-
Posts
86 -
Joined
-
LOL Why is Plant/kin talked about?, When I clearly asked about plant/psi Dom Vs. Plant/poison troller.
Stay on topic humans. -
Quote:I'm at work now so I cant view your build nor post mine, and as good as Invul is, it doesnt have a damage aura like elec. So when it comes down to the farming aspec I think its better. Invul has a ton of s/l resist but thats about it. If I remember correctly I have 36% defense to smashing lethal. Alot of people gimp the crap out of their build pushing for 45% but its not really worth it. I rather pop a purple if needed for the few situations I need more defense than gimp myself in every situation just for 9% of defense. If I wanted to spend 2 billion to get that other +3 defense proc that isnt steadfast (I forget the name) I could have 39%.sounds good, however, with invul, you can really cram alot of defense into it, it would be suprising if you can do that on elec, im interested in this build of yours
I dont think Elec gets its props since its buff...Is it Invul or Willpower? no but it outshines those 2 in certain aspects of content and I really dont think it gets it just do for that. -
KM elec is suprisingly good. It does TONS of damage and can basically do alot of things that Invul/Stone/Willpower can do. Farm, tank Tf's, trials. The combo is pretty complete, the only hole is knockback and I rarely jump or get caught in the air at all so thats not even that bad. Get yourself ION judgement, elemental lore, rebirth destiny and reactive interface and your set. I understand SS is the prime primary and fire not too far behind and theres some false consensus that KM sucks for Brutes and I just have to disagree with that.
I would like to see a boost in 'Burst's' damage however, but overall KM/Elec is very good. I can post my build later if anyone is interested. -
I cant comment on how Mind/TM would work out....doesnt seem to have much synergy appearance wise. As was stated however Grav/TM seems like it have alot of synergy. I'm sure you dont want a grav toon...dont think anyone does lol but hey its something to think about.
Mind may SOUND dominator esq but I'm sure its nothing like it, mind doesnt even have powers which force you to be or benefit from being in melee range. -
-
-
Now obviously most of us dont know how plant/poison will work out. I'm sure you have an idea though, And unless they have a gag order on beta someone can come in and comment. Basically either one will do but I'm looking at who will do the most damage. I know doms do more damage than controllers, HOWEVER poison is a wicked debuff set that may put it on par with the Dom or even surpass it....thoughts?
-
Now obviously most of us dont know how plant/poison will work out. I'm sure you have an idea though, And unless they have a gag order on beta someone can come in and comment. Basically either one will do but I'm looking at who will do the most damage. I know doms do more damage than controllers, HOWEVER poison is a wicked debuff set that may put it on par with the Dom or even surpass it....thoughts?
-
Poison needs to hurry up because I'm torn between a plant/psi dom and a plant/poison troller, and if it doesnt drop within the next two weeks the dom will win out. I need something to take benefit of double xp weekend. Honestly I'm all in favor of them dropping i21 on double xp weekend, :-). With */poison though I dunno, I just loathe being held and Venmous gas looks like you'll be detoggled constantly in high end content. If your rolling elec or fire with it good luck, you cant mez EVERYTHING. I guess thats why breakfrees exist, but malta and longbow on a squishy has always been a pain.
-
For instance Burst in KM...basically ready to IO out my KM/Elec/Fire was just wondering can burst "eventually" hit rage powered footstomp numbers...not double raged footstomp. I understand the base is lower hower, does anyone think with power siphon perma it would be an effective tool for farming, "kind of" like footstomp is? I expect no but it doesnt hurt to ask lol.
-
So whats optimal slotting for most attacks 3 hami's and 3 procs then?, I should forget trying to obtain bonus's via sets in my attacks? How much is the +damage benefit from the bonus's significant or not?
-
I posted this in the pvp section and got about 30 views with no responses....>:-(
I'm alittle puzzled as what to build for. It was my understanding that you build for +dam acc and recharge. That's fine that I understand, however it's come to my attention that people also recommend proc'ting the heck out of their attacks, especially the main hitters like AS and Thunderstrike. My question for that is, if you do that obviously your +damage percentage drops, so is the damage bonus's from IO's significant or if I proc'd my attacks will I barely even notice?. I saw somebodying saying the most damage you probably get is +10 damage points from your attacks so its not worth it as much as people think. My build has about 23% damage bonus. What say you? -
I'm alittle puzzled as what to build for. It was my understanding that you build for +dam acc and recharge. That's fine that I understand, however it's come to my attention that people also recommend proc'ting the heck out of their attacks, especially the main hitters like AS and Thunderstrike. My question for that is, if you do that obviously your +damage percentage drops, so is the damage bonus's from IO's significant or if I proc'd my attacks will I barely even notice?. I saw somebodying saying the most damage you probably get is +10 damage points from your attacks so its not worth it as much as people think. My build has about 23% damage bonus. What say you?
