Miladys_Knight

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  1. Quote:
    Originally Posted by ImpulseKing View Post
    First off, welcome to the game! Another thought on addressing your knockback issues is the lowly breakfree inspiration. Breakfrees protect from knockback. But of course your inspiration tray is valuable so I have an alternative storage idea. Email your global name however many breakfrees you want up to the limit. Any level 10 character can send emails.

    Additional ways to store inspirations include SG storage racks and auction slots.
    Actually, if you have access to a super group base that has an empowerment station, you can craft a temp Knockback protection empowerment that lasts for an hour with just some invention salvage. It's cheap and you can renew it every hour until you are done with your gaming session. Iirc its mag 10 protection so it handles most Knock back the game throws at you.
  2. It would still suck to play DP/Devices or AR/Devices since you still wouldn't have any.

    As it stands right now the best defense for blasters vs most mezzes is to spend LOTS of influence and soft cap ranged defense. That's only really viable as a post 50 strategy. Long past the time that you really need it.

    It could also be tied to defiance, every defiance icon you have adds +1 mez protection for it's duration. Problem here is that you are still vulnerable to the Alpha Mez since you won't have enough defiance built up to prevent the mez and by the time you do (since you can still only activate 3 powers while mezzed) it will be too late, same as it is now.

    When they did the blaster defiance revamp I suggested that Defiance be a toggle. When toggled on it would give a 25% boost to damage and a 25% boost to recovery. When toggled off it would give mag 4 mez protection and (since they nerfed hover and acrobatics) it should also give mag 4 KB protection and it should give a 25% boost to regen. It should be coded as an offensive toggle so that if you are mezzed the toggle drops and the mez protection kicks in. It's still a simple solution to the most debilitating blaster issue.
  3. Quote:
    Originally Posted by Ridia View Post
    Whee can I go to get some single origin enhancements?
    You can sometimes find them in the market.

    Death from Below trial (sewers) have some SOs as drops.

    You can usually get some level 20-25 SOs as drops from the zombies in Dark Astoria that are in that level range (magic Origin only).

    If you want to get them from a vendor they are only available at level 25, 30, 35, 40, 45, and 50. You can buy them at levels that are not increments of 5 with Tickets from the Ticket Vendor in AE. They start at level 25 and can be bought from the time you hit level 22 (they are offered at your level +3).

    You can also run missions in Faultline and unlock Mr. Yin. He sells Yin O's that have SO level of performance. Be aware that Yin O's have origin requirements (each origin can only slot one type of Yin O)
  4. Miladys_Knight

    Mind/Psi Build

    Quote:
    Originally Posted by EmmaGrace View Post
    Mostly TFs.

    For Epic, yes, that is theme. If it isn't absolutely terrible I'd prefer not to change it.

    Sort of, the only other option I considered was mind/energy. Would that be better?

    Not really, I just have found them all useful in the past.
    Mind/Energy/Primal is a thing of beauty and I'd happily post a build for you. A Power boosted Perma Dom is a real contender on TFs the only caveat is that on a TF Knock back can often be annoying to other players especially if it is uncontrolled or if you tend to run Pick up Groups (you would be the Chaos Queen of Knock Back with a Mind/Energy/Primal). If it's a regular team or a bunch of folks from your Super Group or Coalition then it should be fine once you get used to them and they to you
  5. Miladys_Knight

    Mind/Psi Build

    Quote:
    Originally Posted by EmmaGrace View Post
    This is my first mind/psi and I have never made a build before. Mids really confuses me I have tried to make a build but I am so terrible at it. Would anyone be willing to post a really good permadom mind/psi build they know? I'm not asking anyone to make one for me but if you would that would be so incredible. I appreciate any and all responses to this.

    If you are taking the time to make a build (which I extremely appreciate) I can give some outlines:
    • I want all the mind powers
    • Preferable remove TK thrust and mental blast from psi
    • Flight for travel power; friend teleport, stealth, and invisibility as a side (unless hasten is ABSOLUTELY necessary for permadom)
    • Primal forces mastery

    And if the build isn't permadom but it has other outstanding stats to make up for it that's okay too.

    Thanks!

    Please try and make the builds as up-to-date as possible because I would have no idea how to edit in all the new stuff like inherit fitness, travel powers, etc.
    May I ask what your goal with this toon is or what use(s) you intend to put it to?

    Are you choosing Mind/Psi for thematic reasons? There are better secondary options if theme is not a concern.

    Is theme the reason for your choice of Epic powers? I don't understand skipping a single target, melee range, Knock Back causing attack, and then picking up an Epic pool that is mass Knock Back.

