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Posts
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Quote:Hmmm let's see then. An 80' tier 3 blast (after the changes) that doesn't EVER interupt, animates just a bit slower than fast snipe and does just a bit less damage and all it needs is 6 slots and its ready to go.Indeed. And solo, blasters dont need anything offensively IMO. They need defense. And they will be getting some in the changes to the secondaries. Blasters kill stuff plenty fast. they just eat carpet plenty fast too.
And so we are back to changing snipes, you know, without considerations about survivability to muddy the waters. Because that part of it will be taken care of elsewhere. If you choose not to take a snipe for whatever reason, that is your choice. In this regard, I think the dev team hit the nail on the head. If it was easier to get, then they might as well have just thrown out the power all together and made tier 4 blasts and said "yay! swords for everyone!!". If they make it much harder, people will just ignore the powers and write them off as too situational, just like they do now. I think giving it to support AT's "easier"(through the use of team based powers) was a brilliant move, because it puts snipes right in the middle- some solo builds will make good use of it, and some team builds will make good use of it while at the same time passing it along to others too. In this way, the snipes will see enough fast snipe to feel worth it, but not so much as to suddenly become the uber ultimate attack power for everyone.
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Take a power I don't really need (Tactics), use 3 (or more) slots I can't spare, and endurance that I would rather use for slinging pain, change my slotting on Aim and Build up potentially costing me more slots I can't spare all to take a power that will give me 70 feet extra range, a tiny bit of extra damage and animate faster than my tier 3 only part time? Kind of a no brainer there.
Besides I'm a blaster, I have attacks in my tray that never see use because all I have is attacks in my tray and there will be a better power to use recharged and ready to go.
I tend to use Aim and Build Up together each spawn because I want to unload my AoEs with the most damage possible to eliminate all the minions and even the lieutenants and leave only the bosses to finish off with single target damage. THAT is my safety (provided I can figure out a way to survive the alpha response). By the time I get my AoEs unloaded there's nothing left of Aim and Build up to get a fast snipe in and little reason to hit what may be left with the snipe anyway.
On a team its the same deal. Aim + Build Up + AoEs while the scrappers finish off any bosses that are left. The only difference is on a team I NEED the Tank, and Defenders, and Controllers to keep me alive because as a blaster I'm the only AT that is most affected by damage because I have little to no mitigation and no way to avoid mez.
Net result, solo or teamed there is no point for me in picking up the snipe. It is still too situational to be cost effective, especially considering its opportunity costs. -
Small flaw in the reasoning. If I can't achieve perma-fast snipe reasonably while solo I'm unlikely to have snipe in my build at all, meaning that while teamed I won't have access to it because I didn't select the power in the first place. Teams don't really need the help, its the solo blaster that needs the consideration.
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Quote:Yes. I also am fully aware of the following adage: "The road to hell is paved with good intentions."Has it occurred to anyone else that certain ATs and powersets being able to fast snipe all the time while others can't was intentional?
You are of course aware that being able to perma fast snipe is meaningless if your primary has no snipe. DP/Dev is still pure pain as it lacks both Aim AND a Snipe.
Quote:-Devices doesn't get Build Up to use before a big AoE, including the soon-to-be-no-longer-crashing nukes.
-It doesn't get any powers that are useful on a fast paced team.
-Its ST immobilize is the only one in a Blaster set that deals no damage.
-It gets no melee abilities whatsoever.
-Its survivability is almost entirely dependent on remaining undetected while setting up the battlefield. One Rikti Drone = advantage gone.
-Its final 2 powers are widely viewed as 2 of the worst powers in the entire game.
-The most widely used power in the set is an area denial power that deals nearly no damage at all.
-In order to actually be useful, Devices demands a much slower playstyle than other secondaries. This leads to Devices players either leveling slower, or outright ignoring their secondary the vast majority of the time.
I actually like my Arch/Dev/Munitions if I'm wanting to solo and I'm not in a mood to hurry. My Arch/Dev/Munitions lacks Ranged Shot AND Targeting Drone. I don't see these changes altering my power choices. If I'm pulling a spawn into my Trip Mines it's RoA all the way. I'm not maxing the range on snipe, dropping caltrops 150 feet away, and then plinking stuff to death with fast snipe outside their retaliation range. That's slower than setting up mine fields.
Quote:Devices has ALL those things going against it, and you're complaining that it isn't fair that it gets to have permanent fast snipes. As of i24 that will be the ONLY thing it has that another secondary cannot do better. And other secondaries will still deal more damage with their fast snipe, because it will come with a +100% damage boost when Build Up is used to get it.
