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Posts
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Joined
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Edit: Never mind, I found the offending problem program that triggered this (Pando Media Booster) and removed it. Mouse is back thankfully.
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Edit: Never mind, fixed problem.
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Going to Pax, hopefully I'll be able to get to these events (depending on other stuff as my eyes will probably be bulging from the sheer awesomeness of the entire weekend).
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Sad news for sure but all the best in future endevors Castle and thanks for putting up with as much grief as you've had to endure these past six years.
Always sad seeing these posts, be it developers or community managers ect, it makes for grim reading but its not doom and gloom as you say for the game
Take care and all the best for 2011. -
Quote:Adding DoT would render the placeable sleep power totally useless and lower the level of control from the set as a whole.Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some.
I think the set was designed to let us control mobs in a different way from the usual, with sleeps, knockdown and endurance drain. Its not about the damage at all, beyond the pets and confused foes at least. -
Quote:Noooo!I'd say mastermind heat mastery needs rise of the phoenix to go away and and bonfire moved to its place with fire shield going where bonfire currently is
as it stands heat mastery is the only one of the mastermind APP's without a defensive shield power.Bonfire + Force Bubble + wall is a delicious combination for death! Got a PP thats gone into MoG, no longer a problem!
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Wo, the toggle changes are quite interesting and just made things even more interesting for my /EA and /Dark Stalker (who already had the toggles and used them).
My intention to roll a Kin/Dark Stalker is now looking really good -
Quote:If your not a permadom and your fighting an AV (or multiples) then I can see Conserve Power being of help once domination has expired and your endurance is sapped, lets you keep pounding without worrying about not being able to stack holds. I'd also imagine its very welcomed by Mind Control users when applying Telekenesis for extended periods of time on AV's.I'd appreciate any insight people could give me into Conserve Power and how it would work for Dominators. I haven't managed to try it out properly yet, and I think it'll take a long time to get a good feeling for how useful it will be in practice.
Oh and excellent guide and update btw -
As theres more than one, I'd assume its like Fire Imps and they spawn -1 to you.
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I really do wish this was resolved as the alternative link thats been posted while works, is now missing all graphics making navigating it a right pain in the backside.
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Quote:Outside of the combo sweep you can have from Dual Blades, Stalkers dont have any PBAoE's available to them - cones a plenty for sure. Thats why a straight up ISC would not happen and at best would have to be modded into a cone, hence my suggestion turning it into Crack Whip type power.Leo: since the cottage rule doesn't really apply to power sets that haven'y been made, and only applies to changes to current sets out in use, I don't see the harm in introducing a standard God Mode power as the tier nine, especially since I totally forgot Stalkers get access to Hibernate in the PPPs.
I don't see what's wrong with Ice Sword Circle, personally, though my experience with it has been limited. A modified version ( all imported powers should be modified to fit the new AT anyway ) would be no worse then any other PBAoE Stalkers can get. -
Both are pretty good assault sets. My own /Ice Dom stopped mid twenties but teamed with them alot and once they get stamina and have the powers slotted, Ice Sword Circle alone is quite impressive.
Thorns for me is a tad bit more rounded as the single target attacks at range and in melee are solid and the cone is good too (and early but a little less intensive than ISC). Thorn Burst is a bit weak, particulary if you don't have a power like Artic Air to help you out when jumping into the middle of a mob. I never really took to its tier 9 power (does do knockback which might mesh well with Elec) but Ripper makes up for it at 35. Trops is also a useful tool to have and a handy way to save slots elsewhere.
More familiar with Thorns but as I said, both sets are good but I'd take Thorns, fairly safe you'll be more uncommon than the (likely) many rolling Elec/Elec on day one.
I'm going with Elec/Elec sadly - not tried Elec Assault yet5 possible pets helping me out seems like fun
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Ice/Ice would be nice for a Stalker (at least ignoring the loud sounds you'd make with Ice armour and weapons while prepping for an AS
).
Primary I'd go with some something along these lines;
*all the -recharge values would need to be dropped incase its just a tad too over powered
1) Frozen Fists
1) Ice Sword
3) Frost
6) Assassin's Strike
8) Build Up
12) Placate
18) Ice Slash
26) Something new - Ice Sword Circle just not going to happen, Frozen Aura and Freezing Touch seem over powered or ill fitting, at least without changes. ISC could be changed into the Demon whip cone power, less targets ect?
32) Greater Ice Sword
The armour set;
1) Hide
2) Frozen Armour
4) Hoarfrost
10) Wet Ice
16) Glacial Armour
20) Perma Frost
28) Energy Absorption (probably requires some modifcation)
35) Ice Patch
38) God Mode - a modified Overload -
Course when your fighting Carnies then having Lethal damage type is rather handy and the magic salvage drops quite nice as well
Somewhat outweighed by the horrid time fighting Council robots ect but there you have it.
