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Quote:I don't disagree with much of your analysis of the set myself. It is an excellent set for non-defense based tanks. If you approach 50% resistance to any damage form, damage debuff is quite powerful.Hera: I have to disagree with you categorically, on every single point. Kinetic Melee has been judged by me to be frigging awesome for tanks.
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Oh yes. It's a good solid choice for non defense-based tanks, again largely due to the damage debuff, and works well with SO's.
My concern is narrower: how does it rank for secondaries, in helping Willpower tankers hold aggro? Again, stun and knockback work better with primaries that aren't harmed by stun and knockback.
Now, Invuln may lose some defense, Dark some heal, Fire some recovery, (and Willpower some regen), when mobs wander. But Invuln, Dark, and Fire will not lose aggro on those mobs. Willpower is in danger of losing aggro due to its design. That's why those kinds of otherwise valuable mitigation can be counterproductive.
If the only impact of knockback or stun on your tanker is "I take less damage", Kinetic Melee is very appealing. If you're building your Willpower tanker for soloing or scranking rather than being the main tank on difficult content, it probably works pretty well as well. If you want a Willpower tank that is made to hold aggro, there are better choices. -
Quote:And I'd point out that my criticisms don't mean that it is a bad set. So far I am enjoying it on live with my electric/kin tanker that's just ready to bust out of Praetoria. (Jetpacks! Supergroups! Difficulty sliders! Radios! No more blind choices! For that, I'd even forgive Azuria.)There were more people in c/beta who agreed with your scoring of the set then would disagree for certain.
That guide is focused on a very specific issue: which secondaries help the most at helping Willpower tankers overcome the weakness of their aura. My impression is that the specific sorts of synergy they'd want are not there. Which is not to say it's a bad set, only that you'd have to work harder, and who wants that? -
I have updated my guide, The Untamed Shrew: Holding Aggro with a Willpower Tanker, by adding the new melee attack set, Kinetic Melee.
That guide is about overcoming Willpower's weak taunt aura, and discusses how the various tanker secondaries help or hinder overcoming that weakness. My verdict is not particularly favorable, and within the context of that guide, I'd have to say it fares only slightly better than Energy Melee:
Quote:If somebody disagrees with this assessment, I'm sure they'll let me know in quite forceful terms.* Damage: B+
* Control: D
* AoE: C-
* Utility: B
* Overall: C-
New for Issue 18, Kinetic Melee is an interesting set that Willpower tankers concerned with aggro management probably should avoid. It features an across the board -damage debuff on enemies that would seem to help a tanker stay alive. But within the confines of this guide's focus on holding aggro with Willpower, it is less than ideal. It features plenty of control to help you stay alive, but for Willpower it's all the kind of control you want to steer clear of: knockback and stun. (Burst does knockdown, but Repulsing Torrent does exactly what its name suggests.) It is a rather slow, single target focused set, similar to Energy Melee. Two multi target attacks: Repulsing Torrent (45 degree cone, knockback) and Burst (PBAoE, knockdown). You get a ranged attack. The Build Up is Power Siphon, which applies a stackable buff to your damage while further debuffing theirs. A lot of interesting stuff in here, but this will work better with the primaries that aren't strengthened by keeping mobs close at hand. -
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Quote:Well, I don't usually play characters this squishy. On the other hand, I'm finding that Conductive Aura is a mainstay, and if I can avoid getting stunned in the first five seconds of a fight, I have all the time in the world, and can brawl them down if I have to. I may take some of the melee attacks; not sure what I can lose for them, though.IMO build is lacking alot of the good powers from both sets. Soloing would be easy with a elec/elec after lvl 12 as /elec has lots of single target focus which is good for AE sleep that you can keep permantly up. Invis is easily taken care of with SS and stealth io's except for the gremlins. Not really sure what yours trying to make here.
But since I am relying on Conductive Aura, I'm not sure that an PBAOE sleep will be all that worthwhile - won't they break it immediately? -
Quote:I saw that. That would definitely make it more situational, but it looks like the damage is pretty solid.I don't know your style of play or how you plan to play. However, I will point out (you probably know this already) but Dominator Thunderstrike does Radial KB. Its not like the Melee type versions which do KD.
Also Chain Fences does not have -KB in it. I'd hate for you to level to 35 and find out about it.
Voltaic Sentinel totally unimpressed me on a blaster, and I use it essentially for a mule for some cheap set bonuses, and as a mini build up. I didn't figure I wanted it, especially since this character gets no build up like effect from using it.
More interested in knowing whether Jolting Chain or Static Field are things I ought to have considered in its stead. -
So far, I am finding my Electric/Electric dominator fairly easy to solo, although she does even better with a tanker, scrapper, or brute on the team. If she has a break free, she can herd and neutralize any mob within the space of a couple seconds, and defeat them at her leisure. Started a thread just now about her future build.