Quote:I don't think the Snipe thing was deliberately used to give Devices a bump while shafting other sets. If that was their intention they would have just attached the fast snipe mechanic to Targeting Drone specifically, instead of making it any time your to-hit bonus is above 22%.
Quote:Seems to me like fast snipes weren't meant to be an all the time thing for blasters reliant on Aim and Build Up to achieve it. Those sets have huge advantages over Devices in just about every other category. So why can't you let Devices finally (and Corruptors and Defenders) be better at something than other sets? Why is it so important that everyone else have the same ability as a set that has been regarded as a joke for 6 years? Can't you let the people who have continued to play Devices in the face of your derision have this one thing without wanting the same toy for yourself?
Quote:"Waaaah! Devices gets something we don't!"
Yes, they do. Now stop and look at all the things you get that they don't. Does it still seem unfair? Not from where I'm standing.
Assassin Strike for snipes - "oooh shiney"
Omega Maneuver compared to Time Bomb - "oooh shiney"
What did you get me? Whatdidyougetme? WhatdidyougetmeWhatdidyougetmeWhatdidyougetmeWhatd idyougetmeWhatdidyougetmeWhatdidyougetmeWhatdidyou getmeWhatdidyougetme!?!?!?!?!?!?!?
..... oh, perma fast snipe for Targeting Drone. Well I guess my Sonic/Dev thanks you all the same for the nicely gift wrapped, highly polished turd, you brought me......... -
Quote:Heh I learned how to navigate the shard using a scrapper with Jumping as his travel pool......I'll agree there. Visually it's stunning. Though practically, it's kind of a pain in the ***. It's worth checking out once or twice, but contentwise there's no real reason to go there unless you're a total masochist.
I would still rather navigate the shard that way, than Grandville any day. -
I do, since neither Corruptors nor Defenders need any kind of help. Blasters need help and devices needs help above and beyond that especially since /Devices plus any primary that lacks a snipe has gotten nothing at all.
The more I think about the proposed changes the less I think they do to help blasters. So far all I can see is things that smooth out minor issues and do as much (or more) to help Corruptors and Defenders. I'm almost positive from looking at the numbers, and the blaster play style, that sustain is not going to do the trick especially as the opportunity cost will be quite high.
The sustain mechanic has been added to powers that were not stellar in the first place and have been skipped in all most every blaster build I have. I can't be alone in that. If I can afford to change power picks and add the additional slots required to pick things up is much more of the issue.
I believe that blaster players are correctly picking up on this issue though most players that have issues with it are couching it in terms of fairness rather than a more appropriate balance comparison. -
Quote:The shard is one of the coolest looking zones in the game and well worth the time to check out if you have never been there. If you ever watched the movie Avatar you can easily tell that at least one of their writers plays CoH (and has no ethical trouble ripping off ideas for their movie.)Actually, yeah, no access to the Shadow Shard is really not a hindrance. The Shard zones have no actual story outside of the 4 Grueling task forces. There's a small arc that shows you around the place, but then it just devolves into endless repeatable missions. Villains aren't missing out because Heroes tend to skip the place as it is anyway.
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What Air Hammer said. Your best bet is to try to soft cap S/L/E that also gives you decent numbers vs melee and ranged.
Mace Epic is going to be your best option for that. -
None of that is really required. If you slot a set of Call of the Sandman in the power (and an End Mod IO) you have range 70 plus a 20 foot radius patch. That means you can cast it and affect the spawn outside of perception range AND outside of retaliation range.
The sleep is good enough to move into melee range to start draining the spawn. You can then cast Synaptic Overload without waking the spawn and it can be spreading while you are draining the spawn. Those 2 controls together can be perma layered by simply frankenslotting cheap sets when the 2 powers are 6 slotted giving you enough control and safety to handle a +2/x8 spawn solo without any defense OR having Domination active. -
I paired it with /Fire as that combo is a PBAoE beast when defense is soft capped and you have Clarion.
Prolly not what you are interested in checking though..... -
In my experience the issue with Sonic is the widths and ranges on the cones vary too much, ranges on the cones and Shout are too short, and the animation times are excessive.
+ranged def is probably the most useful set bonus, to mitigate the alpha response from Sirens.
You don't need a lot of +rech due to the long animation times. You don't need massive amounts of +recovery for the same reason. Procs are less than stellar for this reason as well.
While solo most of the foes are asleep so you don't need high regen.