    Is theme the reason that you want all the powers from Mind? Levitate isn't particularly useful for a Dominator since your secondary power set is all attacks. Telekinesis isn't really needed either since you have a single target hold and an Area of Effect hold and you appear to be avoiding Knock effects.
  6. I usually prioritize things like this:

    Perma Dom first,
    Secondary effects 2nd,
    Defense third.

    With most Dom primaries you can get near 100% mitigation from control. I typically recommend layered mitigation and the more layers the better.

    When I make a build for myself (or someone else) I try to build in such a way that I reach my goals without using powers simply as set mules. The goal here is layers too. Useful powers stacked with useful bonuses.
  7. Arch/Energy/Munitions

    39ish defense vs ranged (easy to cap and have a pad vs debuffs with one small purple insp)

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

    Click this DataLink to open the build!

    Archie Energy: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
    Level 1: Power Thrust -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(17)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(39), Det'tn-Acc/Dmg/EndRdx:50(39), Det'tn-Dmg/EndRdx/Rng:50(39), HO:Centri(40), HO:Centri(40)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(17), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(21)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
    Level 10: Hover -- LkGmblr-Rchg+:50(A)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(23), Posi-Dmg/Rchg:50(23), Posi-Dmg/Rng:50(25), Posi-Acc/Dmg/EndRdx:50(25), FrcFbk-Rechg%:50(27)
    Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(45)
    Level 16: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-Rchg:50(46)
    Level 18: Ranged Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(27), Thundr-Dmg/Rchg:50(29), Thundr-Acc/Dmg/Rchg:50(29), Thundr-Acc/Dmg/EndRdx:50(31), Thundr-Dmg/EndRdx/Rchg:50(31)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(42)
    Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(42)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(31), Stpfy-Acc/EndRdx:50(33), Stpfy-Stun/Rng:50(33), Stpfy-Acc/Stun/Rchg:50(33), Stpfy-KB%:50(34)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(34)
    Level 30: Stealth -- LkGmblr-Rchg+:50(A)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(37)
    Level 35: Boost Range -- RechRdx-I:50(A)
    Level 38: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+:30(A)
    Level 44: Cryo Freeze Ray -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(50), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
    Level 47: LRM Rocket -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Phase Shift -- RechRdx-I:50(A)
    ------------
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(36)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(36)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  8. Quote:
    Originally Posted by DarkCurrent View Post
    For the folks supporting ice control as a strong set, I'd like to suggest one comparison:

    Imagine Earth Control without Stalagmites and having some ranged -spd cone called Dust Storm instead. Now you'd have ice control.

    Would you play it knowing your opener is now Earthquake from range or charge in and hit Salt Crystals?
    Apples and Oranges. The comparison is not a valid one. I can make Apples look sickly sweet by making the Orange the base we compare to or Oranges sour if Apples are the base. You are comparing a melee-centric primary to a range-centric primary.

    I'm not calling it a "strong set" per se (though I believe that when used properly it can be) and I believe that it is much stronger than most of the posters here that call it a weak set realize. What I am calling it a useful and unique set that requires a different play style. If you take and use all the powers and layer your mitigation it's not hard to solo at +0/x4 on SOs at level 22. You'll need to use all the tools that are available to you, like inspirations, and Aid self can be particularly useful for reducing down time between spawns.

    If I were to make a recommendation of any kind to the devs it would be to look at sleep powers in general across all ATs and power sets.

    Quote:
    Originally Posted by Tater Todd View Post
    Eh, it still doesn't address the issue about the set having two practically useless powers. AA takes a while before it really starts working it's magic and by then you've been shut down by a LT or two. Ice Slick isn't always a guarantee especially with warwolves and the bunch of other mobs that have a high resistance to kd/kb.

    What's your back up for Ice slick? Glacier? To long of a timer on that one and you already used it last mob. AA...great power to have but it doesn't really shine until you slot it with Procs and it takes a while for it to truly kick in AND you are putting yourself in melee which can be deadly.

    Now, from here on if you are a controller you're fine, your secondary can keep you alive somewhat but if you're a Dominator you are in trouble unless you have a nice secondary that complements the lack of control of your primary...certain assault sets come to mind like Earth Assault's Tremor, Psionic Assault's Drain Psyche/PSW Ect.

    I don't think you guys are looking at this set by it's self OR fully comparing it with other control sets.
    Um. Apples and Oranges again. It's hard to compare the usefulness of things that have few similarities. If most every one wants sweet does that mean that citrus is "bad food"?

