Krytical

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  1. It really isn't that difficult to make inf, all you have to do is set aside 5 minutes of your play time. Set bonuses such as +hp and +dmg (even more so after i15) are well worth the investment for a dominator.
  2. I've dueled Dutchrad several times on my mind/psi, never had a trouble with him. Same with stormies. Mind gets an autohit hold with TK so opponents with -tohit toggles are not a big deal if you know what you're doing. Like someone already said, Shield tanks and elude are the biggest PITA but even then you can hit through their defense reliably with Dominate/Levitate/Mesmerize since those have no positional component.
  3. [ QUOTE ]
    [ QUOTE ]
    I finally got around testing these changes on my doms and all I can say is

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    Ok so, if you were to make just one dom for mainly sirens call, what would the combo be? Mind/ what?

    [/ QUOTE ]

    Mind/Psi
  4. [ QUOTE ]
    The chance for the placate is not worth the loss of a good mez, considering if they are effected by the sleep it messes up your chances to land a hold for the next 15 secs. This is especially true vs squishies, where you'll always get the full duration of the 4 sec hold, vs a pidly 2 sec sleep. (since most good builds take health) The KB more than makes up for this though.

    On a side note grav still takes the cake, what with having access to KB, hold, and dimention shift though when it comes to dueling. Being able to flat out stop Aim BU everytime its up is a thing of beauty.



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    Well I'm not saying you should open up with the sleep, but you can definitely throw in there with the rest of your attack chain. With Confuse and the placate proc going off, your opponent is going to have a hard time targeting you.

    Also, while the cage in Grav is nice, TK is just as awesome.
  5. Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.

    On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.
  6. I finally got around testing these changes on my doms and all I can say is
  7. Lol, looks like someone got the SC pros riled up. Now we just need some input from BB.
  8. In my experience, the lower the level of the zone, the higher the magnitude of retarded players. Now, that's not to say that RV does not have its fair share of downies, but I've seen some folks in BB, and to a lesser extent SC, that most definitely take the cake.
  9. Does anyone know how these changes will apply to PvP tho? I'm updating test as I type so I should have some answers soon, at least for /psi and /elec doms. Has anyone with other dom secondaries tested these changes?
  10. In case you missed it: Link

    Has anyone had a chance to test how these changes will affect doms in PvP?
  11. [ QUOTE ]
    Should I drop the Frozen Armor? to be able to move up Hibernate? Also...panaceas...is that a pvp set? (if so mids doenst have that yet..damnit) also Javelin? pvp set?

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    You don't have to, simply choose Hibernate first and leave Frozen Armor for last. After all, it is a nice place to stick a Kismet or a LoTG.
  12. Here's the stuff that stands out from your build:

    Drop the snipe and pick up Psionic dart, the snipe is mostly useless and without your tier 1 attack you're going to have holes in a sustained attack chain.

    Too many slots in the defense shield and too few slots in hibernate, I'd recommend you to switch them around. Ideally you want to 5 slot both Hiber and Hoarfrost with panaceas, the defense shield won't do much for you.

    Don't bother with the devastation hold proc, if you use Will Dom (which you should since it's your best attack) it will trigger supression so even if the hold procs go through, it most likely won't mez your target. You want your attacks 4 slotted with Devastion (except the proc) and 2 Javelins (including the damage proc, or the Placate proc in the case of Will Dom).
  13. [ QUOTE ]
    Well i would help test it....if my hard drive in my laptop did not fry. LMAO. But that poison ray did break it if i remember correctly..and thats a debuff. hmmm..

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    Yeah but Poisonous Ray does a crapload of damage too. Now stop PLing your post count noobcake.
  14. I'm pretty sure debuffs don't break TK, at least it didn't break after DP.

    edit: also reported. Get bant noob
  15. A rad/sonic/psy defender does have one advantage over corruptors. TK will let you place your debuff toggles with impunity (or buy you some time to heal), and dominate is nice. It's probably not enough to make up for Sourge + Shark + Hiber, but it's not completely gimp either.
  16. [ QUOTE ]
    Most people that play scrappers have Downs...but yea..what krytical said...i have been told, that fire does more dmg then Broadsword...and what ever you do, don't take spines. When i'm in zone, the only thing about spines that annoy's me is that the DOT keeps me out of hide..and thats about it...the dmg is pretty bad. So go either Fire or Broad and you will be fine. On a side note...fire might be better in zone because the fact that the DOT will keep stalkers out of hide longer for the blasters to kill them. O yea if you go regen make sure you get confront...-75 range is sexy..and it stacks. Just be smart and know when to use it. It will get you killed if you don't use it correctly.