Oh and my Spines/Dark Stalker is easily the most capable on teams for its AoE ability, while I bring out my Energy/Nin for nasty EB's/AV's. My Ninja Blade/Regen is quite survivable but in no ways a real damage monster. Currently working on a Spines/Elec and its pretty decent so far - still a slog at level 21. Also have another 50, a Claws/Energy Aura but its not one I'd really recommend, at least for a first proper go at playing a Stalker. -
Honestly at that level your better with DO's and then SO's when you ding next level for improved damage.
As to the specials, I've no idea as I've yet to try any of them with this set, or any MM set I thinkI do prefer the prospect of the -Res over a presumably weak-ish occasional extra damage hitting.
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Over on Union think the main Energy Blast Corrs were from like day one, rarely seen any since. Course, Corrs in general on Union is a rareity regardless of sets
My Corrs at level 50 are AR/Traps and Rad/Cold - the second being probably the least fun, most frustrating and awful villain I've played. AR lost alot of cool points when Ignite got nerfed with the longer recharge.
Anyway I digress, Energy is easily the least seen primary for me when in all honesty, its gimmick works best when it was old school blasters or defenders trying to solo.
Nova is still a nice nuke tho. -
Hello /waves
Knight Eye seems vaguely familiar, welcome back anyway -
I adore my Spine Stalkers!
My Spine/DA is one of my favourite villains and is just death incarnate. It is slow to level and very tight with DA but its worth the effort and one of the few Stalker sets that can dish out decent damage in large teams (add in Ball Lightning and your laughing). -
Early on the alt build is handy so you can include the slower recharging BU and Placate in those painful pre DO/SO levels while making do with mayhem travel powers. Heck with the Day Jobs you don't really need any now but I'd find that too fiddly and stay traditional with a travel power at 14
Bout the only power on a /Nin I'd skip is Smoke Flash for the reasons already described, very, very vague and not particulary useful often. I miss my cone Eviscerate move but the damage increase on the single target version is nice. I went with Claws/EA so took Shockwave and Repulse so knockback became a major factor in my survival when soloing. I'd still take Shockwave as with the added crit chances on teams it can be a reasonable damage power.
Welcome to the world of Stalkers. -
Rolled my Grav/En sometime last year and already had Power Push in my attack build
Having it do actual damage now is a big bonus.
Doing a Lift into Power Push and then Snipe is a lovely combo
Still to take Whirling Hands so no idea on the damage buff on that one but might get it at 44 as I've always liked the animation. -
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Grav's typically a stronger single target control set than the rest. As described by RiverOcean Wormhole can get lost on a team with another Dominator (to the point it makes things worse if you send them in a bad spot). I run a Grav/Energy in an all Dom team and because we have alot more control, I end up being the leadership carrying one and target the more dangerous critters first as I lack AoE/Cones for damage.
You can make it work with Grav/Psi with powers like Lift, TK Thrust, Mind Probe plus snipe along with the single target immob, hold (aoe immob + Psi Scream be nice in teams and the immob is kind with an eye towards procs).
Power Customisation may see a very minor increase in people taking/using Dimension Shift as finally we will be seeing those affected much easier. On our original all Dominator team DS was rather welcomed more often than not.
Singy as a pet is great and acts like a bodyguard for you. -
Agree on Jibikao's point
(Not that the set is 100% ideal as is tho for any AT) -
Tbh a powerset labled 'Traps' on a heroic character is a little ill fitting but what the heck its a bullet point on a press release!
Anyway here's my thoughts on Traps from having played it significantly on both a Corr and MM.
1) Web Nade - technically fine as is however it is irksome that my tier one can be used by near anyone via temp power methods. If I were to change it, I'd make the thing work on Longbow Eagles - oh wait thats a bugNah its, ok next.
2) Caltrops - fine as is.
3) Triage Beacon - least the insane graphical lag got fixed from its initial release. I'd keep it an immobile object but cut the recharge so its possible to plant 2 (3 with insane recharge bonuses) beacons (perhaps requiring change of graphic to something resembling a short pole) but with slightly lower regen values. We already have to deal with AFK Empaths with their heal aura on auto, lets not make it a ropey power
4) Acid Mortar - I miss being able to TP it about. Other wise the wierd fear effect needs to go but otherwise all is well.
5) FFG - Fine as is, after all its abilty to be deployed for alpha taking is handy.
6) Poison Trap - Could be left alone but a very minor buff would be welcomed in regards to the hold value.
7) Seekers - Kinda ok as is but I'd quite like it being auto hit in PvE.
8) Trip Mines - Agree on the interupt reductions being allowed - you are meant to be a dab hand at doing this, the slightest nudge shouldn't stop you. They also need to work 100% of the time.
9) Time Bomb - Ummmm. Its not quite as bad as Black Hole or Poison's 'Poison Trap' but its still a rotten power. Least the MM one is fittingly evil. Not sure Gun Turret is the answer as Mercs Commando may get it someday added (yeah right lol). I'm thinking perhaps make use of the Merc summon animation with some sort of mini airstrike (couple it with the Neutron Bomb explosion graphic) ? Keep the same recharge and adjust damage as needed and that way the VEAT nuke stays a bit more unique. -
Cheers Eski that did the trick for getting Firefox to work!