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Posts
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Play style choice really.
Force Bubble has a 50 foot radius. While you have it on NONE of your powers that have a range of 50 feet or less (or your teammates that are near you in the bubble) will be able to fire (your targets will all be out of range).
Both are situational powers. It just depends what situations you run into most often. -
If you have your IO license and you have enough influence I would go to the market (shop wisely. It is usually more efficient to by the recipe and salvage and craft yourself than buy the finished IO) or use 4 alignment merits and pick up a Miracle +Recovery Unique and a Numina's Regeneration and Recovery Unique and slot them both in Health.
That along with 3 slotted Stamina may cure your endurance issues. Its the easiest way to potentially solve the problem you are experiencing. I would start with that step first before planing an entire IO build. -
Quote:It's going to be kind of ugly until you hit level 29 and have 4 slotted static Discharge.Any advice for a stalled out Plant/Electric Dom? I'm trying to push her to 22, but I just can't seem to get into the chick. She's 19 iirc right now. Any suggested power picks or skips from the two sets early on? I want to love her because I really like her concept, but I'm failing hard.
I'd recommend 6 slotting Seeds (or 5 slots with frankenslotted IO sets), 4 slots in Strangler, at least 2 slots in Roots and then even distribution in Charged Bolts, Charged Brawl, Lightening Bolt, and Havoc Punch. Stealth would also be helpful to get in decent position for Seeds.
Play on -1 or 0 / x4 or x5. Open with Seeds, pause for a few seconds to let the spawn self herd (this also frees the non-confused mobs from the herd) throw in Roots to lock them all in melee range with each other and to damage them all so that you get maximum exp and drops. Deal with any loose non-confused mobs first then finish off what ever remains of the confused ball of mobs.
By the time you get that done Seeds should be recharged again even without Hasten. -
Quote:I have an Ice/Earth/Ice Dom and it was a slow and difficult time leveling.I am a fan of Avatar "The Last Air Bender" and the new Avatar "The Legend Korra" and I was wonder what toon would you build that will have the same abilities Air, Earth, Fire, Water? I am not looking to be a clone, I just want an elemental toon to play. I was thinking of a Ice/Earth/Fire Mastery Dominator with Whirlwind and group fly for the air powers.
If I were to do an elemental theme Dom I would go with Earth/Fire/Ice (or perhaps Earth/Ice/Fire) to relieve the tedium. -
Quote:My Plant/Fire/Fire is a Fey of the Unseelie court. She delights in growing forests simply for the fun of burning them and her enemies down.I noticed :P
At 50+3 IOed and lore pets i could make a Empathy/DP defender with only it's tier 1 attack and the medicine pool great! OK Maybe not..
In all likely hood what ever she is she will be Praetorian ( yeah I'm a masochist) Initially i was thinking Science origin, I suppose i could do some kind of carnival of light/war styled concept.. Magic makes every thing work better!
(Also if you color it right spirit tree looks like a burning bush) -
My Cataphract tends to last for 2/3-3/4 his total duration. I'm usually lucky if the Nullifier lasts for even a 1/4 of it.
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It's even better when you add the Fire APP and get Rain of Fire and Fire Ball.
EDIT - And just for grins and giggles - the immob duration on roots is fine without slotting even better when you are a perma Dom. Before level 50 I usually slot Roots with 5 pieces of Posi including the proc and a Crap of the Hunter proc. Much more carnage ensues. -
Quote:This is excellent advice. I would also add that if you wish to both CONTROL and DEBUFF a controller is an excellent choice. Plant/Trick Arrow and Plant/Storm would be top contenders in my book.A Plant/Fire Dom has plenty of AoE control and damage abilities, and is solid in both team and solo play. You might want to try that, too. Your core abilities will be in place pretty much before level 12, with a few higher-level abilities that you'll pick up later.
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The Longbow Lore pet has the ubiquitous Longbow Nullifier that has the sonic grenade. The pet does not hold up well in most content though.
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/Thorns has the most available AoE and all the AoE dovetails together very well but it's not stay at range AoE.
