Miladys_Knight

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  1. Quote:
    Originally Posted by Grey Pilgrim View Post
    *sighs* This is what alternate animations are for, and why you should post in Castle's thread about this. As I've pointed out there and elsewhere, if they had more straightforward animations on the attacks, we'd be hearing people ask for more gun fu animations: you just can't please everyone, which is why more options are a good thing.
    It was the first thing I did when that thread appeared and from reading through it a majority of the first posts had that at least somewhere in them.

    You are right that's what alternate animations are for but I prefer more options not less. Animations that fit the widest array of character concepts should be what all sets are released with. Specialized animations should be the alternates. I'll submit that DP was done backwards.

    Had DP been done the way that many players were expecting (aim and shoot) the rooting/animation times would have been much lower. I'm not sure how they'll be able to do more sedate animations that don't look like you are purposely wasting time. (That would actually be good. DP really needs to be sped up quite a bit. At release it was in as bad a shape as Archery and Assault Rifle were at their release(s).) DP's animations were old and annoying for me a mere week into closed Beta. They are still annoying and distracting now.

    I'm also still of the opinion that giving the set Swap Ammo instead of Aim was a bad move. Though it could easily be redeemed by making the damage 30% lethal and 70% exotic instead of the way things are currently.

    It's going to take alot of dev tweaking to the new sets before I'll find them enjoyable.
  2. Quote:
    Originally Posted by Sailboat View Post
    I like to slot lower-than-50 IOs for examplaring. At least at those levels, Gaussian's doesn't have ED-capped recharge, so putting it into Aim means I can't use Aim as often. That may be a bigger penalty than the difference between the proc being checked on demand (when you hit Aim) or randomly (in TD).
    With out any other form of recharge bonus (hasten, global recharge, outside buffs, temp powers) the difference in recharge speed between a level 35 Gaussians set and a level 50 set is 3 seconds

    Adding just hasten in the difference is 1.4 seconds adding 3 sets of level 35 Posi (for exemplaring purposes) a set of level 35 decimation, and a set of level 35 Stupefy adds another 31.25% to your global recharge (very easy to do) the difference between the 2 is now 1.2 seconds.

    I don't really see it as all that big of a deal.
  3. Quote:
    Originally Posted by Khiva View Post
    That animation is awesome, and you're both terrible people for saying otherwise. Terrible.
    This.... oh wait I read that wrong. Strike that, reverse it, continue please.

    Quote:
    That animation is terrible, and you're both awesome people for saying so. Awesome.
    (fixed)
  4. Quote:
    Originally Posted by Castle View Post
    Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.

    The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    I don't have a problem with that. What I do have a problem with is that hostages that they are "guarding" aren't freed when their guardians run off. That aspect really makes no sense to me.
  5. Quote:
    Originally Posted by Pinny View Post
    I fail to see how finishing off the threats and THEN AoEing everything saves on endurance when you could AoE everything and then finish off the other guys that are already weakened.

    And lolactivationtime
    I'm not surprised since it was partially sarcastic. Review your chain again.

    Why are you even using Jolting Chain? Since skipping it and going straight to Tremor accomplishes the same thing. Same thing with adding in Fissure at high level. Adding Jolting Chain into your attack chain is just reducing your DPS (ie: wasting activation time on low damage powers.)
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    The only problem I have with this post is the fact that you are refusing to alter your tactics as well, making you no better than the ones you're calling n00bs here.

    It's a two way street, you can adjust your tactics too. It is in no way fair to expect someone else to change how they play because you refuse to.

    Edit: I seem to recall us having this discussion before, so I'm just going to leave it at that.
    Indeed. Usually the complaint that I get is not that I KB'd the spawn but that I killed "their" target since the spawn is frequently dead before the melee toons catch back up to it (or before it hits a wall).

    I do adjust my tactics as well. I typically position myself so that the KB is directed toward the nearest object. Unfortunately the statement about them meleeing in the middle of giant rooms is all too true and most of the objects that are of sufficient size are all equidistant and as far as possible from point of first contact.
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    Perhaps tangential, but I've been finding Jolting Chain very useful on my Elec/Earth, using this procedure:

    1. Drop a Static Field. Enemies are sleeping.
    2. Run into melee and Jolting Chain. Enemies are knocked down.
    3. While enemies are getting up, Tremor. Enemies are knocked down again.
    4. By the time the enemies get up, they're sleeping again.
    5. Use single target hold and attacks until Tremor recharges. Repeat as necessary.

