Machariel

Apprentice
  • Posts

    173
  • Joined

  1. Probably over $100 on points. Still have only spent about half of them >_>

    don't drink and browse the market folks
  2. Quote:
    Originally Posted by Necrotech_Master View Post
    the nictus themselves have mag 500 protection to confuse, however, since they are considered pets of rommy, if you confuse rommy then the pets also become confused
    well there's also the boss/minion/LT essences that spawn which is probably what I'm confusing.

    Quote:
    Originally Posted by JayboH View Post
    I thought I heard that if you have creepers that Nictus spawn LIKE MAD.
    Well if Nictus spawn for every player & player pet nearby...

    And creepers spawn for every enemy nearby...

    you get some pretty fierce proliferation of both groups
  3. Quote:
    Originally Posted by Granite Agent View Post
    Synapse told me (via PMs) he found no change. I think the reported "firing all the time in Roots" is observer error.
    Did you make sure he was testing it out in an AoE power? Because I am 100% positive that it went from "barely proccing" to "stacking up to 3 times when I put Roots on autofire"
  4. Quote:
    Originally Posted by Knight_Marshal View Post
    Would it be worth putting into seeds of confusion?
    Not really since the proc lasts for 10 seconds and I'll be damned if you can get Seeds to recharge quickly enough to stack it. It'll definitely proc every time you cast it, but it's kind of a waste if it only amounts to +20% damage for the first 10 seconds of the fight
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    rommy can be slept, when i solo ITFs i usually perma confuse rommy to kill off his nictus since i usually run with a mind dom

    i dont think you would be able to perma confuse him with seeds of confusion cause its too long rech and the nictus are essentially immune to confuse
    I don't know if they are; I know that when I've done ITFs on my Plant/Fire and I spam Seeds of Confusion on Rommy + nictus ball, the team ends up getting hit by a LOT of Twilight Grasp heals.

    Maybe mag 6 isn't enough to do it, but if you have the contagious confusion proc in the power you can get a lot more magnitude then that if they are all so close together.
  6. I haven't played with it that much but Spore Burst strikes me as the kind of power that is totally functional - it does what an AoE sleep is expected to do.

    I would imagine that its relative unpopularity in the set is due to the fact that Plant has Seeds of Confusion.

    As mentioned above Plant's only real functional issue is that it has a pretty long casting time on its ST hold and AoE hold, which I feel is a more than appropriate drawback for the set. Some sets control large groups by cycling their ST hold onto as many targets as possible; Plant has no need of such things.
  7. I (jokingly) yell at people if they revive themselves too quickly so that I can't vengeance them.

    Reading this thread though it occurs to me that I should make a macro to target a defeated ally and hit vengeance though, since targeting through the team window takes slightly too long.
  8. Quote:
    Originally Posted by JayboH View Post
    I dunno - typically I end up spamming my st hold far more often than my cone immobilizes. I guess it makes no difference where you put it as long as you are using it all the time.
    I believe this is the case as well - the issue is that some characters don't have any ST powers with a control element that they're using every time it's up. Plant Control, with its relatively long animating ST hold and access to Seeds of Confusion, certainly fits that bill.
  9. I didn't see anything about it in the patch notes, but I ran a bunch of tips today on my Plant/Fire/Fire. She has the superior ATO proc slotted into Roots.

    I noticed that the proc went off very nearly every time she cast it, no matter how many enemies were being targeted. Can anyone else verify? It looks like they might have fixed it so that it goes off in AoE powers as often as it does in ST powers as it couldn't (and still can't) proc more than once per cast anyway.

    If so, I'm pretty happy with it.
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    since you still have hasten make sure that its toggled off so you can see your rech without it, relying on hasten for perma dom is not very reliable
    It actually is. I had a build with about 95% recharge without Hasten and it had about 8-10 seconds of downtime on Domination, without having hasten up all the time.

    It's only unreliable if hasten+other recharge bonuses get you permadom by only a small margin.
  11. Quote:
    Originally Posted by CriticalCharge View Post
    I was thinking about rolling this combo [Plant/Fire/Fire] next after I've dinged 50 on the first two, because it does sound fun.
    It's a good candidate for doing last...

    I know after playing mine, I have no interest in rolling any other dominator ever again. It's that strong.
  12. Personally, I love Windfalls. I recognize that the drop rate of purples is so low that boosting it by 50% is not an immediately visible change (in fact I wonder how many test runs you would have to perform to get statistically significant evidence verifying its effect on purples), but for what it's worth I've gotten more purples than usual recently while under the effects of windfall.

    The higher drop rate of good inspirations helps too because it helps me burn through enemies even faster, further reinforcing the increased reward rate. Suddenly, I can go through a mission with 2-3 medium/large reds active nearly all the time.

    I wouldn't buy them outright, but since I freely admit that I am a sucker for super packs, I'm glad I have like... 40 of them.

