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Posts
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Ball Lightning is a ranged AoE. You attack a target, and it's the focus point of the attack. Your target and everything around it takes damage.
Static Discharge is a Cone, so the damage is given to the target and everything in a line between you and it, as well as things to the left and right of the straight line based on an angle which extends from your character to a bit beyond your target. It seems more complicated than it really is, which I blame partly on my explanation. I believe that Static Discharge has a shorter range than Ball lightning.
Damage-wise, I'd guess that Ball Lightning would be higher, but it also has a higher recharge. I don't have the numbers, and am lazy. -
This thread reminded me that I want to learn how to speak a second language well before I die.
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Mace starts with strong ST hits, quickly develops trouble due to endurance, and then in the 20s becomes a more AoE oriented set. It's Smashing damage, and some of its attacks have stuns, with others that have KD. I like my Mace Brute.
Axe, I haven't used before, but my brother says that the Lethal damage is only a problem versus defense, and he did fine with his Axe/WP Brute. It's got more KB and KD than Mace, but no Stun, so it looks more brutish, IMO.
Claws is a very cool set for brutes. It gives 2 ranged attacks for taking out runners or minions wanting to pick on the squishies, has good AoE and ST, recharges fast, and costs less endurance. Brutes seem to like pairing it with everything, but WP is the most popular, of course. I personally like my Claws/SR brute for its combination of speed, high defense, and great offense.
If you don't want to make an other WP brute then try Electric Armor. It's popular right now because of Energize, Lightning Reflexes, and its damage aura on top of its solid resistance and endurance management powers. Energy Aura is a rough starter compared to some, but it's probably the most unique brute armor out there in terms of gameplay, and seems like it'd work well with claws. -
Quote:Thugs/Traps is sickeningly strong. I have a friend who uses one in PvP, and throw out Gang War as soon as she sees her opponent as a distraction while she lays down her traps, making it a great "Whoopsie" power for multiple occasions as well as a big hitter.I have not played thugs/traps, but I am easily convinced it could carry the fight to the AVs as well.
Thugs are best when you take Leadership, because it stacks with the leadership given out by your Enforcers. Combined with Force Field Generator, you get solid defense for your thugs and nice offense, as well (I suggest assault and maneuvers, as well as tactics if you can make room for it). Caltrops and Acid Mortar make a great combination when pulling through an open door, especially if you have a firing squad of thugs to dish out damage. -
Quote:The only thing that I see in common with these two sets is the passive +recharge powers, Lightning Reflexes and Quickness.I've been seeing noise lately and im curious what people would recommend. Ive played SR before and liked it; I can see a lot of set opportunities. But I need to understand the new Elec craze, can anyone let me know in their opinion what would be better?
Cheers.
Elec is resistance, has more offense (with its damage aura), and has powers to keep your endurance bar full. It's recently become more popular because one of its powers was turned into heal+regen boost+recovery boost combo power, and keeping it up does wonders for survivability. This set was boosted at the same time that Claws was brought over to Brutes, so a lot of people started using both of these "new" sets together when making a new character.
SR gives great defense that makes softcapping easier, but you have to take almost all of its powers in order for it to work properly, and some people like to branch out. SR is one of the two most commonly paired powersets with claws, the other being Regen. -
First, I don't know what you mean by "God mode". Is it a character who never takes damage? A character who can solo AVs and GMs? A character who can destroy huge amounts of enemies at once?
Fire/Kin controllers are good for holding enemies while their pets destroy them.
Fire/Psy Dominators are good for the same thing, only instead of burring their boets' damage they jump in and help out with Psychic Shockwave.
A Brute made with any combination of Claws, Super Strength, Willpower, or Super Reflexes will be able to kill huge amounts of enemies in melee.
A Traps/Sonic Defender will be able to debuff any enemy into mush. Better even than a Radiation Defender. It also has the potential to gain high defense as well, enabling some of the more expensive IO builds to solo AVs and GMs. I saw a thread about one who soloed Tyrant.