That said a Plant/Fire/Fire dom is very awesome. I'd have to agree with the above. -
Appears to be a known issue for both the 4 and 8 hour versions
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Quote:Arch/Dev would be an excellent choice.So, after realizing that Water Blast doesn't have a snipe, I decided I could go ahead and make a /Devices character in preparation for the upcoming changes. I actually had a Psy/Device already, which I had made a while back and forgot about, but when I went to play that, I noticed that Psy doesn't have Aim, which I considered to be really important since /Dev lacks Build Up. Then I looked at the others, and my next inclinations went as follows:
1. Assault Rifle - again, no Aim.
2. Dual Pistols - No snipe, so pointless for the changes.
3. Sonic - No snipe
4. Dark - What the... What are these weird, utility Dark powers? Is Dark the lowest damaging set of the bunch? At first glance, it looked like it would have to be.
5. Fire - I have a Fire/Mental that I rolled but never played, but I was probably going to go Water/Mental, so maybe he can be forgotten (though he had a great name).
So. Any suggestions? I've played Ice/ (moot, no snipe) and Energy to the death, so I'd prefer to skip those. Elec/Devices really intrigues me, because I've never played Elec/ beyond 17, but I have no interest in being a sapper (I'd probably skip Short Circuit, especially because there isn't great synergy with /Dev), and from what I hear here, Elec/ is suffering well beyond what these changes address.
So... Help! -
Originally posted by Arbiter Hawk >
Quote:1) I have Aid Self on a majority of my blasters. It has 2 purposes that I use it for. One is the stun resistance granted by the power the other is to heal damage taken after combat.Alright ladies and gents, that's it for today. If you have further questions, please feel free to continue posting them, I'll try to free up some more time tomorrow to follow up.
Will the sustain power be roughly equal in utility to Aid Self? (I guess the real question is, will I regret dropping Aid Self to pick up sustain? If they aren't roughly equal the answer is probably a yes).
If they are roughly equal would you consider adding the same amount of stun resistance to sustain so that we can pass up the medicine pool and take our secondary powers instead?
2) Myself and blaster players like me see mez as the single most debilitating issue for blasters and it is by definition NOT FUN because while you are mezzed you don't get to play.
The worst possible time to get mezzed is at the beginning of the Alpha response because you are much more likely to be defeated by the alpha response and follow up if you get mezzed immediately after you make your first attack.
A common tactic is to hit Aim + Build up and launch all of your AoEs. This allows you to take out the majority of minions in the spawn allowing Offense to be the Blaster defense. The remaining mobs are damaged and if you are mezzed you "may" still be able to take out the remainders using defiance.
Would you consider adding a mechanic (if it is possible) that grants a blaster 5-10 seconds worth of "break free" at the time suppression begins? (this would allow us to finish unloading our Alpha strike and reduce the follow up threat) I think if that were possible it would solve a majority of the alpha mez issues. -
ST focused would be the problem of course. It makes the road to perma rocky enough that none of my /energy Doms have ever made it there. Doms are the only AT that has access to energy blasts/melee that this is true of.
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Quote:Yes and I'm aware of the cast times and recharge values. The difference is that WH is a 30% chance for a mag 2 stun.Errr... you do realize its damage/range was normalized with all other dominator PbAoE's, yes? It's a 15 foot radius pbAoE that is smack dab between tremor and ice sword circle.
Tremor is a 50% chance of KD which can affect Bosses in one application.
Ice Sword Circle is a 100% chance for -10% recharge and -10% movement on every thing not resistant/immune to slows.
No doubt in my mind which of the 3 is the low performer. -
You can Hit 23.4% with 3, even level Hit Buff SOs. The problem of course will be finding enough slots. I'm not sure that it will be worth it with tier 3 powers getting their range increased. Without reduced animation times on quite a few powers our issue will still be having too many attacks and not enough utility.
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Quote:Mez = end of hectic playstyle.Blaster Mez Avoidance = NPC logic changes to halt chain mezzing, Defiance, and Break Free
I'm pretty sure that's all we're gonna get. From listening to the talk today, I get the impression the devs have a certain hectic playstyle in mind for blasters. I don't see melee mez resists as being part of that plan.
Logic changes to halt chain mezzing might be helpful, of course not having programmed so much stinking mez into the game would have solved that problem before it appeared.
I'm not talking about melee level of mez protection. I am talking about mez avoidance in the first place. That =/= break frees because that means eating one EVERY spawn in a high mez environment. The Alpha mez on top of Alpha damage is the problem. The blaster needs enough time to unload their AoEs before being mezzed. That would allow offense to be their defense. If you can AoE a spawn you can take out most of the minions. At that point sure using a break free if there are too many survivors is a viable option or if you eliminated enough of the spawn to get to a less deadly level, defiance might be enough to finish.
