to the combo. Take Heavy Mallet at 22 at the latest if you take Stamina at 20. Take Seismic Smash at 28. If you are taking Air Superiority then skip Hurl boulder.
Use Stone Mallet, Air Superiority, Heavy Mallet, and Seismic Smash as your damage dealers. You'll probably need to fill in gaps in attacks with Stone Spears.
For an idea on how to use Earth Control... go to the Controller forums, and look up the Earth Guides. Take a peek at what the Immobilize powers can do, and realize they are not as useful for your Dominator. However, absorb the information on all the other powers like; Fossilize, Quicksand, Stalagmites, Earthquake, Volcanic Gases, and Animate Stone.
Easy peasy. -
Quote:I am finding that unlike other assault's I'm not using my range attacks for damage. I'm using them for soft controls and set ups. They kind of work nicely that way if you put it out of your head that they are supposed to be damage powers. I'm viewing them as additional soft control with damage benefits. heheDoesn't HB also have -fly, whch lets you use spears. Not saying spears is or isn't worth it, but unless the primary has -fly, and you want to use what you must start with, wouldn't HB be worth taking.
and yes, thats a whole lotta "if"
So far for me the sweet spot is Seeds of Confusion, Tremor, Stone Mallet, and fill in with Spears. I might finish off the last one with HB if there is nothing better to do. Usually there is. I really don't think I'll bother with Mud Pots, but I might change my mind later. Right now I'm setting up for a summon Hybrid to go with my Venus, Water Spout, and Creepers. That's still on the horizon, but the set sure is fun for the BOOM effects! -
Quote:After seeing your interest in Provoke the Ranged defense makes more sense. To make the most of that I would suggest a PP immobilize as well. I don't like to rely on just my Lich to lock stuff down for me, but I also play a Necro/Dark so I am actively controlling with my pets. The high defense + provoke is a sound tactic for MM's. Good luck!Why? Just because I want to. Its fun to have an end game build and work towards it. I just happen to enjoy soft capping, no matter what AT, when I can. If you dont agree with that philosophically, thats cool. It just means we have different goals.
As for the Lich, I didnt realize they did much damage. I assume they were more valuable for their debuffs. However, I can slot the Blood Mandate set in the Lich to max out the damage and still get the same ranged Def, and actually a bit more AoE def. So I'll prob do that, assuming the Lich has decent damage.
As for having more than 1 travel pool, I would do that regardless of trying to hit the soft cap. I like having Super Speed and Fly on all my characters Villain side. Why? Fun. I enjoy it.
As for the blasts, I agree they are lack-luster. However, I have a bunch of other masterminds (mainly various Thugs and Robots ones) ranging from level 33-50 and I've never EVER taken the personal attacks, because they are weak. However, this time, I vowed to take them because the cool new color options available. The look of his blasts are part of the fun. So, I'd be taking those for fun anyway.
I probably should have stated up front that multiple travel powers and the blasts were not something I took as a sacrifice in power or uberness in order to get softcapped. They are a sacrifice in power and uberness, but I didnt do it for soft capping. The only real sacrifice I did that I probably wouldnt have done anyway was taking Group Fly as an IO mule. Also I probably would have only 5-slotted the 2 blasts instead of 6.
I was really looking to see if there were ways people could see anything obvious I'd overlooked to get my defenses higher. Your comment about the Lich did let me boost my AoE defense.
Oh, and also, I didnt mean to stick Power of the Phoenix in the build. I really meant to put Provoke there, so I could make the baddies shoot at me while I was in Bodyguard mode.
Thanks for the comments, I do appreciate them, even if we have different goals and philosophies.
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Quote:Zombies are nothing to the cat herding that is Ninjas. Since the Grave knights still love to fire off Dark Blast/Gloom over and over I have gotten very used to using Go To for my undead friends. Even the Zombie Horde like to puke at a distance when I don't want them too. Both Necromancy, and Ninja require a lot of attention from the player, and constant micromanagement of their placement. Soloing on most maps you can get by with them running around chaotically, but you'll still want to refine your control for groups.I've got a few MMs under my belt - no 50s, but all at least taken to 30th level if not 40th or higher and I can say that zombies were the biggest pain and required all sorts of micro-managing that my other MMs' pets haven't. Then again I've stuck with ranged pets, Bots and Mercs so far, so that "ranged vs. melee" issue might be part of it.
My poor Zombie/Dark MM had a great character concept but sits idle at 31 I think, and has for about a year and a half if not longer... -
Quote:Hurl Boulder is something I plan to take more for it's utility than it's damage per activation. The anti-KB effects of some powers + HB is a clever way to use it, but there are still better options for doing damage. Then again if I was really worried about optimal attack chains before level 28 I wouldn't be playing /Earth. So I plan to take most of the /Earth set for concept/fun, and make the most of the utility that I can. I'd still rather have Heavy Mallet at level 10, but it's not too hard to get to 20.Wouldn't count out HB: Chiblain or BoI + HB = decent ST damage w/o KB
[real good low level damage]
It can hold a Hold proc if you so desire; +3 more from the corresponding set for a +3% dmg boost
It can also hold the +recharge proc
[and it has the -Fly component] -
The taser dart only has a chance to do a hold. It's not going to be a reliable source to maintain lockdown on anything.