-
Quote:Doubt thats the best route, however I dont think anyone can say for sure until you post up a potential build.After playing around on mids with both combos it seems that either one I choose is going to be a bit of a challenge. Seems I just don't have enough slots to place, so many powers from both sets could use several slots each. Which leads me to think this might be the best way to go
Instead of trying to build for any certain type of bonuses I'm leading towards trying to frankelslotting most of the powers. With that it seems I'll get the best outcome for the majority of my powers then trying to build for any certain type of bonuses. From all of you that have made these slot hog combos, does this sound like the best and maybe really the only way to go? Even frankenslotting I still feel as though I'm cutting some powers short of enhancment, and unable to use as many procs as I would like.
With the incarnate abilities, maybe that'll be able to help me out a bit, would it be a good idea to cut only 1 certain type of enhancement short on my powers and go that route on my incarnate ability to make up for that?
If anyone has some more helpful info on the best ways to slot for such demanding powers it would be appreciated. -
I just figured since cold has no tohit debuff it would fill that hole so cold debuffs everything across the board, but apparently from the folks on the forum and people I've asked in my SG reactive is just that good. Also I though it would be good against AV's if you didnt bother to cap yourself for that rare chance the AV has it's sights on you. Right now I'm still building my Ill/cold(which is expensive btw) and Phantom army isnt perma as of yet....It took me like 30 mins to beat a GM on monster island without them perma and I'm sure if they were I could possibly cut that time in half.
-
If anybody has strong feelings against hot feet, besides its endurance usage they better stop trolling. Mudpots has little benefit to you when you already have Hotfeet. Get Hotfeet, slot Hotfeet, Love Hotfeet and forget mud"flop" never existed.
-
Quote:You like to stay at range but choose elec as your secondary? lol. Anywho charged brawl is pretty decent, whereas thunderous strike will more than likely get you killed and doesnt do enough damage on a dom to warrant the longish animation, on stalker and scrapper, even brutes its fine but on doms (wags finger).I'm trying do decide which powers are skippable. Obviously, Entangle can be skipped. Spirit Tree is optional, but could be taken for a nice Regen boost. Spore Burst is not that useful on teams, but makes good back-up control when solo.
Where I'm having some questions is on the Assault side. Dominator damage sets are a combination of blasts and melee attacks. On the electric side, is Charged Brawl worth taking? I tend to try to stay more at range, but will run in if a foe is held or confused. In the low levels, I'm missing an extra attack and having to fill in with my Vet attacks. In upper levels, is there a need for Charged Brawl?
As I said in the first post, I like Voltaic Sentinel on my Defenders -- I find it to be efficient to pre-cast a pet, and have that pet doing damage while I'm otherwise busy. Build Up and Thunderous Strike seem like obvious takes. How is the cone? -
For those that dont know it's supposed to add a tohit debuff proc to each attack, and I've looked and see although cold does great things tohit debuff isnt one of them (maybe i'm wrong? checked while half asleep).
It also can debuff regen which is also a plus, was just trying to figure out is this worth getting over the other choices like Gravitic, Paralytic, Reactive. What say you? -
Eh, guess you all are right, to me ice still is the best overall(matter of opinion I guess), but I can definately see the benefit of earth on a melee oriented troller.
-
Quote:LOL your not suggesting one is better but you just clearly stated rock armor has better defense, earth embrace is better than hibernate and in so little words saying fissure is better than frost breath and icestorm. So as a whole and in so little words you just stated one WAS better than the other. My only rebuttal to that is earth's numbers maybe better because its overall alot risker than ice, fissure and sesmic smash is it? you need to take your low hp having self into melee, obviously your mez's make it safer, but thats not always 100% a certanity. Hibernate and earth embrace is a wash HP healer+Hp cap vs. HP+end gainer but roots you, but with plant or fire/storm who cares if your rooted for 30 secs you have plenty of pets and psuedo pets to do the damage for you. Capping you def to me I believe has always been personal preference however I do believe your a melee oriented squishy it's something you should have. Sure you make yourself weak in some areas but that can be made up by other things outside of set bonus's, accolades, incarnate etc.Hmm, lets look at the numbers, shall we?