    I've played Ice in several different power combinations. If you use all the tools and layer the mitigation it is quite good. You can easily finish off a +0/4x spawn solo before your green bar empties out on SOs only.

    No it doesn't compare to electric in that respect (the other melee-centric primary) as I can easily handle a +0/x6 spawn on SOs using only single target attacks. Once their endurance is gone all I have to do is make sure I keep my single target hold on the most troublesome target(s) and just plink away in relative safety.
  9. Yep.

    Well actually it is possible to choose 2 different rifle models. One for the Primary and one for the Epic
  10. Quote:
    Originally Posted by Arcanaville View Post
    At long range archery doesn't compare well to psychic blast. Psychic blast has *four* single target blasts with 80 feet of range, and as a group they have better DPA than Archery's attacks. Psychic Blast's tier 1/2 attacks have better DPA than Archery's tier 1/2, Psychic Blast's tier 3 beats Archery's tier 4 (its third single target ranged blast) and then Psychic Blast has a fourth, Will Domination, which also has good DPA (better than the tier1/2 attacks). The set also has Aim (focus), and has a snipe. Archery's main advantage is its long ranged non-crashing tier 9 Rain of Arrows. I'm not sure if that's enough to compensate for its disadvantages at long range, but with enough recharge it might be. Its probably worth putting into the mix just for that one power.
    I agree with all that but I just can't stand Psi. Too many icky things.
    • Mob types that resist Psi damage often have high resists to psi damage.
    • Psi Tornado is the only option in the primary for ranged AoE damage.
    • Slow projectile speeds.

    It's not hard to get enough recharge to make Archery worth while and a recharge + range build is much cheaper in terms of influence costs to complete than a defense based build.

    I also tend to give up set bonuses in Fistfull of Arrows and Frankenslot it to maximize as many aspects as possible while maximizing range (I have mine slotted in such a way that it is 75' before applying Boost Range)

    Fistfull's endurance costs are also low enough that I can almost justify using it against a single target and consider any other targets hit a bonus.

    My own Arch/Energy has enough recharge that I can, Boost Range>Aim>Build up>RoA>Explosive>Fistfull>then throw a couple of single target attacks in depending on target health>Fistfull, and have not much left to clean up of the spawn.

    By the time I'm ready for the next spawn RoA usually is too.

    I like that combination the best. It has the largest amount of bases covered for my particular play style.

    Quote:
    Originally Posted by Blue_Centurion View Post
    Because the Devs do. What causes me to believe the Devs think extreme range is a cheat? I looked at how they designed the game as a whole and the Blaster class specifically. The key was in realizing that from the ground up the Blaster class is designed to hit peak performance as a Blapper. This is especially significant when everything in the sales brochure talks about how ranged they are. Therefore I trudge onward in my tilting at windmills. Wish me luck.
    Actually blasters are "best" played as a mixture of range and melee and the sales brochure is several issues out of date.

    If you looked carefully at the game even a few issues ago you could tell that the original dev design was based around players taking ALL primary and secondary powers and a travel pool. Blasters are still very broken when using that model for comparison as it is possible with just SO slotting to have powers that you never use simply because a better power is recharged and available to use.

    It was far worse I7ish as I recall, AR and Arch had much longer animation times across the power set. You could easily rely on 4-5 powers total and have the others just sit in your tray. I would have gone with a toggle heavy build at that time because of that except that endurance costs were much higher and mez still detoggled ALL of your toggles.
  11. You can do what you are wanting to do with a blaster.

    Caveat:

    It takes lots of practice.

    My Energy/Energy/Force is built around using mainly using melee attacks. I've slotted my primary powers FOR knockback and I use them for mitigation.

    I run a total of about 7% defense on that blapper and I depend in knockback for damage mitigation.

    Other useful strategies:

    Go for all the accolade powers that you can get. I use Geas of the Kind Ones and Eye of the Magus as if they were powers from my power set.

    Task Force Commander, Portal Jockey, and Freedom Phalanx Reserve all in crease your maximum hit points. You will notice a marked increase in survival once you have these Accolades. The Atlas Medallion is also nice to have for the extra endurance.

    I recommend that an Energy/Energy blapper that is not built around defense take the Force Mastery Epic Power pool.

    Force of Nature is very nice when you need to hang in melee.
    Personal Force Field is nice to use when you get too much aggro and need to turtle up for a few seconds to use Aid Self or if you want the mobs to gather around you safely while you are triggering Aim and Build up. It's also a very nice power to use post Nova. If you use a single catch a breath you get enough endurance to run PFF until you start recovering from the post nuke endurance crash.

