Idris

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  1. Idris

    Power Boost

    Also heals, endurance drain, tohit buffs etc etc.. great power
  2. [ QUOTE ]

    Problem is, a /kin/fire will wipe up to 16 +1 minions in one AoE control, FS, fireball, and fireball recharges in 6-8 sec with hasten and some rech SOs, siphon speeds.

    Who needs a full attack chain when you kill most of your opponents in a 2-hit combo, every 8 seconds ?

    [/ QUOTE ]

    That's the thing, there's no point in comparing doms to anything as obviously overpowered as a high level /kin/fire controller. That will never get doms a buff, it gets controllers a nerf instead. When epics were introduced, containment didn't exist and it seems to me that the effect containment has on those wasn't really thought of. It's a bit weird because they did manage to think of Spectral Wounds and pre-nerfed containment for that.
  3. Depends on the primary too.. I doubt ice/kin or earth/kin do much outdamaging except with fire epic, and even then it's just one AoE with a lot of setup, while doms have full attack chains at that point.

    In the end of the day, who isn't jealous of fire/kin/fire trollers damage output? IMHO, while doms could use a little boost, their damage is mostly fine and the imbalance lies on the troller side of the equation. There's so much variance in troller damage that it's just too hard to compare.
  4. Idris

    Patron for PvP?

    The black scorpion shield is a defence shield, the others are resistance based. They all give approximately same number of damage mitigation but of course Aim and such will hit straight through a def based shield. It might stop some mezzes as a bonus, though.

    I think poisonous ray is 15% -res, so just basically 15% extra damage for the duration.
  5. [ QUOTE ]
    Yes the real world is such a grind. It takes about a month to get any kind of reward and that is pretty much the same as last month. It needs new content.

    [/ QUOTE ]

    No kidding. And I don't understand why they removed dinosaurs.

    Welcome back Stage!
  6. Yup, the difference is that trollers and doms have higher mag in PvP and others don't.
  7. [ QUOTE ]
    personally i dont find seeds the most important power in a plant dom, there are other moves i consider more vital than confusion, but they are later on.
    (although i havent played my plant dom much since she hit 40 a while ago)

    [/ QUOTE ]

    Wow, what do you consider more important and why? An easily permable AoE control that mitigates 100% of the damage of the affected mobs and even helps you to defeat them faster is pretty hard to beat, although I do love my Carrion Creepers too.
  8. Broadsword does defence debuff too. My Katana scrapper did fine with just 1 acc. I had Focused Accuracy too but didn't normally need to turn it on.
  9. Confusion increases XP over time according to some pretty indepth calculations about it.

    Basically, the more damage you do to the mobs yourself, the more XP you get. But the equation is heavily on players' favour so that if you do any damage at all to them you'll get most of the XP. On my plants dom, I like to use Seeds and then directly follow with Fling Thorns (since they're both cones so I'm already positioned right). That basically quarantees me a bulk of the XP. Seeds is a much, much better power than Spore Burst, which is easily skippable, if useful at times. A Plant dom without Seeds will have a lot of trouble with lack of control.
  10. It's probably Roots if you're using it for AoE damage. And do get Seeds next, it's the cornerstone of any Plant build and one of best powers in the game. It will probably help with your end trouble too as the mobs do damage to each other so battles don't last as long.
  11. I had fun in my 40s but it was because of some nice storylines and active teaming that was going on right after I7 launch. The purple triangles were a huge problem, though. It seems really unfair that primarily team support AT like dominator is so intentionally gimped in the one type of encounter where teams most need support.
  12. I will attend if I'm around that day. For what it's worth, I think it's great that you are doing this and I think there's a place for both public and private raids. Xanthus seems to manage public raids quite well on Defiant and given that the private raid didn't succeed either, it's hard to claim they're the definitive answer. I won't deny that a lag free Hamidon raid was enjoyable for a change, but I've also found the crazy 100+ people lagfests quite amusing. For a private raid, lack of controllers and specific powersets can easily become a problem. For a public one, it's lag and people not listening to instructions.

    I am also a little saddened if people who have knowledge and experience of Hami raids won't turn up to public raids anymore. It's understandable but it does make us more cliquey as a community.

    I would suggest that you also get someone to be the PR leader for the raid. Someone whose sole responsibility is to keep the general public aware of the progress of the raid. Raid leaders always seem to be too busy for it.
  13. Parry makes a huge difference to a Regen. Whirling Sword is nice too but I wouldn't take it since you don't have Slice, might as well go all single target.
  14. I would still get Stamina, even with Drain Psyche. Arctic Air is really end heavy even with 3 endurance reductions. Worth it, though.

    I disagree with MaX about patrons. Yeah Power Sink is really great but with Stamina and Drain Psyche you'll probably need it less than some, and it's not like the other pools aren't valid choices too. I've heard good things about Water Spout.

    Can't really help much when it comes to Psi questions. Hasten is always a great choice. I think I'd go for the Psi Scream since it does AoE damage, with Arctic Air and all the slows from attacks you can probably go without Shiver.
  15. Powersink is autohit but of course it does need a target. Conserve Power is nice too, but the recharge is what kills it for me. Blaster Power Sink has a base recharge of 60 seconds. They both cost endurance so neither can be used right after a nova without a CaB.

    Some villains do have something comparable, it's called Power Sink. The PPP version has double recharge, though.
  16. Idris

    Kinetics....

    It's not too far from perma with 3-stacked Siphon Speed but it's really hard to keep Siphon Speed stacked like that.
  17. Don't pick elec primary for the end return, pick it for end drain. End return is nice and all but it doesn't really have a huge effect on anything. If you aren't going for endurance drain you're probably better off with ice.