Personally, I have DM/Nin Stalker which I've used to solo Mako, Black Scorpion, and Valkyrie with its combination of negative energy hits, -tohit, defense, solid damage, two heals, and other powers in its bag of tricks. It's as durable as a brute, and half the time I only pause to restore Hide if I want to detonate a boss or use the Fear effect from Assassin Strike to pause a big mob for a few seconds while I take a few down. It's not a GOD, but it's really a lot of fun. -
I'd say that Thugs is second best. It has good damage, leadership in its tier 2 pets that helps with survival, and a pocket brute who will go toe to toe with the enemy and keep their attention while the rest of your minions act like a firing squad (except for the arsonist, who just acts like an insane pyromaniac). Also, you have Gang War, which is great for emergencies such as needing to resummon most or all of your pets, as well as giving a burst of damage for as long as they last.
Mercs would be third, to me. They can heal themselves with the medic you get at level 18, and the commando is a good 3rd tier pet.
Zombies would be fourth. They have little protection other than the mezzes that the lich throws out (the lich is a mini-dark defender) and their occaisional self-heals. The damage is good, but they take a lot of damage as well, and the AI is kind of screwy sometimes.
Ninjas are dead last, in my opinion. Their AI is the least effective, so you have to baby-sit them all the time, and their admittedly high damage output is made more difficult to impliment due to their attacks mostly being in melee. Melee wouldn't be so bad if it wasn't for them being very squishy, and having such rough AI that they make mistakes that can easily get themselves killed. -
I like Fire/Mental for the combination of added AoE, lower downtime via Drain Psyche, and its touch of mitigation via mezzes.
Fire/Ice will have more control in the form of slow, -recharge, and knockdown. I have a friend who uses his Archery/Ice to solo huge groups with relative ease.
Fire/Electric will have solid melee and controller-esque powers, along with Power Sink. A lot of these powers need to be used in melee.
Fire/Devices is good for people who like to think strategically and set traps for opponents who might be too hard to engage normally. It's interesting, but the set lacks build up. My Psychic/Devices Blaster is a lot of fun.
Fire/Fire has raw damage, as well as damage auras and a tiny bit of control. You'll be able to solo early on by just hitting things so hard that they don't have a chance to hit back. -
You could use Enforcer, Vanguard, or even the Cone helmet. After all, your gear is from the first Rikti war, and the Sky Raiders have been hard at work upgrading all of their tech for years. Who knows how your gear could be different from theirs by now? Also, your wide variety of skills might demand a custom-made uniform and armor in order for you to perform at your best.
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Quote:I am on many servers, on many different times of the day, based on whatever I'm needed to do at home or work. That's the problem with me being part of ANY static team. :PWhat server are you on, JWatt? Depending on the day/time, I would love to be part of an all trapper team.
But a man can dream... -
I'm thinking either a Traps/Dark or a Traps/Sonic. Traps/Dark will have -ToHit debuffs to synergize with FFG and solid AoE, but Traps/Sonic will be able to use Siren's Song in in order to place traps safely. This looks like a solo or small team set that would be loads of fun.
An All-Traps team would be a lot of fun. Stacking Force Field Generators on an 8 person team would almost assuredly hit the softcap, and you could have a firing squad of Acid Mortars, along with trip mines and 8 Time Bombs lined up awaiting a nearby boss to be aggro'd. 8 Poison Traps to be used on a GM simultaneously. 8 sets of Caltrops ticking DoT away like reverse rain, and 8 Triage beacons, uh, that might actually heal worth something? 8 web grenades pulling those freaking flying enemies out of the air...
I WANNA DO IT! XD -
I'm thinking about making a Storm/Something defender after leveling a Thugs/Storm MM where things tended to get away from me on teams unless I threw down Tenebrous Tentacles from Soul Mastery. Micromanaging my Thugs takes a lot of concentration, and I had a lot of trouble learning how to really use my storm powers while using fancy tactics for my thugs. I'd slap down Snow Storm, use Steamy Mist to help guard my thugs, and use the heck out of Freezing Rain and, Tornado, and Thunderstorm with the happy knowledge that if I send enemies flying that my "team mates" won't complain (I mostly soloed, and then watched my KB carefully on teams because it's just considerate to do so). I almost never had to use Hurricane to save my Bruiser's bacon if he got surrounded by too many enemies, and later only used it in conjunction with Tenebrous Tentacles as an improvised PBAoE hold.