    I also recommend the concealment pool. Stealth is nice to have as early as level 6 and Phase Shift gives you a rescue power at level 20 (long before you have access to PFF in the Force Epic). It's nice to have both PFF and Phase Shift if one is recharging or locked out the other is usually ready to go if you have both.

    Don't overlook Temp powers and Super Group Base empowerments.

    Cryonite armor and the Wedding Band are very nice temp powers.

    Super Group Base empowerments can give you increased endurance recovery, increased global recharge, and knockback protection especially early in the game when those things are most troublesome to new blasters.

    Final tip.

    Always keep a column of break frees in your inspiration tray. If you run out stop and buy more or combine other inspirations into break frees. Other than a team mate, that is your only reliable source of mez mitigation prior to becoming an incarnate, as no blaster power set (primary, secondary, or epic) give you any tools to mitigate mez.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Assault Rifle/Energy

    Assault Rifle's tier 1/2 attacks have higher than normal range: 90 and 100 feet instead of the normal 80. And Energy Manipulation has Boost Range which can be made perma and boosts range by about 60%. So AR/Eng could hit targets with its tier 1 and 2 attacks at between 143 and 159 feet, which is basically sniper range.

    Slot enough recharge, and you would have the ability to open with a snipe, then continue hitting the targets with single target shots at very long range. Slotting Cardiac or Intuition will get you an additional 20% range, which brings you up to an effective range of 160 feet+, double the range of normal blaster attacks.

    That's going for maximum range without having to resort to range slotting. The other thing you need to do is deliver effective damage at that range. My Energy Blaster slots a lot of global recharge *and* slots the Force Feedback +rech procs. The net result is that I can deliver an almost continuous attack stream with Power Bolt, Power Blast, and Explosive Blast at 80 feet. You might be able to do better with Electric Blast because Ball Lightning activates faster than Explosive Blast, and you might be able to do better with Psychic Blast which has a number of good DPA 80 foot ranged attacks: Telekinetic Blast in particular has excellent DPA at range.

    Of the three, Telekinetic Blast has the best shot at high single target damage, Electric Blast has the best shot at overall damage with the faster AoE, and Energy Blast has the best shot at keeping the targets at range with knockback.
    This with these caveats:

    AR lacks a tier 3 heavy hitter AND lacks Aim. It also pays for the extra range in the tier 1 and 2 attacks by having every thing else except Full Auto and M30 grenade at less than 80 feet base range. You can't really put together a smooth attack chain and expect to stay at maximum range.

    Elec also lacks a tier 3 heavy hitter and Sparky is less than magnificent.

    Energy is also good but the tier 3 is short range and has a long animation time.

    The one that I favor and believe is the best all around option for a pure range build (and Arcanaville didn't mention):

    Archery
    • The tier 1, 2 and 3 attacks are all base range 80.
    • The animation times and recharges are fast all across the set (ie: there aren't any real outliers compared to the rest of the set)
    • The set has Aim.
    • If you include the snipe you can slot 4 sets of Thunderstrikes
    • The tier 9 is a range 90 Non targetted AoE that has a radius of 25 feet and a target cap of 16 (instead of AR's 10). That allows you to hit targets as far away as 115 feet before adding any range slotting or boosting the range.
  13. A knife, to use your example, will have 2 potential damage vectors. The knife is a melee weapon and it does lethal damage.

    The game will check both of those damage vectors (you have 44.01% defense to melee and 18.82% to lethal) and it will use which ever gives you the most benefit in it's to hit calculation which in this case is the 44.01% vs melee attacks.

    Shields lacks layers of resistances under the defense. You can shore them up by taking Tough from the fighting pool, using One With the Shield when it is up, or getting and using the "wedding band" temporary power and toggling it on when you are in a situation where your defenses are useless (like vs the Nuking Nictus in the ITF)
  14. Also with Drain Psyche you won't really need healing in CA and you are better off going with an endmod set that will give you set bonuses that you can use (like Efficacy Adaptor, every bonus in that set is useful to a Dom).

    The more +rech you can get the better. Permadom means that you are very unlikely to have Conductive Aura detoggled and the more often Drain Psyche is up the better. If you can Perma DP then you can quickly sap a spawn and make sure that they never recover a point of endurance thereafter. That leaves 0 end cost brawl as their only attack.

    That is powerful mitigation. It also requires a billion+ inf build.
  15. Miladys_Knight

    Elec Blast

    It was a..... er.... Blast

    The theme is a theme that we should continue and that way we could look forward to more "pun"ishment on Justice.
  16. What's wrong (and how to fix it) depends on what you are trying to build for.