Fissure is an AoE with 16 Targets max doing about 55 damage (with containment, at level 50, base damage with no enhancement), that recharges in 20 seconds (before any enhancement) and appears to have a 50% chance for Stun.
Frost Breath is a cone with 10 targets max doing about 85 damage (same conditions) that recharges in 32 seconds with some slow and -Recharge.
Ice Storm is harder to quantify the damage since it is a rain power, but it has a long recharge of 120 seconds.
To larger groups, Fissure is going to do more damage when you factor in the fast recharge. Plus the Stun is more valuable than Slow and -Recharge, especially if you have other stuns for stacking.
Frozen Armor provides 13.5% base S/L defense, while Rock Armor provides 14.4% base S/L defense. Rock Armor has better base defense.
Seismic Smash is a huge base damage of 159 (with Containment, no enhancement), including a Mag 4 Hold. (I think I recall that the hold was reduced to Mag 3, but City of Data still lists it as Mag 4.) Recharge is 28 seconds. I think of this as my "Boss Holder/Killer" since it stacks with my Single target Hold or an AoE Hold. Ice Blast, while Ice Blast does about 60 damage (with Containment, no enhancement) and a fast 8 second recharge. Which is better? Depends what you need. If you want to control bosses from melee, I'd say that Seismic Smash is better.
Hibernate takes you out of the Action while you wait for your health and/or endurance to recover. Earth's Embrace does not, and boosts your HP as well as providing a heal. If you don't have endurance issues, then Earth's Embrace is better.
I'm not suggesting that one is "better" than the other. Each one has its uses. But I don't think you can say Ice is clearly better than Stone Mastery.
Like Mental Maden, none of my Controllers are Softcapped. You have to make certain sacrifices to get there, and I would rather take control powers that will benefit the team over powers that protect me alone (like the Fighting Pool). I will often take the APP armor (but not always), and I may try to add in a few defense bonuses, but I very rarely take "mule" powers. Sure, I may faceplant once in a while . . . no biggie since debt is almost insignificant. But I feel that the overall benefit to more control powers is better for the team . . . and is a bit more of a challenge.
Funny enough outside of the poo armor earth mastery has I actually like it, but I just dont think it's as good as ice or relatively close. -
Quote:How is it not?...It gives you more versatility then any other app....ST blast? check....ranged aoe? check? short ranged cone? check? def shield? check...way to recover health and endurance? check.I don't agree that "ice is just overall superior." It depends on your playstyle. Earth has a fast-recharging short-range AoE with stun. Earth's Seismic Smash does a bunch of damage AND hold, making it easier to hold bosses. Plus a great heal/HP boost and an ugly but good S/L defense armor. If you have a character who spends most of his or her time in melee, Earth is a great choice.
(I tend to go with Earth APP on my */Kin characters. Fulcrum Shifted Fissure and Seismic Smash are pretty impressive. It can also work well with Fire, Elec or Ice control characters, who can have melee auras.)
I also feel that "being softcapped" is not necessary. If you have effective AoE control, they can's shoot at you. You have to make some sacrifices to get there, and sometimes those sacrifices are just not worth it.
Heck the only thing it doesnt offer is mez protection. You say not being soft capped isnt necessary but as a melee orientated troller, without mez protection I deem that one of your top priorities. You cant always depend on your aoe mez's to hit every single npc. All it takes is for you to miss one npc with mez capabilities, and unless you have a break free you'll be standing in the mob like :-(, just waiting for your mez on the npc's to wear off before they demolish you. That's just me. -
Quote:If your def is softcapped, I fail to see how picking earth for the heal is justified when you can go ice, get a ST blast, icestorm to go with freezing rain and if things are truely that bad, hibernate to make up for a lack of a heal.I'll disagree here, Lord. Mine is earth and the end is really no worse (it's pretty bad already). A fire/storm is an aoe specialist for one and you also forget seismic smash (youre in melee most of the time anyway). I went earth primarily for Earth's Embrace as a self heal power as medicine was out of the question due to tightness of build.......that was pre inherent fitness and its much more possible now.
Heck I'd love to go earth on alot of my melee trollers for fissure alone, but ice is just overall superior. -
It affects hasten....which inturn affects Dom...but since dom cannont be slotted it doesnt "directly" affect it, but it does indirectly via hasten.
-
For APP's the only logical one for fire/storm is ice....because if you go earth, your end will be doomed. Fire/storm already has end issues on its own and your giving it even more with going earth, plus your ST chain suffers because stone doesnt have a ST blast.
Plant/storm however, You could choose whatever but fire or ice is ideal. Psy isnt bad either for the mez protection.