    I would probably be very disappointed with them if I didn't constantly play at x8 on a character with at least decent AoE DPS. However since my main is a plant/fire/fire dominator, I'm pretty pleased.
  13. Quote:
    Originally Posted by MisterD View Post
    Dress it up how you like Hopeling..its still a dumb place to slot it. Your ST Hold is what you will be leading with most fights..giving maximum benefit from the +dam.
    Even with a low rech on the hold, you WILL be using it more then Smash, and its going off nearly every time.
    Not to mention..in the ST, that means you are getting that sexy set of bonuses from lvl 10 onwards.
    Unless, you know, you're playing a set with a strong AoE control, where most fights you don't end up casting your ST hold more than once or twice, if at all.

    (Hi, Plant!)
  14. Machariel

    Permadom

    Quote:
    Originally Posted by Blue_Centurion View Post
    But I wanted the option of more range or more damage in my alpha preferably more range.
    Go Intuition Radial, get both!

    I would also never give up Hasten on a dominator even if I didn't need it to be permadom. In fact if you have enough recharge for permadom without hasten you also have permadom with hasten, and I can't imagine anybody skipping what is basically an autopower that gives +70% recharge.
  15. Quote:
    Originally Posted by FlashToo View Post
    You know what would make this all better? If the unopened packs were tradable. I would spend inf on this, if not real money... but if I spent inf on it, that means SOMEONE spent real money on it, so there's no loss of profit.

    It worked for EVE.
    brofist o/ \o

    I do wonder how the substantial differences between EVE's ingame economy and CoH's would affect that, though. It's an interesting question.
  16. So I'm told there's some way to convert one AT IO into another... did I hear wrong?
  17. I continue to advocate for Intuition Radial:

    1) More damage is always good
    2) Increased duration on Holds + Confuse is good
    3) More range is extremely good because so few sets have a range bonus and it lets you kite groups better and adds significant area to cones
  18. Quote:
    Originally Posted by PowerLeveler View Post
    Point. I mean, AV fights, particularly those with ambushes, are pretty niche since they so rarely happen in this game. Unless, of course, you count every single strike force and trial in the game. But who even bothers with those anymore, anyway?
    Your sarcasm is not appreciated.

    My point is that there are so very few situations in normal gameplay where dimension shift is even useful in any way, let alone cases where it might be necessary, since you can simply kill the spawn instead. 99% of the time I think it will still only serve to unnecessarily slow down fights.
  19. Quote:
    Originally Posted by PowerLeveler View Post
    Oh I dunno. If we're just looking at endgame, then a lot of those iTrials have really nasty AVs who are completely immune to phase effects but like to surround themselves with ambushes of entirely phaseable bosses. I can see new dimension shift being incredibly handy there, and that's just the endgame.

    Even when leveling up, a lot of AVs like dropping ambushes on you, especially redside. Renault and Ice Mistrial both have ambushes that can mess things up while you're beating on the AV. There's also the computer fight during the ITF that usually isn't a thing but every now and then just turns horrible, or all the ambushes during the last fight of the ITF, whereupon a dimension shift patch around Rommy, especially if it catches all the spawned nictii, would be really handy. Blueside, Recluse likes summoning bosses as you're whittling him down, dimension shift would knock all those jerks out of the fight, and so on and et cetera.

    EDIT: oh and "split a spawn in half?" Dimension shift is changing to a targeted phase 'patch.' Anything entering it gets phased and immobilized. And it'll be autohit now, so no more trying to pick out the one guy shooting at you.
    I can't imagine any situation in gameplay where you would want to phase an entire spawn, so the only use I can think of would be to phase half a spawn, kill the other half, and end the phase.

    I guess there are a few incredibly niche uses where the power might be useful..
  20. Quote:
    Originally Posted by TheNameless101 View Post
    thanks this is also pretty useful for my grav/energy dom...should i wait for issue 22 to respec cuz there's gonna be some stuff change. for instance, dimensional shift will finally be a bit useful
    In what way is a power that lets you split a spawn in half useful, in a game where you could simply half your difficulty?
    Dimension shift is still going to be totally useless as far as I can tell.
  21. Gravity Control. The changes on Beta amount to barely anything but a fix to Wormhole (and it STILL suffers from a long activation time), since impact sucks, dimension shift will still suck, and Dominators still end up with a set saying "hey look at my single target damage!" while they have their whole secondary for that.
  22. I wouldn't say "most viable", that's just what I thought would end up being most useful considering your powers and (predicted) playstyle.

    The nice thing about Dominators is that when you build for Defense, you don't need as much of it because it's only there as a backup for when your controls fail.
  23. Okay I took what you did and made a number of changes.

    First I decided to try to go for just ranged defense only. Even though you have a bunch of melee powers, you have only one PBAoE and a LOT of knockback. I'm thinking that you can keep most of a mob knocked back away from you so ranged attacks are going to be threatening you the most. This meant I dropped all the expensive Kinetic Combats.

    To that end I changed some of your powers. Got rid of temp invulnerability because I doubt how much survival it will give you. Dumped Hover and Spring attack because they didn't seem useful. For spring attack, if you want to put yourself at the center of a spawn, you can actually just bring the spawn to you.

    Overall you end up with 32.5% ranged defense, so one small purple will softcap you. Power Boost adds a lot of defense too, for 15 seconds.

    I added more Recharge... Hasten will have like 7-8 seconds of downtime and you have like 12 seconds of buffer with Domination, which is pretty safe.