    Perma Dom?
    Soft capped defenses?
    End sapping?

    and if you have multiple goals which ones have priority
  17. Slotting any accuracy in the single target hold is pretty pointless until you get to level 15 or so and then a TO's worth should be enough. The reason is that the single target hold has a base accuracy of 90% and you get beginners luck on top of it.

    http://wiki.cohtitan.com/wiki/Beginn...inner.27s_Luck

    I usually recommend Frankenslotting the single target hold early for cheap and mostly for rech, hold, and end.

    The real reason that it seems to suck is that every thing misses 5% of the time no matter how much accuracy you have slotted. That means you'll miss 1 time in 20 casting the power. That's noticeable enough to be annoying and there's squat that you can do about it.

    You are much better off slotting your attacks for accuracy since a miss here wastes endurance that you can't really afford at low levels.

    To reply specifically to the title of your post....

    The real trouble with Dominators is that they start and stay slot poor until the late level 30s early level 40s. Also that most Dom secondaries have a cone AoE power and a PBAoE power. These 2 type powers do not play well together and the low level Dom spends too much time bouncing around like a dervish trying to maximize AoE damage potential.

    With that said it's usually (not always note, just usually) best to stay single target focused until you hit the early 30 and then respec into AoEs if you are planning to mostly solo.
  18. Quote:
    Originally Posted by MisterD View Post
    Okay.
    You are an idiot.

    It is my opinion. Opinions are never wrong. The facts in those opinions may or may not be. Fact is, Icey Assault IS crap damage. Fact is, I did not mention or compare it to fire at all.

    You are still an idiot.

    Also, considering, as mentioned, I did say it was crap damage, is there any point at all in also saying it is worse than fire, as you say above? Unless someone is as stupid as say..you..it would be pretty obvious that the words 'crap damage' would put it below fire.
    [Inigo Montoya]
    You keep using that word. I don't think it means what you think it means.
    [/Inigo]

    You may have the OPINION that 2+2 = 5. That doesn't make it a fact, it's not based in fact, and it certainly isn't factual (ie: right - as in the opposite of wrong)

    From Websters dictionary:

    Definition of OPINION
    1 a : a view, judgment, or appraisal formed in the mind about a particular matter b : approval, esteem
    2 a : belief stronger than impression and less strong than positive knowledge

    Definition of FACT
    1 : a thing done: as a obsolete : feat b : crime <accessory after the fact> c archaic : action
    2 archaic : performance, doing
    3 : the quality of being actual : actuality <a question of fact hinges on evidence>
    4 a : something that has actual existence <space exploration is now a fact> b : an actual occurrence <prove the fact of damage>
    5 : a piece of information presented as having objective reality
    — in fact
    : in truth

    Definition of IDIOT
    1 usually offensive : a person affected with extreme mental retardation
    2 : a foolish or stupid person

    This is a term I usually reserve for describing some folks who don't know the difference between facts and opinion.....

    just sayin'
  19. I still like Power Boost for soloing purposes but that's mainly because I do like to confuse AVs through triangles or have multiple EBs confused during an ITF.

    Not really too much use Purpling and Incarnating out unless you are planning on doing some of that high end stuff.

    I find it both enjoyable and amusing to have the healing Nictus confused on an ITF. Rommy goes down fast when he doesn't get healed anymore and having the healing nictus on your side pretty much nullifies the Auto hit damage of the nuker.

    It's also amusing when your team starts getting these huge heals and they all are. "What the he... The Nictus is healing us? Who did that and how the heck did you do it?"

    Also very useful on green team for Hami raids and on the STF.
  20. I'm not sure what most of the other posters are talking about. My Mind/Icy/Fire is one of if not the most potent Dom in my arsenal.

    It started out as a Mind/Psi but I was underwhelmed by some of the performance issues I had with that combination and I rerolled as a Mind/Icy/Fire.

    Mind has:

    AoE confuse and a single target confuse.
    AoE Hold and a single target hold.
    AoE sleep and a single target sleep.
    AoE Fear

    Icy has excellent single target damage and moderate AoE damage.

    I found the following things about the combination.

    Icy's attacks recharge quickly and have some of, if not the lowest, animation times of all Dom secondaries. This gives it the perception that it is an end hog when DPE is actually pretty good.

    Mind's sweet spot is playing from range. With that said I skipped Ice Sword Circle because I rarely had occasion to use it, especially after I took the Fire APP. I also skipped Chilling Embrace because I spent virtually no time in melee range and simply couldn't justify it's end cost.