Sounds like a lot, but I really only had to just O2 Boost my pets every now and again unless I came up against something tough. I'd like to rely a little more on Storm and see how well I can make it work. Trouble is, I can't think of a secondary. What are the secondary options for a cheap, powerful Storm defender?
I can think of Storm/Ice so that you can use ST damage and Frost Breath as an additional AoE slow to use in conjunction with Freezing Rain, Ice Storm, Lightning Storm, and Tornado.
Dark and Sonic will offer debuffs and a little more control with Tenebrous Tentacles and Siren's Song, as well as Dark's self-heal (Siphon Life is one of my favorite DM powers, and a RANGED Siphon Life sounds great, even with a little less attack power). Both Sets will also give more AoE than Ice.
Radiation I could recolor and pretend it's gusts of wind? Same with Energy, and it would have KB, like A Storm Defender needs more of it.
Psychic also gives more control, but I've got a /psy defender already.
Assault Rifle has...cones? I don't know a lot about this set, or how good it is with defenders.
I already have an Archery Defender, and I don't think I'd like the redraw with Storm.
Please feel free to tell me where I'm wrong and give your suggestions! -
A Sonic/Sonic Defender, especially if there are TWO of them on one team, is a very relaxed, yet powerful character. You can dramatically increase the survivability of your team mates by using a power on all of them once every 3 minutes and following them with your big bubble, but instead of sitting around and twiddling your thumbs you can use your powers to debuff enemy resistance into mush and use powers like Screech, Siren's Song, and Liquify to control enemies. I've found it to be a solid solo character and a great team character.
I love my Kinetics/Archery Defender now that he's in his 40s, and I find it VERY relaxing. Mostly, this is because I picked Psychic as my Epic pool, letting me add Telekinesis, Mass Hypnosis, Mind Over Body, and Dominate to my arsenal. With unlimited endurance at my disposal via Transference, Telekinesis is a LOT of fun, and it takes a lot of the "OH NO I HAVE TO DO THIS NOW!" factor out of playing a Kin. I just use Mass Hypnosis, Fulcrum Shift, Telekinesis, and Rain of Arrows, with Fistful of Arrows and Blazing Arrow on anything still alive. Throw in Transference whenever needed. It' easy and fun.
Radiation/Sonic is also a good, safe combo. You have control in Siren's Song, nice debuffs in both the primary and secondary, a heal, and AM. It's a good set for beating down just about every enemy in the game without too much hassle.
Force Field/Energy is a build that I made for the exclusive purpose of teaching myself how to handle powers with Knockback, but it ended up being a lot of fun. It does surprisingly well as a supporter in PvP because I have Force Bolt 5-slotted with a Knockback IO set. With its quick recharge and ridiculous knockback, it's my favorite toy for playing Minion Batting in Atlas Park (Minion Batting is where you teleport a nearby hellion to the top of the statue of Atlas and then use your best KB power to see how far it flies. It's a lot of fun when you're bored).
A Storm/Dark Defender would give you hardcore control, and also look neato. I have a Thugs/Dark MM with Soul Mastery's Tenebrous Tentacles, and that power combined with Hurricane is great. -
I'd say 2-3 man your difficulty. The more enemies facing you, the more you can use powers like Sunless Mire to get their best effect.
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Mace weapon: Empty bottle of Jack Daniels
That'll learn you a lesson, boy. *Thwack!* -
Quote:I agree. Look at mids, select the powers you want in the build, play around to maximize the numbers in favor of whatever bonuses you want, and then try it out and edit it accordingly. If you run on a mac and thus cannot use mids, then you could also use suckerpunch (http://planner.cohtitan.com/planner) for a general idea of what you want, though it lacks the nifty calculators that mids has built in.OP, you do not have to pick up powers you won't use just to make a perma build. Look at what your goal for the dom is in the end, pick powers you will utilize, and then go to mids and build the Dom based off what you want to use. You will be able to find that it's easier than generally believed to build a perma without making unwanted power picks in exchange for recharge. I also suggest everyone ignore everything I say until I learn to be respectful to other people, as well as make use of marginally correct punctuation and grammar. After all, the OP is new to Dominators, and I should have taken that into account before blasting my hate all over the internet and making myself look like an irritating, ignorant pain in the neck.