I24 is supposed to address some of the animation time issues but as it stands right now +ranged def is most likely the most useful thing you can do with the combo. -
Quote:If I'm not mistaken Static Field lasts 25 secondsHmm! Thanks for the reply!
I would generally play a Controller or Blaster (or other such squishy) at range, but I can see how this one may need to 'control from the middle'.
So, the tactics look like Sleep them (I'd rather slot a +Range, instead of suffering the movement penalties of Stealth), then move in and let the Aura drain them. Run single-target chain on the best targets in the meantime and maintain Sleep as needed. When their blue-bar is flat-lined, break Sleep to collect the mob, then re-apply for the Drain and unleash the limited AoE until they croak. Rinse & Repeat.
That seems doable... Except, even with Hasten, there are 10-second gaps in the Sleep. So I won't have to break the Sleep deliberately, that will happen quite naturally... Not sure I like that.
On the other hand, the Aura... I see that the Aura could drain the average spawn in 10 seconds anyway! So maybe I don't need to worry about the Sleep too much, and just focus on timing. I guess I can only try it and see if it works.
Any other suggestions, advice, guidance?
Be Well!
Fireheart
Static field and conductive together will drain the spawn before Static Field expires. If there is any down time Chain Fences does minor AoE damage and the end drain in it can replace the end drain from Static Field.
The important thing to note is what it does to your own Blue bar. IIRC Static Field gives YOU 1.88 end/sec if you are standing in it with at least 1 foe. As slotted above Conductive Aura against 6 targets only increases your recovery by 33% wich translates into a mere .55 end/sec. -
I would not skip it if you aren't IOd. If you have IOs and you have enough +rech to double stack (or nearly double stack) Active Defense you "can" skip it. It's a nice set mule for an LotG +7.5 though and it doesn't cost much endurance to run.
It all depends if you have other powers you want to take and if you can fit it into your build. -
You might like this then.
Since you are playing a dom and have an assault secondary you don't really need either of the first 2 powers in the primary but you have to take one of them. I prefer Mezmerize over Levitate especially early in the dom's career.
I skipped Telekinesis as you'll have better controls.
Slotted this way you'll have perma dom and should have perma hasten. The open slot in Explosive Blast is for the Overwhelming Force -KB proc.
Against an AV, perma Dom, Power Boost, Mass confusion, and Confusion will allow you to confuse the AV even through triangles (PToD).
Defenses are low but aren't really needed since you have 4 AoE controls available. Total Domination and Mass Confusion should be up every other spawn so you can alternate them and Mass Hypnosis and Terrify can be used every spawn (potentially more than once per spawn). I also gave you Phase Shift as a panic button power if you get into trouble.
It's light on AoE damage but will play well from range and has a couple heavy hitters for anything that gets into melee range.
I preserved all the rest of your power selections, just changed the order of a couple of them.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Raveniss: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Flight
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Mesmerize -- Dev'n-Acc/Dmg:40(A), Dev'n-Acc/Dmg/Rchg:40(3), Dev'n-Acc/Dmg/EndRdx/Rchg:40(3), Dev'n-Dmg/Rchg:40(5)
Level 1: Power Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(9), Decim-Build%:40(9)
Level 2: Dominate -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(11), SAotDominator-EndRdx/Rchg:50(11), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(13), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(13), SAotDominator-Rchg/+Dmg%:50(15)
Level 4: Power Push -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/Rchg:50(17), Dev'n-Acc/Dmg/Rchg:50(19), Dev'n-Acc/Dmg/EndRdx/Rchg:50(19)
Level 6: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(21)
Level 8: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25)
Level 10: Power Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(21), Decim-Dmg/Rchg:40(27), Decim-Acc/EndRdx/Rchg:40(27), Decim-Acc/Dmg/Rchg:40(29)
Level 12: Stealth -- LkGmblr-Rchg+:50(A)
Level 14: Invisibility -- LkGmblr-Rchg+:50(A)