    From Mind I found Levitate to be not especially useful. It's not a hard control and I didn't need the damage it provided with an assault secondary. Telekinesis is the same. I skipped it since I had access to both Total Domination and Dominate and an extra small AoE toggle hold that repelled the mobs was less than useful.

    I shored up the AoE damage of the combination by slotting Terrify for damage and considering the afraid effect to be simply a bonus.

    The biggest issue that I found was that confused mobs would frequently run and would do so at nearly the same time. Since Mind has no AoE Immob power I found that Slotting some Slow in Frost Breath helped to reduce this issue and gave me time to use single target controls on the fleeing spawn before it was out of range. Slow in frost breath also combines very well with the built in slow in Rain of Fire ensuring that the spawn is in the kill zone for the maximum amount of time possible.

    Perma Dom on my Mind/Icy transformed the toon into a minor deity. Power Boost + any AoE control made playing the toon easy mode. I have about 3% defense total and rarely am defeated. The controls on this combination are just that potent.

    When I purpled the toon out it got better still. I found that even with 3 slotted Stamina (2 level 50 end mod and a perf shifter proc) and Miracle + and Numina +/+ in Health, I could run low on endurance. The purples boosted recovery AND increased the speed that domination recharged. Now just about the time I have to think about slowing down a bit to conserve end, Domination pops and the blue bar is full again.

    When I started down the incarnate path I went with Alpha Nerve Radial Paragon rather than Cardiac. The extra Hold and Confuse durations make what is an awesome toon even better. I can easily keep an AV confused through triangles all by myself.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    The best way to slot Flash Freeze is to not slot it at all. It's a terrible power. If you are an incarnate and select an Interface with a DoT the power doesn't even perform its primary function. I'm also curious why it requires the main target be on the ground in order to work. It leaves you without a standard alpha buster, but Ice Slick (which I agree functions well with Range) is a better opener most of the time. Regardless, I strongly disagree with you that slotting Range in Flash Freeze fixes anything. I actually find the statement bizarre. Are you just being rhetorical and/or sarcastic?

    I honestly think Ice Control is a victim of the fact that long ago, people waaay overestimated the effectiveness of -Recharge. It does work, and it's not terrible, but reading posts from that era it seems apparent people (possibly even the developers at that time) didn't understand that -Recharge caps at -75%. Shiver actually once had a 30 second duration and it was nerfed to 18 seconds. At least that made skipping the power an easy decision; hopping in and out of melee might be practical for a power like Heart of Darkness since you only have to fire it every so often, but the conflict between AA and Shiver is really silly, since moving away from melee has fairly immediate effects and Shiver's duration is too short to cover most of the timeframe during which enemies would even have powers recharging.
    It's neither sarcastic nor rhetorical. The only time I eat a huge alpha when I open with range enhanced Flash Freeze is the rare occasion when I misjudge my distance to the nearest mob.

    There are mobs that are immune to sleep and mobs that are immune to knock effects those give me trouble but all power sets have some sort of weak spot in them.

    Have you tried? Copied over to test and added some range slotting to Flash Freeze and then being patient enough to let your mitigation develop?

    My wife reads the forums over my shoulders on occasion (she has a forum account but I think she's posted with it a total of 5 times in the last 5 years) she's been reading this thread and shaking her head because the very thing you say doesn't work is how we've been duoing +0/x6 missions with our level 30ish SO/frankenslotted toons. My Ice/Earth Dom and her DB/Regen scrapper.

    I lead off with range enhanced Flash Freeze, move into Shiver range and use that, Block of Ice a lieutenant, move into close range and wait for purple bubbles to appear and drop Ice Slick on the spawn.

    She jumps in when she sees the purple bubbles start or she picks up any bosses in the spawn when Domination is down (because they'll close because they aren't slept with a mag 3 sleep).

    You all are going to make me break down and buy demoedit software and learn how to use it just so I can post a demo aren't you?

    Edit - Also why on Earth would you actively select an Incarnate Interface you know will break sleep if you are using a sleep as an opener?
  22. Quote:
    Originally Posted by MisterD View Post
    Blasters get defeated the most? THAT is your argument for giving them a bigger hp cap? The old 'offensive juggernaught, no defences' AT? Oh wait..could it be that they pump out larger amounts of damage, often aoe, and by default..have no way to avoid, resist, or heal from damage? No, no..that wouldn't do it at all! Or perhaps that a good portion of blasters PLAY like nutters? (how else would you play them?)