I would prefer it be done right this time instead of being back here in another 11 issues wondering why blasters still have the same unaddressed issues. -
All ready started my investments. How about you all?
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I'm unconvinced at the moment (pending testing of course). Yes the changes will be a "nice to have". Not sure that they will really address the major blaster issues especially as the snipe changes are an across the board change not a blaster only fix.
If the changes are specifically targeted towards fun and not towards numerical balance then some form of mez avoidance will need to be included at some point as the least fun thing I can think of is being unable to play the game without a built in, at least part time, cure. -
Most patch powers have a "tick rate." Most mobs can easily travel 40 feet (the diameter of Distortion Field) in under 2 seconds. If the tick rate of Distortion Field is once every 2 seconds or more, Mobs can easily pass through it without being affected by a pulse.
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Quote:This, and also if you go farther into the pool you can help team mates, slot more LotG, and pick up phase shift which is also a handy tool.Just to note, as you are taking both hover and stealth (which I did as well) those are excellent places to but an extra luck of the gambler: +recharge. Two power pools, zero slots burned, +15% recharge.
*Edit* It should be noted there's a big reason people shoot for "Perma" domination: it refreshes its durations, meaning if you activate it before it drops, there is zero 'building domination' time necessary. -
Quote:I excepted thorns because it has a very short ranged cone (Fling Thorns), A PBAoE (Thorn Burst), a TAoE patch power (Thorntrops), and a melee cone (Ripper) that has the identical Arc that Fling thorns does making it quite easy to line up and providing no operational clunkyness. You don't have to give up AoE with Thorns because there are more than 2 choices and they dove tail better than any other assault set.Tiny little nitpick here, MK.
Thorns does have both a cone and PBAoE for Aoe. Fling Thorns (cone) and Thorn Burst (PBAoE).
Spot on with Stone, though.
I also forgot to mention that Energy Assault lacks a cone but Whirling Hands is such a dud that it plays almost as if it had no AoE at all. -
Quote:You have a perception problem. If you want to talk in golf terms PAR is the average that all players should be able to make. That you and a few other players can Ace or Eagle holes consistently doesn't change par at all. No magic about it what so ever.Great argument..and totally wrong. My blasters were fine..before IOs. I level them without any (but a few procs) and they are fine. I don't know where you pull your magical PAR from, but since all you seem to do is moan about how blasters suck..maybe you should just..you know..play something ELSE?
Nevermind the fact that blaster performance has nothing to do with doms, especially ONE power in a dom set.
Also..your argument that no one played doms why..because plant thorns had a cone and pbaoe? OMG, wow, how could anyone cope with that stress. Managing two powers. Crazy. I am amazed people who tried didnt end up rocking in corners and gibbering. Because again..using ONE example, that requires two power sets...is such a great argument, as to how the whole AT was someone wrong.
I know people who played doms pre IOs. And were flat out amazing, doing things I'd never seen (granted I was pretty new). As for holding up the recentish dom 'buff' (no +dam with dom) that some people call a nerf...it actually made the AT better, with less need for perma dom for some decent damage.
People didn't play doms because the mechanics were (and still are to some extent) clunky. ALL the assault sets (except stone and thorns) feature a cone and a PBAoE for AoE. This means you have to jump back and forth from PBAoE range to cone range to make them effective and if your primary has an offensive mitigation toggle lose the effect of that toggle that you may depend on for that time.
There would have been no issue there if the cone had been a TAoE in all those sets.
The other reason that few people played Doms was the entire Jekyll and Hyde concept that Doms were designed with. Most players don't like being really powerful for a short time and really sucky the rest. They want to smooth it out more and be powerful most of the time and decent the rest of the time. That's pretty much what the Dom revamp did.
BTW I played CoV from release and an Ice/Ice Dom was my main. I didn't care for Red side for a variety of reasons and stopped playing red side when I ran out of content (which was pretty quick actually). I've been happy with Going Rogue (at least once we could create villain ATs hero side to start with) since it lets me play the villain ATs on blue side and avoid the things that I don't like about red side. That gave me quite a few new things to tinker with and I am just now starting to run low on new ideas.