Level 16: Confuse -- CoPers-Conf/Rchg:50(A), CoPers-Acc/Conf/Rchg:50(29), CoPers-Acc/Rchg:50(31), CoPers-Conf/EndRdx:50(31), CoPers-Conf%:50(31)
Level 18: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 20: Mass Hypnosis -- FtnHyp-Sleep/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(33), FtnHyp-Acc/Rchg:50(33), FtnHyp-Sleep/EndRdx:50(34), FtnHyp-Plct%:50(34)
Level 22: Recall Friend -- Range-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(36)
Level 26: Total Domination -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36), BasGaze-EndRdx/Rchg/Hold:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 28: Total Focus -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39)
Level 30: Terrify -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(40), Posi-Acc/Dmg/EndRdx:50(40), HO:Endo(42)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(42), Mlais-Acc/EndRdx:50(42), Mlais-Conf/Rng:50(43), Mlais-Acc/Conf/Rchg:50(43)
Level 35: Phase Shift -- RechRdx-I:50(A)
Level 38: Power Burst -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(46), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(48)
Level 47: Explosive Blast -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50), Empty(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17)
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Code:This build preserves most of your power choices.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1479;682;1364;HEX;| |78DA6594594F1351188667DAA9050A2DAB6C05DA0A6D297453E39D4142C1606CD2A| |8718D96A19DE024C30C991989BDF457B8DE19E0CE1BF7ED5F6834C69F204B10BDAD| |5FE77BDB9AB469F3F4BCE7DBCF99C9DFCF75BE38FF604E10030B9A6C59C59CB1AEE| |AB26D989EBCBCA696DC8220B45D9237155DB52C2F2DC61B06C50543B74D434BE555| |BD5C5F849ADBF39625DFD3ECD4A2AE986B95FA52F0150CF259D2D4B5BB768FF37F5| |9DF542D7555D554BBD2EB2857144DD9304C5BB65543EF70A4CB1B8A529E5CDC504B| |A982A9AECB5A71C9304B8A55CCCB96AD989566E14354E514FDCED66A773E55B7F09| |C109304D736B8C394B698BF5C0D5B8FF0107B8F98C71E834F986D4FC167CC39CA23| |8AEC2BBEA34556123ADE831F989D1FC14F4CFF67E61EE575A34677AD46D2BAB798B| |DDBE00ED347E3F7701ED1F3D3E568FD3F98BB042FC791BC2B6C7F7C152C3187CAA0| |C2DC279F76F8B4A3E77EF43C829E47D073103D7751121FFB08BE01D1891320AD0B5| |A17B473D45400B103B7B9C6E01DE678115C0165E601A1877DC49E19AE3104CE53BC| |3EC4EBBBC6F6A1EBE00D66F826788B3945750DA0AE8104C7899036C833740D22761| |83C012E50AE619CC9F0178A35467B5FC16FCCC9EFCC43C228EA1A8D72DEC9181867| |46A7C1043347F1C770D7C65E72CEE82B66EC35F8067CCB9C3E4394DCC222F94E20D| |FC421CF7AFA3778C44CFC01FF32BBA9E708E610418F472E7E466A71A666B9AE4492| |399B02D36006E7448713479C78FD7C489BE1794A33B5C1D24C9227F96E27C745E7C| |E24C3CC748419269F14FA4FA1FF34FA4FA3FF2CFACFA2FF6C953E829F3AC9A0820C| |6E5A506A3CB9F4AD59459A4A35D1B29B6951B22DCAA916E5748B72B1A68850DC3CA| |182048934D1B16AEF6E3CDFD5DD8EC67B02BBFB4D4514AF723FFE0B3CA5BD16EB83| |FFAD43785780FF00E6A4F4BA| |-------------------------------------------------------------------|
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Quote:You can auto complete the "meet Wincott" mission. That saves you from the 20 minutes of run around.Nope, now your contacts all wait until you're busily running missions in Steel Canyon or Skyway City, and then they all at the same time want you to go talk to Wincott and won't give you anything else until you do. So if you don't want to do The Hollows, you still have to take the tram from Steel or Skyway back to Atlas, hike yourself over to The Hollows, say "hi" to Wincott, and then travel back to Steel/Skyway.
I really wish they'd knock that off and just introduce him like any other new contact. -
Plant/Fire/Fire Dom is a good choice.
Rad/Fire/Fire Mace blaster would also be good with the caveat that the powers do not animate fast but the damage output is huge (in melee range focused on PBAoE powers).
I'd also give a Mind/Ice/Fire Dom a decent rating. -
I would do something like this.
Since you lack a source of AoE damage until you hit level 28 (and lack slots for it until level 31) you should stay single target focused.
With stealth on (because Static Field has a range of 60) approach the spawn and open with Static Field.
Tesla Cage any loose mobs.
Move into melee range and allow Static Field + Conductive Aura to end drain the spawn. Hold and single target attack the most dangerous mob while the rest of the sleeping spawn drains.
Once the spawn is drained, allow Static Field to expire, the drained mobs will bunch up on your location but be unable to use any attack other than brawl (mostly).