    Again, stop with the 'blasters are at hp cap, and have no benefit.' Every other squishy AT caps out at 1600 hp. Blasters are there already! (with a bit of slotting and accos). Sure, this means Frostwork (you know, the ONLY hp buff in normal play) will not do a lot, at 50. Nevermind that, during the 1-47 (non IOd) progress, FW WILL be nice on them.

    So ... the only bad thing about already able to hit the cap at 50 is..those cold dom toons get to use FW on a different team member. Damn it, I want to hog ALL the buffs, even ones that do nothing.
    What argument would you use? Why is a survival buff for the least survivable class a bad argument? Who is supposed to benefit the most from team buffs? The Stone Tank?

    Also you do realize that WITHOUT accolades and just frankenslotting cheap sets you can make Hoarfrost a pointless power for the blaster at level 41.
  23. Quote:
    Originally Posted by ketch View Post
    In regards to range for Flash Freeze, first I'll point out that Spore Burst for whatever reason already has a 70 feet range, 10 feet better than FF, and both are still behind Mass Hypnosis at 80 feet. Even with the Sleep/Range enhancement FF is not quite reaching 70 feet, while Spore Burst can catch up to Mass Hypnosis with the same enhancement. Honestly, I'd normalize them all at 80 feet to match most of the TAoE holds and immobilizes. Slotting the Fortunata set is pretty standard practice in my book so I do consider slotting range enhancement in a sleep a bit odd.

    <snip>

    But more importantly, let's look at the damage in Flash Freeze. That really just boggles my mind. Half the Interface powers will break the sleep thanks to it. It ruins alpha mitigation by delaying the sleep. What purpose, if any, did it ever serve? And if it has one, why is it absent from all other sleeps available to controllers and doms?

    I completely agree here.

    There is no rhyme or reason to the sleep powers in the game and they are a frequently skipped power and have been since release. Flash Freeze notifies, does damage, and has a base range of 60. Spore Burst notifies, does not do damage, and has a base range of 70. Mass Hypnosis does not notify, does no damage, and has a base range of 80.

    If you want to look further at the wackiness that are sleep powers in this game....

    Mass Hypnosis has a base recharge of 45 seconds and a base duration of 17.88 seconds and range 80 and does not damage.
    Salt Crystals has a base recharge of 90 seconds and a base duration of 14.9 seconds and is a PBAoE and does no damage.
    Blaster Sirens Song has a base recharge of 20 seconds and a base duration of 35.76 seconds and range 40 and does damage.
    Defender Sirens Song has a base recharge of 20 seconds and a base duration of 44.7 seconds and range 40 and does damage.
    Blaster Frozen Aura is a mag 2 PBAoE sleep with a base recharge of 20 seconds and a base duration of 23.84 seconds a 10 foot radius and does no damage.
    Tanker Frozen Aura is a mag 2 PBAoE sleep with a base recharge of 20 seconds and a base duration of 11.9 seconds a 10 foot radius and does considerable damage (base 63.17)

    There are many more but sleeps in the game are all over the map.

    Sleep sets enhance duration and are very very light on recharge. The way that all sleeps but Static Field (Static Field was released after the sleep sets though) works this is entirely backwards from what you would expect. A single point of damage or healing, or a slight repositioning of a mob will make it instantly awake and attacking with out penalty of any kind. Making the enhancement of duration moot. Focusing sets on duration rather than recharge is the exact opposite of what would be logical.

    The reason that sleeps have damage in them was revealed to us by Castle in the closed Beta Test that included the revamp of Tanker Frozen Aura (and this make no sense either but bear with me). We were told that being able to stack sleep mag was too powerful and that having enough damage to wake the mobs would still put the player in jeopardy, which was the intent. When I pointed out that some sleeps didn't have a damage component he didn't reply and just kept on doing what he was doing.

    If they really wanted to fix this (the "Mass Hypnosis" slotted with "Induced Coma" and "owie I got a sliver but now I'm wide awake and not groggy at all" conundrum) add a -35% recharge debuff (unenhanceable) and a 20% to hit debuff (enhanceable) [and both debuffs should account for AT modifiers] to the first 1/4 of the sleep duration. That way if the sleep is broken 1 second after it is applied it still has a some value.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    If that's the case, it still leaves questions about why why we'd avoid making either AA or Ice Slick as a linchpin for Ice Control in general. Something has to be.
    There are lots of power sets that don't have a lynchpin power and rely on layered buffs or debuffs. When the RNG is normal or kind these type of power sets are nearly unstoppable, When the RNG is unkind it gets ugly quickly. So this is nothing new either.