Edited version.
Personally, I would start out by trying to look for recharge IO bonuses, followed by accuracy, damage, and lastly Ranged Defense. -
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Quote:Well why don't you tell them that it's their job to chase the enemies that you bounce away from them. Tell them "fetch" while you're at it. That'll go well.why do people have a problem with us? i know the knockback is a little tough, but you melee guys are supposes to keep them taunted or run after them, and you trollers, i think your aoe's will still work if theyre a little bit farther apart, its not like we blast them all over. what should i do about this knockback problem.
Or you could learn to manage your knockback like a big boy. Use Hover to stay above enemies when knocking them back, making it knockdown, or make sure to knock them INTO a controller AoE power's radius, or bounce them against a wall and keep them there for the melee people. You could also use the immobilize power that almost all blasters get at level 1 to keep the enemy from being knocked back at all, and make sure to focus on one enemy at a time that no one else is aiming at so that you don't accidentally knock an enemy away from a player who is trying to kill it. It really doesn't take much thinking to figure out.
Honestly, I don't really get a lot of people who actively complain about how I play, even when I know I've just made things harder for someone (usually accidentally). People in this game tend to be pretty understanding about things, unless you're so terrible that you cause numerous team wipes and have an attitude that says "why didn't you chase the enemy I just knocked 50 feet away into that big pile of AVs? You aren't doing your job, buster".
Think about it like this: "If I shoot this bad guy and he's knocked back, how does that effect myself, my target, the enemies around my target, and my team mates?" If the answer is "The enemy will be knocked back into a position where he either makes things harder for my team mates and myself, or easier for itself and the enemies around it." then pick another target. -
I personally wouldn't want to even ask for that set to be implemented. Player outcry would be unbearable, and the set would just end up being bland due to balance issues, which would cause MORE player outcry about how weak it is, followed by a period of popularity due to some newly discovered exploit when combined with another set, which will lead to both of those sets being nerfed, causing MORE more player outcry, which the devs will attempt to silence with a small buff to one set or another to balance, leading it to be looked down upon by some players and embraced by others like any other set.
The whole process takes about, oh, a year and a half to two years? -
DM/WP. You'll have loads of endurance, a heal, solid ST attacks, and great protection from your enemy attacks (I think PB attacks are , including mez. Also, DM attacks give a ToHit debuff, so he'll have an even harder time hitting you. Make sure to included Energy defense IO bonuses in your build, since its attacks are all either Energy or Smashing/Energy. Pick up Touch of Fear and slot it for either fear or ToHit debuff, then spam it while smashing him with your DM attacks.
I'm guessing that he's a Human/Dwarf biform instead of a full Dwarf form, since Dwarf form can be slotted to the gills and still have enough room leftover to load the human form with some nice power. He'll have a a good amount of durability and a couple of hard attacks in dwarf form, but Human form will likely have more damaging attacks (Like Photon Seekers and Incandescent Strike) as well as more self heals, Conserve Energy, Light Form, a self-rez, and a self-Intangible. Make it an Arena match instead of a PvP Zone so that he can't run away as easily. Make sure not to skip a travel power, since he'll be able to fly and teleport. -
I'd go for /Ice Manipulation with Fire Mastery. Dual Pistols is a cool-looking set, so keeping enemies at range while blasting away seems like a better combination that would better fit your concept, especially since you would gain access to Melt Armor in later levels, which helps a lot in weakening bosses and other strong enemies. Also, I think that the combination would look more "Infernal" than the other way around, with Fire popping out of the ground to knock enemies into the air, wrap around you like armor, and bring you back with a big explosion and a show of fiery wings after you've been knocked out, while ice pools at your feet, your touch can encase a person in a block of ice, and you summon up freezing winds on command.
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*points to Atheism's Sig and says nothing*
I'd say that any two VEAT combos would be just fine, but they're a rough ride until you get their specialization compared to some other character builds. The following descriptions aver very bare-bones and may be ridiculed at your liesure:
Crabs offer good resistance and great AoE damage, along with a large number of pets.
