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Posts
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Joined
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Quote:Welcome!Hello!
I've been playing CoH for a long time, but I've never played one of what I would call the "crowd control" AT's: Controllers and Dominators. But recently I started a Mind/Fire and I'm really enjoying the character quite a bit. I've been ultra conservative though, and I've been running missions at pretty low difficulty up to level 42. I can tackle a 3 mob spawn pretty well by now of course, but every time I try to take myself out of that comfort zone I get beat down. I have questions, most are probably pretty basic to Dominator vets, but I'd appreciate any help I can get.Out of all the MMOs I've played, CoH is the only one that keeps calling me back, and Krya, my Mind/Thorn Dom is the reason. I love this AT and the Mind primary, because it's a fairly unique experience in MMOs I think. There's some tough spots though, so I'll tell you how I dealt with them leveling up.
Quote:Currently I'm level 42, with Fireball out of the APP. I have some IO slotting, and hope to do a couple purple sets (which I've never done on any other character), but I'm not sure I'll have the cash when I get to 50. I've got the cash to do some good IO stuff though, I can post my build (though it might be embarassing) if people think it would help. It's easier to tell what's wrong (if there is something wrong build wise) if you post a build chunk. But for basic advice at your level: 6 slot Dominate and Confuse 2Acc 3Hold/Conf 1Rech: slot Mez 2Acc: slot your AoE controls 2Acc 2Control 2Rech, and if you solo, get Mass Hypnosis!
With Mez, Lev, Dom, Con, MH, TD, and MC you should have more than enough tools to deal with most things.
Onto the questions!
Quote:- How do you handle a mob that can't be held/confused in one shot, or even two it seems? I know about the stacking, but confuse especially never seems to stack the way I think it should. Domination raises the mag, is that correct (I looked at Domination in the game and I didn't see anything talking about raised mag)? How much? I got into it with Silent Blade and she killed me over and over.
-Some Nemesis have Hold and/or sleep resistance. Hit them with confuse and then stack holds on them if you want to.
-Cimerorans have shield that protect from everything except fear, BUT they won't turn them on until you aggro them. MH the spawn and then hold them.
-Longbow Bosses run Leadership. The trick is to sleep the Officer/Warden with Mez (sleep hole) which will suppress their aura.
Quote:- How do you handle large groups of mobs? I have Total Domination, Mass Hypno, Terrorize, and Mass Confuse, but I always seem to have a horrible time when I get larger numbers of mobs. One or two get missed and then as I'm dealing with them I have that timer in my head shrieking that all the others are about to wake up and whack me. This could be a panic issue as much as anything else. A perhaps extreme example is the "Gunslinger Action Figure" tip mission with all its ambushes. I love that mission on most of my other characters but it just eats this character up!
For Ambushes,either select a corner to hide behind or run towards the ambush with Mez queued on the leader. Once the rest get close enough to the slept leader, drop MH! Drop TD on the next group if more come while you are fighting the first set. Drop MC on the last group once they get close enough to confuse all three ambushes!Help melt them or start cycling confuse through them all and watch the fun.
Quote:- I'm assuming that when you get to perma-dom (and I'd like to) you run with Hasten on auto-fire and manually fire Domination? Any tricks to that? If you are tight enough that missing either would kill your domination, I would swap the auto around so that it's on the next one due to fire.
Quote:- I have trouble when I'm not the aggressor, again like with ambushes or unexpected things. Where I don't get to initiate and set things up the way I want. Any thoughts? On my other characters, mostly melee, it's probable that I just smash my way through. Of course now a days you could just build an S/L cap dom... but that's no fun! (IMO!) I like playing on that razor's edge between absolute safety and complete failure.
Quote:This is a new playstyle for me. I do have multiple 50's of all flavors except Controller, Defender, and Dominator. I'm really enjoying this character, despite the issues, and that makes me think that if I can get past some of these issues this could be a memorable character for me.
I have issues staying interested in anything BUT Controllers, Dominators and Defenders.I love that aspect of this game because it's so far past what other games allow you to have in those areas. I hope you keep finding reasons to play your Dom!