Recast Static Field and follow up with Chain Fences every time they are recharged to keep the mobs drained. Continue to single target attack the spawn. You can also use Sands of Mu to get some AoE damage.
You can safely if slowly do this until you hit level 31 and have Static Discharge slotted up. That will speed your level process up and you can expand into your other AoE powers.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 28 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Villain Profile:
Level 1: Tesla Cage -- Acc(A), Hold(3), RechRdx(7), EndRdx(19)
Level 1: Charged Bolts -- Acc(A), Dmg(3), RechRdx(11), EndRdx(19)
Level 2: Chain Fences -- Acc(A), Acc(5), EndRdx(17), EndMod(21)
Level 4: Lightning Bolt -- Acc(A), Dmg(5), RechRdx(15), EndRdx(25)
Level 6: Charged Brawl -- Acc(A), Dmg(7), RechRdx(15), EndRdx(25)
Level 8: Conductive Aura -- Acc(A), EndMod(9), EndMod(9)
Level 10: Havoc Punch -- Acc(A), RechRdx(11), EndRdx(17)
Level 12: Static Field -- Acc(A), Sleep(13), RechRdx(13), RechRdx(23)
Level 14: Combat Jumping -- DefBuff(A)
Level 16: Fly -- Flight(A)
Level 18: Paralyzing Blast -- Acc(A)
Level 20: Hasten -- RechRdx(A), RechRdx(21)
Level 22: Build Up -- RechRdx(A), RechRdx(23)
Level 24: Stealth -- EndRdx(A)
Level 26: Synaptic Overload -- Acc(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A), Heal(27)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(27)
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The real question is.......
What do you want to do with your Dom?
Mind control is one of those sets that virtually every power benefits from the effects of Domination, making perma Dom extremely potent for this primary. Mind has LOTS of AoE control. The one thing that mind lacks is immobilization powers. It has no single target or AoE immobilize.
You are pairing an AoE heavy primary with a single target focused secondary (and you have skipped the one and only AoE damage power that your secondary offers).
Energy assault is rife with Knockback effects. Having no AoE immobilize means that you will be spraying mobs around that will get stuck where they land (though mobs affected by Mass Confusion will get back up and return to attacking their friends).
With Perma Dom your powers recharge fast. With as many as you have selected some will never see use because a better power will be recharged before you can use the marginal ones.
For an IO build the secret is focusing on one or 2 particular types of set bonus (like recharge and defense) and pursing them so that you get lots of small bonuses that add up to a large total. The most potent set bonuses are usually in the 5th and 6th position of the set so the powers that you want to use a lot and the IO sets that give you the best bonuses you want to slot heavily and the powers that don't give those bonuses, or that you will use sparingly, or that don't need much slotting to perform well will get no extra slots or maybe one additional slot. A lot of players call this build style "min/maxing".
So the first question is, what is your play style?
The second question is what thing(s) do you want the toon to be able to do well and how do you want to prioritize those goals (if you have multiple goals)
The 3rd question is what powers are negotiable and what powers do you want to make sure with no question that you include in your final build?
The 4th question is what is your budget for your character? PvP IOs are expensive, purples are expensive, and several potent procs are expensive. -
If influence is no object then do them both. Each character can have up to 3 builds so build them both.
In situations where you need the survivability (like soloing) switch to that build.
In situations where massive control and DPS are needed (like teaming) switch to that build. -
Quote:Actually trick arrow is a really nice controller secondary. Its only crappy as a defender primary/Corruptor secondary.EDIT: Also, I guess I wasn't clear. I don't like the fact that a new player can pick a powerset that's not as intrinsically valuable as another set because of bad design between the two. Like a guy that picks Trick Arrow instead of Kinetics... that guy should have every inch as much potential as the other guy, and he doesn't because TA is a bad set, whereas Kinetics is stupid good. It's not the arrow guy's fault for that, it's the development team's fault. They need to fix their game so that everyone has equal potential to excel.
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I was playing my Sonic/Ice tonight and every time I used DW I lost all end and had the full crash.
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Fun: Blasters, Dominators, Controllers, Corruptors
Fun: The market, IOs, Incarnate powers.
Fun: The costume creator, power customization
Fun: Teaming, soloing.
Not fun: Masterminds, Stalkers
Not fun: Super Speed on Red side, Grandville, Yellow side
Not fun: most of the Itrials
Not fun: Mez without adequate tools to overcome it. (ie: blasters as they are currently designed) -
A Moonfire TF would be a good place to start. Level 23 is minimum.
Citadel TF is also decent. Level 25 minimum there.