Bane Spiders are scrappy stealth melee characters who use mace attacks with added toxic damage, along with powers like Surveillance to weaken enemies.
Night Widows have solid defense, stealth, claws attacks with added toxic damage, and a couple of ranged psychic attacks.
Fortunatas have ranged psychic attacks, stealth, solid defense, and good control. -
I'm making a log of my experience playing a WM/EA brute, mostly to make me ensure that I get it past level 20 and into Stamina-land. Now that I'm there, I find it a lot of fun. I WANT to get the next power for this character so that it plugs a hole somewhere in the build, and then I WANT the next one, and the next!
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Quote:^ And Konsultant also dueled a malevactor'd down lv 36 Gravity/Elec dom named Myzrahi who wiped the floor with him. He was NICE about it, though. Had trouble chasing him and getting WM's hits to connect, wheras his holds and electric attacks had no trouble wearing Konsultant down.You going to tell them about your dom duel too?!
Lol this is Myzrahi :P
Entry 5:
Joined an excellent PUG with rotating team members. The basic team roster sort of stayed the same: 3 dominators, 2 brutes, 2 Corrupters, and a bots mastermind. One Corrupter who stayed on for most of the time was a Fire/Kin, and while she stayed back most of the time so that Konsultant didn't get a lot of benefit from Siphon Power, she was very timely about Speed Boost buffs, which always makes melee characters a lot more fun. She was also great in the healing and attacking department.
Konsultant stayed on that team for probably 2 hours or so before it disbanded, and got 3 levels. I picked Energy Cloak at level 22, both because it offers added defense and because I thought that Konsultant's endurance bar wouldn't be able to easily handle Whirling Mace yet. After grabbing most of my SOs, though, I think that I underestimated their effect on the endurance bar, and could have picked Whirling Mace.
That being said, Energy Cloak adds some unique advantages, aside from the added 5% defense to everything. It seems to lower the amount of threat Konsultant gets (but it's actually adding in a calculation that runs a check against enemy perception, I know), so I have more control over the number of enemies Konsultant fights with at one time. When there are two mobs close together, Konsultant can use his Inherent power to pull one or two enemies away and take care of them where the other mob can't hop in and make things more difficult.
Overall, I'm really enjoying this character right now, both on teams and solo. Konsultant spent two hours holding his own next to a SS/WP brute a level higher than him, and I got nothing but compliments (thought that MAY have been because it was a polite and very fast-paced team, which precludes both smack-talk and mostly keeps typing down to the occaisional "Grats!" and "ty!"). The lack of AoE in the build is becoming a sticking point now, though. Clonking people in the head with a spiked baseball bat is fun, but only doing it to one enemy at a time can drag out fights for a melee character.
Starting level: 20
Endling level: 23
Overall fun: 4/5 -
Entry 4, or Ding! Lv 20:
Logged late at night again (11:30pm), so I went solo for most of the evening until my Coalie Typhonus invited me to his team, where I kept on until Konsultant was about a bar from level 20. Typhonus's team was level 12, so the DOs weren't on. Made me realize exactly how much they were helping endurance management.
After hitting level 20, I ran a few missions just to see what the difference was. Stamina always wows me. Even unslotted, it makes a significant change to endurance recovery. With this toon, more endurance means that Konsultant don't have to hold back as much on the heavy attacks, so enemies drop faster. Enemies dropping faster means that they have less time to wallop Konsultant, so his health doesn't drop as fast. More health and quicker recovery make for less downtime, so there's less chance of Fury completely disappearing.
Once I pick up the Martial Arts pack, I'm going to drop a Super Jump from Konsultant's build. I'll miss having it, but losing those two powers will give me enough leeway to add in Aid Self, Weave, and Darkest Night. Jury's out on whether Konsultant will need Aid Self yet, but even if he doesn't doesn't then he can still get Weave much sooner without delaying the acquisition of too many important powers.
Starting level: 19
End level: 20
Powers Acquired: Stamina
Fun level: 5/5 for finally having Stamina