Thanks![/QUOTE] -
When I run my 50 kin/sonic on a team it goes like this:
1: Tank runs in
2: I run in and-
a:Transfusion (if needed)
b:Fulcrum Shift
c:Power Siphon (maybe)
d:Transference
e:back up and Howl (unless unneeded)
f:Speed Boost down the list (if it's time)
If you aren't in range at that point then where were you for Fulcrum Shift and Transference? Did you leave that fast, really?
If you miss SB you will wait until next time unless there's a really good reason. -
I wonder if the +recharge will affect powers that can't be slotted (domination).
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Quote:The problem isn't that they could win, it's that they could be taken to court at all. After shelling out $50,000.00 or so to not pay millions, they "win the lawsuit". Or they could simply not allow Arthur and not potentially pay the 50 grand to let you play your character with that name.But seeing as how you can't make your henchmen look anything like either one of those Arthurs it shouldn't be banned.
I can understand not being able to name yourself Arthur, because then you'd be able to emulate one of them. We even have the rabbit ears now.
But seeing as how you'd either have;
A common gang banger type.... named Arthur.
An undead corpse..... named Arthur
A generic robot..... or
A soldier of fortune or just a random Ninja.
It shouldn't be an issue.
No judge in this country would look at one of our zombies, see his name as Arthur and award PBS a settlement.
It's ludacris.
Oh wait, we are talking about the American justice system aren't we?
Nevermind. (Sigh)
And I agree that normal names that a person in real life shouldn't be grounds for a lawsuit. Humans make me sad sometimes. -
I wonder what this bug does to the people who we all keep logging in as? :O
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Depends again on level. At 6 this is true, but with the new damage buff you can kill even an EB outside of domination if you have a strong slotted hold, you just have to remember to reapply your hold as often as possible.
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Bosses aren't immune to Hold either, you simply need to stack 2 holds on them at the same time. At level 6 this is pretty tough due to the low duration and lack of slotting at that level. EBs require 3 staked holds assuming they aren't scaled down AV's. Domination cuts this in half of course.
At high level, if it doesn't have PToD, it's a statue. Period. -
Title says it all I suppose. Every other terror power in the game supplies -ToHit, including both of Phantasm's terror effects. Why is Terrify from Mind the odd one out? Am I missing some obscure balance point?
I have 6 slotted Terrify on my Mind/Thorn Dom and I have been wondering why I bother with it. In team settings it provides about the same control as Mass Hypnosis, which I can at least leverage in the RSF. Solo Mass Hypnosis is actually superior to Terrify because it can stack on Mesmerize and is Targetted AoE and does not alert.
I mean, is Terrify anything more then a backup sleep with mediocre damage attached to it? -
With the upcoming power recoloring, you could go with Fire/Rad. The only 'team buff' in that is an AoE that also buffs you and your imps. Just make a macro telling people you will be casting AM in X seconds and then cast it at that time whether they manage to get there or not. If they can't get to your location in a reasonable time after you tell them AM is coming, they don't want the buff anyway.
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So it works as I thought it did. Terrify is another solo power like Mass Hypnosis basically: it allows you to control groups of enemies that you aren't currently attacking and that's it. It looks like you are controlling the enemies, but if you are AoE attacking 'controlled' spawns you are actually controlling nothing with Terrify. And since Terrify has no ToHit Debuff, it is nothing more than a low damage AoE on a massive recharge in a standard large team situation.
If you have an extreme recharge build like a perma dom, you can get every other spawn control just like other sets get with a couple recharge IOs., except you get no form of AoE immobilize to aid the team in containing the group for AoE mowdown when TD and MC are down.
I love my Mind/Thorn Dom when it's time to do TFs like the RSF, kill AVs or solo Ouroboros, but it isn't worth my time to run group mishes in AE or newspaper because I don't provide the basic control needs for that situation as well as any other choice of dom. No Immobilize, and spawn control that is about the same as any random level 32 dom of any other primary: and she's only ~40% recharge away from hasten-free permadom, otherwise she wouldn't even provide that much. -
Quote:That was how I understood the power as well.Terrify prevents enemies from acting UNTIL they've been HIT.