    Regarding secondaries, /nrg gets Power Boost which is wonderful for your holds, self heals, endurance drains etc. It gets Build Up earlier and has disorient as a secondary effect, which is nice.

    /Elec gets a slightly higher damage melee chain and gets it earlier, Thunder Strike shares the same animation and does same ST damage as Total Focus but you get it at 28 and it has an AoE damage portion (and knockback, some like it but it annoys me), and you also get Shocking Grasp which is a melee hold with good damage. Power Sink is much better than Conserve Power, it's the best endurance recovery power in the game apart from Transference. But of course you get it much later.
  18. Idris

    Fire Tank Woe

    I've been playing a lowbie Fire/SS lately and the more I think about it and juggle the power selections in the builder, the more I feel like I'm going for it in a backwards way. I'm building a tanky tank, and it seems to me that Fiery Aura just isn't intended to be a tanky tank. By padding the glaring defensive holes I'm sacrificing offence, and offence is the only thing Fire tankers have going for them apart from pretty graphics. I think the Dev ideal of Fire tankers is a scranker that will do moderate damage and hold more than his share of aggro, but isn't able to handle aggro cap size spawns without heavy support. The idea seems to fit straight in with the Statesman school of tanking.

    Making a sturdy Fire tanker that still has good damage is really hard. Blazing Aura just doesn't feel that effective as a taunt aura. I would be tempted to slot it with a taunt enhancement or two but the problem is it also needs accuracy (because there's no autohit portion), damage (because otherwise there's no point to being a Fire tanker) and endurance reduction (because it's really end heavy). Basically, it should be 9-slotted. Fitting in Fighting pool to help with those subpar defences , Stamina to run all those toggles and Taunt to cover for the inefficiency of Blazing Aura, that leaves very little room for Fiery Embrace, Burn and attacks from the secondary. You know, that stuff the set is supposedly balanced for.

    Playing a devil's advocate, what if one built a Fire tanker primarily for offence? Would a fire tanker with no Fighting or Medicine pools, Blazing Aura slotted primarily for damage, Burn to be used whenever there's immob/knockdown/slow power around and a good assortment of well slotted secondary attacks be actually better at pulling its weight in a large team, if we forget for a second the perceived role of a tanker? This hypothetical "tanker" would concentrate on a subgroup of enemies, using Taunt only sparingly, when really needed. It would not herd, as it could not survive herding. Could the damage ever be enough to offset the lack of effective large scale aggro management?

    Right now I'm trying to go for a best of both worlds approach. I'm doing alright so far but that's because I'm always grouped with a Dark defender. I'm convinced I'd be having a miserable time without him. I do think it will get much better by the late 20s, though.
  19. Dominator holds are Mag 3 and 80% of the controller duration (except when Domination is active). I do think duration could be the same without overpowering doms in any way.
  20. [ QUOTE ]
    The biggest argument for them is that I have two long term players in my VG who both went Dom for their main villains on launch and have both abandoned them in the mid to early forties as they just didn't feel like they were ever contributing to teams and couldn't solo at anything faster than a snails pace.

    [/ QUOTE ]

    I know this is a PvP thread but this sounds like a PvE comment so I have to take an issue here. I really have to wonder how to gimp a high level dominator so badly that it can't solo faster than a snails pace. They're late bloomers but in the 30s the damage really picks up. While doms don't get buff/debuff secondaries like corruptors, they do get pets and for example Icy Assault has higher max dps than corruptor Ice Blast discounting Blizzard. I do know my Ice/Ice soloes comfortably on Relentless and my level 36 Plant/Thorn can easily solo two man ruthless spawns when my duo partner is afk. And not contribute to a PvE team? Surely that's a joke.

    The AT has its problems even in PvE, particularly the AV purple triangles issue and the power order of the secondary could perhaps be tweaked so the teens and twenties would be easier. But I really think you're doing existing doms a huge disservice by insisting the AT is that useless.
  21. Don't drop Blaze for Fire Sword, get both. You won't regret it

    As a fire/fire you're definitely AoE focused but there's really only so much AoE you need before there's nothing but bosses and lts left. You'll really want those ST big hitters against bosses. I agree with Plight that I'd rather drop the snipe. Snipes just aren't what they used to be since ED.
  22. Nope, they're actually easier for khelds because we get the extra energy resistance. Novas can be dangerous to the squishies in the team because of all the AoE.

    I'm a bit annoyed the novas are so hard to mez. It's unfair!
  23. Yeah, I'm thinking SI will be back in my build unless something is changed before I can be bothered with respec. I assume if you toggle it off and on you get full invisibility again?

    So does anyone know if the suppression last for the rest of the duration of GI after clicking a glowie? Should I give up trying to wait it out?
  24. How exactly does the suppression of Group Invisibility work now? There seems to be a huge disparity between the graphics and the reality.

    My experience is that attacking, and even non-aggro powers like Deceive, cause the graphics to suppress to a half-visible state. However I seem to stay invisible to the mobs until I aggro them, and if I wait a while I'm again fully invisible to the next spawn although the graphics don't reflect that.

    Not so with glowies. When I click a glowie, nothing happens to the invisibility graphics, I still look fully invisible. But I'm not, it appears that to the mobs I'm not even stealthed and not even waiting for a while seems to help.

    This really sucks, not knowing if I'm invisible or not is the absolute worst thing this power could do especially as it's a long recharge click. Considering respeccing out of it now.