    I added Energy Torrent because knockback cones are really good at keeping spawns knocked over and taking damage. Thought you might benefit from having more AoE damage.

    Crushing field is Proc'd out to hell because it does pretty decent AoE damage with four procs in it. As you likely know, it doesn't grant knockback protection so you can keep controlling groups by batting them around.

    Also I slotted Wormhole... it really needs slotting because it is going to be your main form of "hard control" on a Gravity character.

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    grav/eng: Level 50 Magic Dominator
    Primary Power Set: Gravity Control
    Secondary Power Set: Energy Assault
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Villain Profile:
    Level 1: Lift -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg(25)
    Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(13)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17)
    Level 6: Kick -- Empty(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 12: Super Jump -- Winter-ResSlow(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25)
    Level 20: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(34)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 24: Tactics -- GSFC-Build%(A)
    Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Stun/Rng(27), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(40)
    Level 28: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 30: Crushing Field -- Posi-Dam%(A), JavVoll-Dam%(36), TotHntr-Dam%(36), ImpSwft-Dam%(37), Enf'dOp-Acc/EndRdx(37), TotHntr-Acc/EndRdx(37)
    Level 32: Singularity -- ExRmnt-Acc/Rchg(A), HO:Endo(34), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
    Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(48)
    Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(50)
    Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 44: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(33), EndMod-I(33)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 19.25% Defense(Energy)
    • 19.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 20.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 48% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 5% Enhancement(Immobilize)
    • 86.25% Enhancement(RechargeTime)
    • 8% FlySpeed
    • 72.49 HP (7.13%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 9.1%
    • MezResist(Immobilize) 14.05%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 15.5% (0.26 End/sec) Recovery
    • 20% (0.85 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 13.15% Resistance(Fire)
    • 13.15% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 8% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1491;694;1388;HEX;|
    |78DA6594594F135114C7EF74A6EC584A818250680B58045AA8185F8D618B8626242|
    |6BED6B11DA6A365DACC8C469E14FD06BE8012D91E4C7CF1C5F583B87D089145DF5C|
    |EAE99C7F5B4C276D7E73CE3DFFB3DC3B33A9FB736DAF16D72F0BC9379B576D3B3D5|
    |758354CD52958DE94AA1B195908D1A45BEABD29CDD41BC9885403D2B305D3B10AF9|
    |C4222D1BCE5AC50ED722AED8B67A37EF24E64DCDD2D72AA6FFAA99D32CCD7412959|
    |BF6E502E55930F49C63987A9B6B2D696A918C16D7B85ED4B4ACAFE2CF6A969D338A|
    |23F345239358B68C55359F5E285819CD4EA754DBD1ACB5DA18BDD4F328FD27CB93B|
    |857C92BB60931457876C05DA6B207EE337B9F13938AF8E6A96A15B1C16B0D9BCCA6|
    |A7E03366CB16334EF524D6C8D2474A10A2B54FCCB6AFE067E60141467EF926D76C5|
    |099676E8119664796E9A1C3F0B246784B74891EF2344AEC69EC96DCA828F99AD9E7|
    |699E4006B0130C524C2B32B5F6CBAE4F265F3B72B50725B7CB23EAD287381FB4490|
    |AF7634A3FA6EBC4743D98AEF70BF39810C094815F1E57DFF5172C317B7E33237F98|
    |7EEAA39BFB90BA31D3601733406B41F4137CC9F117A89F3ED4E87BC071671F828F9|
    |803EBCCD863E60949FBF164F4AF10A214A3330773A0C18CDCE1B963B79953542F04|
    |6DE803FB86A3BC87C35B9C7FE405EFDFC813D89BCC190A1B42AF438798FB12998A2|
    |C62276C8FFF007F3243B4D951D48BAEA09ECE1CCF31270DB0D2237A2EA718857614|
    |4FF6B93D701FDC659EDFC6F9EE3087A8EE187A1D7B8D9837E05BD47907CD7B66843|
    |413D04C4033094D1C9A38347168143AD304CE3B81F34EE2BCBB686D1AE73D8DB583|
    |96EA5B26A438E7382CFB9043BAC171E16B92FB567E3F1D3FC6F147B5788FB4C1FB1|
    |C0E8BFF38A054BF00F42BBF6DD1B28755A5F1D3ABC83A5DA748D67966EA3C17EB3C|
    |4BB53AF491E0EE96955353B851CD1DD52F48E91F76F6F244|
    |-------------------------------------------------------------------|
  24. Wouldn't you be better off with a Gravity/Storm controller?
  25. Quote:
    Originally Posted by EricHough View Post
    I found myself taking cardiac for the end and range boost. Even with the refill every 90s some of my dom's are pretty end hungry - especially my plant/fire/fire who is dropping carrion creepers and Rain of fire on everything and using fireball a lot (which is fairly end heavy as its in an APP). The range boost is also VERY nice - gives me more coverage on fire breath and a nice boost to blaze.
    +range kicks royal *** on Seeds of Confusion too.
    (I use Intuition on my plant/fire/fire but also use ageless for endurance and consume too in a pinch)