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    I agree with you about Fire, however, I think MA is better than Broadsword, Eagle Claw hits slightly harder than Headsplitter, and it has a 100% chance of a 2.4 secs stun. Throw 2 dmg/mez HOs in there and you're looking at a 4 secs stun, this will allow you to easily catch up for a follow up, especially against squishies that have no stun resistance. Not to mention toggle dropping, which is something Fire and BS scrappers don't have access to.
  17. [ QUOTE ]

    As far as fight club many consider fire/regen to be the most dangerous all-around scrapper. Amazingly I have seen fire melee cut through things with capped fire resist...like my scrapper/brute.

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    That's because, thanks to DR, your Fire resistance is not even close to capped in PvP.

    As far as this topic goes: Fire/Spines/MA/BS will all do decently in zones paired with Regen.
  18. 1. Respecs
    2. Respecs
    3. Respecs

    Being able to move your IOs from character to character without having to pay the ridiculous amounts of inf for respec recipes is awesome.
  19. [ QUOTE ]
    If you're a zone Therm, teams will love you for taking your heals and shields. I can't tell you how many times I've been in RV teamed with like 2 or 3 other Therms and none have their buffs or heals.

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    Can you blame them? The shields on squishies with PvP resistances will be DR'ed down to ~5 to 10% (depending on whether their Epic shield is resistance or defense), which is definitely not worth the two power picks, let alone the hassle of having to re-apply them to a full team with travel suppression. Melee characters get slightly more bang out of the shields (especially if they're defense based) but I still wouldn't bother taking them for zone PvP unless I was going for full support character. Heals and Forge are still useful though.
  20. Krytical

    New PVP zone

    If the other option is fighting people with capped resistances, sign me up for the DR camp.
  21. They were pretty close in i13. Now though, Sonic > Rad. For those arguing that Sonic is slow, the animation times for both powersets are nearly identical, the only difference is that Shout animates .5 secs slower than Cosmic Burst, good thing Shout is not the reason to go Sonic.
  22. Storm/Dark
    Cold/Dark
    Fire/Cold

    Those three are your best bets. Make sure you grab Power Mastery with the defenders.
  23. Krytical

    I15 changes

    [ QUOTE ]
    Im pretty sure that KB and KB protection both get DRed at the same rate. Testing is in order though.

    [/ QUOTE ]

    I'm pretty sure of this as well.

    While I like the idea of no heal decay and removing global resistances, I'm not sure I like that they're doing it by adding more and more checkboxes. As if only two options didn't create enough controversy.
  24. If you think the hero heavy hold is bad, you obviously haven't been hit by a Tarantula/Mu stun. At least there can only be a maximum of 3 heavies in the zone at any time, NPCs are pretty everywhere. They could do away with all the NPCs for all I care, it's not like they serve a purpose other than to make the experience of those few who still PvP even more unpleasant.
  25. [ QUOTE ]
    qr

    the proposed dom changes will likely have NO impact on pvp (well no positive impact) because the damage attacks do is almost entirely based on cast time (which is likely not changing).

    The recharge and pve base damage modifiers seems to play almost no role in determining pvp damage.

    *IF the base damage gets the domination buff factored into them for pvp that would be pretty insane for doms, though not necessarily unwelcome.

    I much more likely expect the damage boost of domination to be stripped and NOTHING done to the attacks for at least a couple issues. but that is just the realist in my talking.

    [/ QUOTE ]

    Some AT damage modifiers do actually play a role. This is why blasters do more damage than corruptors/dominators and why scrappers do more damage than tankers/brutes with similar attacks. If they remove the damage bonus from domination it would only make sense for them to increase the damage modifier of doms in PvP.