So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them. -
Quote:Can anyone confirm this and provide solid numbers if it's true?As I understand, Fear powers also seem to only allow the target to react once every X seconds. Not sure if it's 5 or 10. So if you hit a spawn with MH, then Terrify, you get Contained damage, and lower the spawn's rate of activity down to one power every X seconds. That's pretty strong control, considering that even such nice powers as Earthquake will allow a mob to take a shot once every 5 seconds, most times. It's not total lockdown, but it's pretty good damage mitigation, also prevents mobs from moving around since that's an "activity", and it's easily made perma while doing damage.
Definitely a good power. Not a total lockdown or a hard lockdown power, but a good control power that reduces return fire (other than the alpha) by a LOT, and prevents mobs from moving around. -
Well, I dunno if they need to nerf SoC, but I wouldn't complain if they changed the numbers on MC to match Seeds.
>.>
<.<
What? -
Thanks for the links, those were exactly what I was looking for. So what would an EB's resist be?
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I have looked and looked but I can't find a chart here or on Paragon Wiki that shows how debuffs scale based on target level. Does anyone have this information or a link to it? Thanks!
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Quote:Yeah after I posted I read through all the info and discovered that Defense affects the ToHit portion of the equation. Thanks thoughShort answer: no, because you apply Defense before multiplying by Accuracy, and +45 Def is all you need to get the pre-multiplied value as low as it'll go.
Long answer: read Arcanaville's Guide to Defense or ParagonWiki. -
Doesn't he need 73% defense to cap vs. +2 bosses?
0.5 base hit chance vs. player
*1.2 for +2 level
*1.3 for bosses
=0.78 adjusted hit chance vs. player
-0.05 hit floor
=0.73 defend-able hit chance -
Quote:Yeah it's always been this way. I usually conf stack until I finally get a moment of Confuse on then and then start holding and confusing until they hold and detoggle. Once their Tactics drop they become normalLongbow commanders have a leadership type of toggle which grants them confuse resistance. This is why it's hard to stack it enough to affect them.
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To take the alpha with Mind you will need to alternate between Total Dom into Terrify and Mass Confuse into Terrify. One combo or the other is up every 60 seconds if you slot to alpha (2Acc/1Control/3Recharge SO -or- 2Acc/2Control/2Rech 50IOs)
If you are on a map with LoS barriers you can also use those, or if you have the room to maneuver and SJ you can jump halfway in, tap back so you are falling away and then hit Terrify as you fall out of range.
It certainly isn't as easy as Ice Slick or Flashfire though. -
On your original topic, I have Stealth and Invis both. Both take LotG so you can leverage them towards perma dom if that is your ultimate goal.
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I have found it useful in the past for squeezing out one more recharge bonus.
Other then that, no. -
Just to add to Eric's comment about accuracy, You can also run your controls with 2acc/2control/2rech and do great. That's what I used to do pre inventions and I never dropped below difficulty 5 unless I was facing an AV. Now I prefer to just stay on difficulty 4.
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[ QUOTE ]
With your putative 5 minions and a lieutenant, I'll use wormhole to port them all next to me, immobilize the lot of them to keep them from wandering too much (and get a couple procs from the stuff I've got slotted in my Crushing Field), then proceed to use the next 25+ seconds to rip apart minions. About halfway through that time period I'll start mixing in my single target hold, so as to get the minions I know will be left under control by the time wormhole breaks.
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Yep. With Mind I use Mass Hypnosis/Terrorize/Mass Confusion/Total Domination to alpha, and lock or kill targets, making sure that anything still alive by the end of the AE control (if there is anything) is ST controlled when the AE wears off. If there's a Boss I Either Hypnotize or Confuse or Domination+AE Control. Grav is different because of the lack of low level controls and some of your high level control coming from your pet (yay AI control decisions?).
On an aside, you must LOATHE Huntsmen.