    I can see this method being similarly useful for any Dom with a PBAoE attack. Jolting Chain lets you soft-control enemies that you're about to hit with PBAoE, so they don't all wake up at once and punch you. By the time JC and the PBAoE finish, they're sleeping again. Additionally, JC has a bit of endurance drain, which stacks with the sapping from Conductive Aura and Static Field. And having effective end drain at level 12 is amazing.
    Or if you prefer to save the endurance and activation time:

    1) Drop Static Field
    2) Tesla cage your chosen target
    3) Single target Smash
    4) By the time you finish off the target that is the greatest threat the rest of the sleeping spawn has been sapped.
    5) Tesla any other targets that are a threat.
    6) AoE with impunity
  8. The answer is no you don't need it for an Arch/Dev especially if you slot IO sets that give bonuses to accuracy.

    Here's why:

    First - Pets and powers that spawn psuedo pets NEED their own accuracy slotting. They do not benefit from Targeting Drone AT ALL.

    That means that Rain of Arrows (spawns a pseudo pet), Trip Mine (spawns a pseudo pet), Time Bomb (spawns a pseudo pet), and Gun Drone (is a pet) all need their own accuracy slotting.

    Second - When you are mezzed Targeting Drone is still active and all of your endurance that is gurgling away to run it is providing you no benefit at all since toggle powers are suppressed while you are mezzed. Blasters have an inherent power (Defiance) that allows them to fire their tier 1 and 2 primary attack and their tier 1 secondary attack even while they are mezzed. Since Targetting Drone will be suppressed in this case (a case that will occur more and more frequently as you fight in content at higher levels) you will also need standard accuracy slotting in these powers (Snap Shot, Aimed Shot, Web Grenade)

    That's too many powers that get nothing substantial from Targeting Drone and require acc slotting for my taste. My Arch/Dev doesn't have it. If I need a to hit boost (and Aim is not recharged) I just pop a yellow inspiration (I can't ever remember not having one to use when I needed one and they are the most common suspect for converting into other insps).

    Not only that but if you slot IO sets it's almost impossible to NOT slot some accuracy in your powers (it's built into the set IOs) and most of the sets that you are likely to slot give a global bonus to accuracy before you get the recharge or defense bonus that you are likely slotting for.

    By the by. The Gaussians set belongs in AIM for an Arch/Dev not in Targeting Drone. If it is in Aim the +damage proc is much more likely to fire off before you unload your most powerful attacks rather than while you are standing in Wentworths, traveling to the mission location, between spawns while you are setting up, or just as you are firing that last snap shot to finish off the last mob in the spawn.
  9. I just keep knocking them back until.

    A) They are all dead.
    B) The melee characters figure out that they should be near walls instead of in the middle of all the giant rooms.

    Usually A happens much more often than B. Alot of n00bs I have run with over the years blame KB for their own self created woes. Team strategy runs 2 ways. Telling the energy blaster not to use KBing AoEs deprives your team of that damage output and is totally ridiculous. Learning to melee near obstacles saves everyone time and headaches.

    The reason the complaint is so common is that an armored melee toon like a br00t, tank, or scrapper is easier to get your feet wet on. A larger proportion of n00bs are therefore found playing these ATs, playing them with poor tactics, and then complaining about/blaming other players for their own self created problems.

    Communication is the key. Explaining how KB works and good tactics can actually turn a n00b into a newbie if they take and follow your advice.
  10. /Energy of course. This is the only secondary that offers the Boost Range power. If you don't have enough global recharge and you actually need another AoE attack you may wish to pick up the Electric Epic for Static Discharge.

    Better yet you could go with Mace or Mu and pick up an AoE immob AND another cone.
  11. Quote:
    Originally Posted by JayboH View Post
    I guess the question is what secondary is best to pair up with Electric Control - what is your opinion?
    Anything that pairs well with Ice/ will also pair well with Elec/. The powers sets are very similar in effects and in play style. The only caveat that I would offer is that /Elec may pair better with Elec/ than with Ice/ for the simple reason that the sleeps in the secondary can stack with Static Field in the early game before Domination is perma to give potential boss control.

    It's a bit too chancy for my tastes though. None of the powers in /Elec are 100% chance for sleep and even though the chaining powers are "AoEs" they have a 5% chance for utter failure. Utter failure in Praetoria spells disaster for the squishy, especially the newby squishy.
  12. Quote:
    Originally Posted by Test_Rat View Post
    You must be kidding.

    Soft cap your ranged def, and the knockbacks and the caltrops keeps you safe. KB sets are really cheap too.

    EDIT:

    I notice you said "not known".
    Please don't eat me I am sorry!
    /e passes Arcanaville the salt and ketchup
  13. They could fix the problem I have with the power by making the initial attack 2 jolts instead of a single one. If the first jolt hits the initial target would be flagged as invisible to the second jolt.

    It would make a huge difference in the power especially in the low levels where this is most of your mitigation, you have few enhancement slots, and the enhancements you can slot are of low value.
  14. I'll take this moment to point out that Ice/Earth is probably a better combination to do this with.

    The damage out put from -rech capped mobs is about the same as the damage output from sapped mobs since sapped mobs can fire off an attack as soon as they get a recovery tick.