    Quote:
    You could do the same trick above with anything/Storm, except most enemies would actually be mezzed AND recharge floored (Snow Storm + Freezing Rain = -102.5% Recharge, without any need for Ice Control at all). No it doesn't work on +4s specifically, but even those are at -50% Recharge plus a mezz, and that is probably more effective than just -75% alone.
    Well that's the nature of having a buff/debuff secondary as opposed to an assault secondary.

    As an example Trick Arrow under performs as a defender primary but is nearly over powered as a controller secondary.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    Perhaps calling it 'aberrant' isn't quite the right word, but it was the closest I could come. My point isn't that slotting for range is somehow wrong or shouldn't be allowed, but that slotting this power for range shouldn't have such a disproportionate impact on its effectiveness. That is, the *effect* of this slotting is aberrant, not the choice to slot it that way itself. Simply calling it an 'aberrant slotting' I guess was my clumsy attempt to sum up that concept in a couple words. Going back to the hypothetical example I posed on page 1, slotting taunt (a secondary effect) enhancers in KO blow wouldn't be aberrant. Having those enhancers suddenly doubling the power's damage (the power's primary effect) would be.
    I understand where you are going but the game has lots of examples of proper slotting transforming a power. 5% defense is virtually nothing if you have 0 to start with but another 5% defense when you have 40% transforms you into a minor deity. Perma PA, Perma hasten, Perma Dom are all examples (and there are more) of slotting (not all cases are due to IOs either, there are some things that transform with 6 slotted SOs) transforming a power.


    Quote:
    The reason we're focusing on it is that this is a nonsensical situation. It doesn't make a difference whether the AT and powersets are intended to solo or not, the power is next to useless either way. In what way is that supposed to be an acceptable situation?
    I have to agree here too but again there are a plethora of powers and abilities that are this way. There are lots of powers in Force Fields, Sonic Resonance, Empathy, Pain Domination, Cold Domination, and Thermal Radiation that are nothing but set mules if you are solo. The HEAT and Defender inherent powers are also in this category.

    Quote:
    I understand that you're not trying to be snarky here. However, I have to say, I find your analogy extremely unconvincing. For one, going to a restaurant and eating at home are not mutually exclusive, and neither is one inherently superior to the other. Second, both of those are perfectly normal ways to get food, which is not analogous to the situation here. Going out instead of eating the food you have is making a choice to ignore something which fulfills the same purpose in an exactly equivalent way. If flash freeze worked just fine to absorb alphas, and we just refused to use it and demanded that the devs make ice slick non-notify or something, then I think that analogy would apply.

    If I were to recast that analogy to the situation as I see it, though, I'd say it was a situation where you have no food at home and you want to go out to dinner, but instead are told that the houseplants are technically edible and you could cook and eat them instead. Both will accomplish the objective (assuming for the sake of argument non-toxic plants ), but one of them is not something you should have to do just to fill your stomach.
    You and I are both having a hard time getting our analogies typed out the way we mean them. My wife told me to try the example that comes up when we talk about her brother in law. (My wife is the sarcastic one in our family so "SNARK WARNING").

    She said that asking the devs to change Flash Freeze to stop Alphas when you can do it yourself by slotting range is like being 40 years old and having your mom cut your meat for you at the dinner table. You shouldn't really expect it unless you only have one hand (like her sister's husband).
  24. Quote:
    Originally Posted by Tidbit Jr. View Post
    Perhaps we're looking at it from the wrong direction here. A cap is instated to ensure that a value doesn't surpass a set number which is considered the border between acceptable and "overpowered," no?

    Thusly, the proper question would be: would it become unbalanced if Blasters had a higher HP cap?
    Since, of all the ATs in the game, the one that is still defeated the most frequently is the blaster, the answer is no, it wouldn't be unbalanced. Buffing stalkers before buffing blasters might be unbalanced. Which is why some of us are responding to this thread.
  25. He's probably making use of the -KB to Herdicane every thing into a nice pile. An Ice/Storm can -rech cap every thing up to +4s with Snow Storm + Shiver and hit the "soft cap" for to hit debuff vs even cons with just SOs in Hurricane.

    25% defense to all positions (you can get 7 of that with just SOs in Weave and Maneuvers) makes you pretty untouchable even vs +4s.

    Slot Frostbite with damage procs, toss freezing rain onto the pile, and the Fire APP gives you a near perfectly safe killing machine especially if you throw 'nado and Lightening Storm into the mix.

    There are a lot of players that miss out on that combo just because they hate chaos/knockback. Played properly, it's an extremely potent combination, especially in the late levels.