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I find a lot of T1 blasts to be lackluster, and Spears really holds the crown (well maybe Psi dart still has it). In one of my build plans I do plan to slot Spears. Reason is for set bonuses later on, and I really don't have any other choices to use to fill an attack routine. So if I am looking to slot it for bonuses I might as well slot it as I level. None of my reasoning is because I think this attack is worth it. If I ever built for high recharge it would disappear from my toolbar most likely. If you have more worthwhile powers to slot go for those first, and slot Spears last... or never.
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Quote:This really highlights what I was talking about there. I went through the early levels just fine on /Fire with Flares, Fire Breath, Fire Blast, and Char. Yeah, Flares stinks right now, but at least it animates sometime today! Tremor has a 3.5s cast time? That's my choice by level 4? Hurl Boulder is horrible compared to most of the sets. I would have liked Earth to take the idea of /Elec and bloom early. Give me my Mallets by 10, and I can wait on SS until 18. I do look forward to the set as a whole, but leveling this will be probably be awful. So I really want to be happy with my Primary because it is going to carry the dead weight until the mid-levels at least. More so than usual.It's compounded on earth assault because hurl is just a horrible attack (looks good though).
By 10:
ice - 2 ranged, very fast animation attacks, 1 decent blap.
thorn - can use fling in an attack chain (unlike the pbaoes) and while impale is horrendous as an attack it is actually better than hurl lol.
Fire - 2 fast ranged attacks, 1 decent blap, awesome cone.
Earth - 2 slow-*** ranged attacks, 1 decent blap, very slow pbaoe.
I agree 100% that elec and nrg start out way better than the other sets and are much more user friendly. Somewhere that intuitiveness was lost though and the newest set takes the worst design principles and adds even more lameness.
Pretty much gotta pl earth to 29 imo at which point it gets fun...though generally less effective than everything else still. -
Quote:You could do that, but there are better attack chains for Super-Strength than using Footstomp on Single targets. KO Blow-Gloom-Haymaker-Punch-Haymaker is possible with 250+ Recharge in KO Blow (That's global, hasten, and enhancements). You might not want to start a fight off with KO on low fury, but after you have built up 50%+ there is no reason to hold back.Doh! Your search-fu is stronger than my search-fu.
Actually, I admit I didn't even bother to search. I mostly wanted to talk about how fun SS was, but did have that little question I figured I should add while I'm making a topic.
EDIT TO ADD: How about a real question then. How much recharge can you get into a SS/WP? Could it get triple stacked rage? Could it get an attack chain on the order of Haymaker -> Footstomp -> Haymaker -> KO Blow -> Haymaker... etc?
**edit** You can squeeze plenty of recharge in SS/WP. That's one of the possible build goals. Hit points are a universal goal. Usually builds diverge when it comes to going for heavy recharge, or typed defense bonuses. It's hard to have both at extremes. You can have a mix, but you won't get the 250% recharge into KO for the maximum damage string. You don't need recharge at such levels to be competitive though. Though there is something nice about KO recharging in 7 seconds on average. -
Didn't they also smooth out the experience gained up until level 24? I honestly can't wait for i16. With the ability to bump up spawn sizes I can practically powerlevel my lowbie toons myself. With my higher levels I may never team again unless it is folks I know. Right now I team to increase my spawn sizes not because of the "social" experience. Half the time I group with people that don't understand team dynamics, and the other half I can be on a full team in complete silence. Can't wait to cut out the middle man.
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Quote:Plant/Earth would also work well for a renegade DE creature. Or you could tint the Plant powers weird, and choose the Lava skin for /Earth with a color like green or blue for a pollution/radioactive waste empowered baddie.
It could be the enemy to your Plant/Storm/Earth- Captain Planet Controller!
I've been planning a Plant/Earth. Your KB will be relevant for most of your early career so that means don't take Roots. By the time you have Fly Trap you should have Carrion Creepers. I'd imagine alternating the Creepers, and Seeds would pretty much lighten the load of KB being your mitigation. So basically KB is your big mitigation with Seeds until 26-32, and then it should lighten up. I still don't plan to take Roots. I could care less if Venus uses Entangle. By then I'll be alternating Seismic Smash, and Strangler. Held mobs don't need to do the popcorn dance.
My other plan was Earth/Earth, and again skipping the AoE Immob. Why shoot yourself in the foot? This goes beyond the aggro, but this combo would have knockdown in spades. There is no reason to turn that off with Stone Cages. The only thing that holds me back from this combo is the lack of clumping that confusion creates. Though Quicksand, and Earthquake would be helpful, just not confusion helpful. Hmm...
I'm still pretty torn on those two. Both sets are great, and have advantages. I think it will boil down to what I can put together as a concept/costume to fit the name I have best.
The biggest hurdle is leveling this character up. I'll need to use that Stone Spears, Stone Mallet... and.... and.... Air Superiority? Why the heck do we have to wait so long to get Heavy Mallet, and SS? Is Hurl Boulder seriously supposed to be my filler? Tremor? Give me a break! I'll take Tremor because I can find uses for it, but man what a disappointing choice. Ugh, and now this thought takes me back to Plant/ just because it can do more damage than Earth/.
Decisions... -
The snipe does have a potential use... sting of the manticore. That's about all I use it for if I find room in a build.
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I don't think there is much to argue. Energy can go very well with all the primaries. It's the little black dress (or glowing pompom) of Dom sets. It's got really nice options for range, melee, or a combination. I happen to really like the flexibility in options.