    You get a confuse in Arctic Air, both sets have a sleep, and an AoE KD. The main difference is that you won't have to worry about a total mitigation failure with Ice/ since none of the powers have the chaining "feature".

    I've tried them both and much prefer the reliability of Ice/Earth to the new shiney of Elec/Earth.
  15. For a new player damage mitigation (to keep you alive) will be the thing you want most.

    The safest secondary is /Devices. It is also the slowest secondary in terms of dealing damage.

    For decent mitigation and decent speed /Ice is your best bet.
  16. I've played Ice/TA but Earth/TA or Plant/TA is a better combo for controllers. Fire/TA is fun but hard to get the hang of at first for most folks.

    I have a hurricaneless Fire/Storm/Stone Controller that's lots of fun to play and solos or teams well.

    Another extremely rare combo is Ice/Rad. It's not really good at soloing because the damage is extremely low. But it is excellent on a team for locks down and debuff.
  17. If you are using the leadership pool, specifically the Tactics power, you'll want to rethink your build. Tactics gives the Imps additional perception and causes them to see (and attack) targets that are (much) farther away.

    Also, if you are playing a Fire/Storm, and are using O2 boost to heal an imp you'll have the same problem. O2 boost does several things, heals, provides resistance to endurance drains, and boosts the target's perception. If you use this on an Imp you'll have the same situation and a single Imp will run off, get itself killed, and bring his new friends back home to play.
  18. Quote:
    Originally Posted by StratoNexus View Post
    Arch/Men, AR/Men, and Fire/Mental are great rangers, but nothing can compare to Fire/Fire in melee.
    Have you tried Rad/Fire StratoNexus? My Rad/Fire rivals (and may have even surpassed) my Fire/Fire.
  19. Quote:
    Originally Posted by OneWhoBinds View Post
    So when should you consider another AoE attack on a single character redundant?
    When you can't use them as fast as they recharge you have too much.
  20. Quote:
    Originally Posted by Liliaceae View Post
    Typically I'll be standing next to one enemy, who's held and I'm beating on with melee attacks. The others are usually spread out so closer to one is further from another.

    A long time ago I had very little success trying to use Hot Feet and Chilling Embrace together for this reason, and I expect Arctic Air and World of Confusion will be fairly similar.
    You have that right. You are much better off putting the Coercive Persuasion proc in AA and simply ignoring WoC.
  21. Scrappers or Brutes are good to get your feet wet with as a new player.
  22. Quote:
    Originally Posted by Big_Soto View Post
    As a player that has a Mind/Energy, Grav/Ice, Plant/Thorn, Fire/Fire, Ice/Psi and a Earth/Psi dom, This is my order of soloing Doms:

    1. Mind Control
    2. Fire Control
    3. Plant Control
    4. Earth Control
    5. Ice Control
    6. Grav Control

    Someone mentioned that Fire is hard to solo with, but I found it to be easy and after lvl 32 its amazing. I also think it might have to do with the secondary I picked. My Mind/Energy Dom was my first villain when CoV became live and I was the first dom to hit 40 before the lvl 50 cap came out and I was the second over all Dom to hit 50 on my sever. Soloing with a Mind Dom is fun and the most enjoyable run to 50 I had with a Dom. With the Mind you want to set it for +1 or +2 team size for soloing, but at higher levels a Fire Dom can solo +8.
    I'd disagree on your placement for Ice/. I'd also mention that Ice/ is one Dom where it makes sense to take and use the AoE Immob especially if you enjoy playing in melee range.

    Open with Ice slick to mitigate the Alpha, cast Shiver, move in to melee range with Arctic Air running, Once AA takes hold cast Frostbite to keep the mobs in AA and to floor their recharge. Then Smash with impunity. My Ice/Earth is lots of fun to play.
  23. Quote:
    Originally Posted by Liliaceae View Post
    Check out the powers guide in my sig for my extended opinion on Electric Control.



    Repel and Knockback both break sleep as well.
    Anything that puts up green numbers over the target's head will break a sleep, so will any power that changes a mob's position (KB, KD, KU etc)
  24. Plant is the easiest set for a starting Dom with Earth a close second. Fire is probably one of the hardest.

    Differences to note between controllers and Doms is that Dom controls have significantly shorter duration than controllers (outside of domination) and have no chance to critical (overpower) the target (outside of domination once again).

    Dom slotting of the controls is similar (the AoEs have reduced accuracy just like the controller versions) ie: slot intensive, so you don't really get up to speed as a Dom until much later in your career. On top of that to be effective the assault portion of the set is slot hungry too so the Dom doesn't really start getting good until late game (after level 31+ ) when you start getting 3 slots per level and there are 2 levels between new powers instead of just one.

    The other big difference is the AoE immob. Many doms skip it. On controllers its useful for keeping mobs bunched in debuff patches or near toggle anchored mobs. For a Dom it just stops the mobs from moving, aggros them all, and makes you the alpha target.