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So far I am highly enjoying an Electric/Electric dominator in Praetoria, and I've already mothballed my existing attempt to create one (plant/thorns) for her replacement.
It looks to me like this would be a good set to leverage some relatively inexpensive set IOs. I've included at least one purple set, because those can now be gotten outside of drops and the market. The only other prohibitively costly things in this build are -KB and the Basilisk Gaze, and they can wait until the merits are there.
Feel free to tear apart my power selection and slotting.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mlle. Marianne: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(40)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(25)
Level 10: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Rchg(13), Efficacy-EndMod(43)
Level 12: Fly -- Zephyr-ResKB(A), Frbd-Stlth(29)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Paralyzing Blast -- EoCur-Acc/Rchg(A), EoCur-EndRdx/Hold(19), EoCur-Acc/EndRdx(19), EoCur-Hold/Rng(37), EoCur-Acc/Hold(39), EoCur-Acc/Hold/Rchg(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Grant Invisibility -- EndRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/Rchg(46)
Level 28: Invisibility -- Krma-ResKB(A)
Level 30: Static Discharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(31), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(45)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Sleet -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(42), P'ngTtl-EndRdx/Rchg/Slow(42), P'ngTtl--Rchg%(42)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Def(48)
Level 49: Ice Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(50), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 2: Ninja Run
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Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 9.06% Defense(Smashing)
- 9.06% Defense(Lethal)
- 1.88% Defense(Fire)
- 1.88% Defense(Cold)
- 12.5% Defense(Energy)
- 12.5% Defense(Negative)
- 10.6% Defense(Melee)
- 13.8% Defense(Ranged)
- 3.75% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Confused)
- 1.5% Enhancement(Held)
- 5% Enhancement(RunSpeed)
- 5% Enhancement(FlySpeed)
- 5% Enhancement(JumpHeight)
- 5% Enhancement(JumpSpeed)
- 6% Enhancement(Immobilize)
- 13.8% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 8% FlySpeed
- 11.4 HP (1.13%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 4.15%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 11.3%
- MezResist(Stun) 5.8%
- MezResist(Terrorized) 4.15%
- 11.5% (0.19 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 13.4% Resistance(Fire)
- 10.9% Resistance(Cold)
- 11.9% Resistance(Energy)
- 13.8% Resistance(Negative)
- 11.9% Resistance(Toxic)
- 10% Resistance(Psionic)
- 8% RunSpeed
- 1% XPDebtProtection
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Quote:Nice. I updated the guide sticky.thehallows' Little Mini Guide to Dopplegangers in AE
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Quote:Have not run every Praetoria arc yet, but what would be nice would be some mission --- obviously with some entirely different pretext, given the level difference --- that sends you to the same cave, to establish it as a setting.New Maria Jenkins:
You and Statesman team up to head off a Praetorian invasion. Eventually Statesman is kidnapped, and you track down clues leading you to uncovering and stopping a vital part of the invasion plan. You then rescue Statesman from the ONE place on Praetoria that is proven strong enough to hold him (that same cave).
"Your princess is in another castle." Exactly -
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I tried and failed twice yesterday. First time, the AV would always heal back up to full by the time people dealt with the respawns, and we made no progress. Second time, no one could get into the second part, because nobody could see the other players' progress on the obelisks.
Debuffs are probably the game's biggest mechanical problem right now. They play hell with any attempt at a consistent time / reward ratio. What's fun without debuffs is trivial with debuffs. What's fun with debuffs is unplayable without them. Some day I expect to see Global Defense Nerf for debuffs. -
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Quote:Depending on the brand of horror you're after, you also have ---Abandoned offices and warehouses. Arachnoid caves. The Ruladak caves as a last resort.
- Dr. Vahzilok's sewer lair. Lots of gurneys and electrical gadgets;
- Cimeroran caves, with hidey holes for bones as in a catacomb;
- The Crey Labs map, with a final room full of semi-animated bodies in vats;
- Several variations on outdoor cemeteries.....
Some of these may have to be bought with tickets. -
Quote:I failed this twice last night on Victory. First time, we were able to enter Part Two, but Ruladak's shields kept reforming and the cube spawns returned. By the time we were able to defeat them and regroup, Rulakdak's health was back up to full.Ran this tonight, Blueside on Victory. It worked having each team beat their obelisks down to around 15 hp on the first shield down, and then defeating on the second shield down. We were into the Cathedral within 20 minutes.
The second time, we were unable to enter the second part. We could not see the progress of the other two teams at the obelisks.
I was reminded why Warburg nukes are off limits to me as well. No mezz protection in PvP zones, and I am unable to approach the scientists on any character with an aggro aura, which includes my chief badge characters and any character I'll be interested in doing this with.
I fear that by the time this is fixed, no one will want to run it any more. Frustration with highly choreographed, easy-to-fail endgame raids has led me to quit more than one game. -
Now there really needs to be an entire faction of all female Hellions....
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