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Posts
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Hey thanks! Didn't know about the stealth procs.
Is the slowed movement from pool power Stealth very noticeable? One of the problems I've faced when playing this character is Siphon Speed running out between battles and leaving me to trail behind the speed boosted team. I'd like to be able to move fast. Superspeed with +stealth actually sounds perfect on paper, two birds in one stone, I'll have to see how the burning feet look on the character. I tend to avoid taking it for that reason.
If I dip into the Speed pool, I guess I can pick up Hasten along the way, too. Should I go with Psionic Mastery then? What's a good synergistic APP or PPP? -
Hello forumers,
I'm considering dusting off my level 38 rad/kin and would like to give him a much-needed respec. I used to feel really fragile playing him: good offense and team buffs, but nothing aside from a melee-range heal with a tohit check for self-protection.
I'd like to rebuild him to better leverage his strengths, so I've been thinking about investing in stealth procs to allow him to wade into melee unseen and pop Fulcrum Shift followed by Irradiate or the nuke, depending on recharge. Is this a good idea?
Since I plan on using the nuke, I'd prefer not to rely on a lot of toggles. I've been thinking of mainly taking Tactics for the extra tohit and Combat Jumping to slot one stealth proc and a KB protection IO. And for full invisibility, I had the crazy idea of slotting the second stealth proc in Inertial Reduction. This is a power I never took on my original build. How good is it? Does it give decent jump speed? Will it rub off teammates if I use it during missions?
Alternatively, I might just want to wait for my next power pick and get Mass Hypnosis or Oppressive Gloom from the APPs.
What do you guys think? Thanks a lot for the input! -
Mostly because I am always very wary of repeating powersets I've played on other characters:
Contagious Fever: An Illusion/Thermal Controller. This character has the power to make others come down with a fever that causes them to have extremely high temperatures and powerful hallucinations. -
While not an expert in the game by far, I love Gun Prophet, my level 32 DP/MM.
Between the knockback, the stun and the -recharge from the secondary, you have a lot of mitigation to ensure survival when solo.
In a team, I have a wonderful AoE attack chain with fire ammo. I avoid redraw, so I go Concentrate>Psi Scream>Bullet Rain>Empty Clips>Piercing Rounds and then some single target blasts if necessary.
I've just gotten Hail of Bullets, so I'm learning to use it, but it will mesh really well with Drain Psyche and Psychic Shockwave. I use it with teleport, to make the most of the +defense component. The monsters get very little time to react to my appearance while I'm already mowing them down with bullets. -
Quote:No wonder you don't use Flash Arrow if you didn't take it.Funny, I never use Flash Arrow. (Didn't even take it).
I usually start with Acid arrow or seeds. If I have a strong team I won't bother with the seeds and just use the holds and acid arrow and keep the seeds for ambushes and the like.
I understand how it can feel like an unhelpful class. Not a lot of damage AND all you are doing is holding things in place, if your team can't kill them you'll be in pretty bad shape.
Ryan
I find it helpful, it lets me position my cone just so to hit the whole group of baddies, and I can tell myself I'm helping the team by debuffing enemy tohit a bit. It's also very useful when you have multiple mobs close to each other.
Another thing to point out is that Plant is one of the few control sets to offer a team buff in Spirit Tree, which further helps round out TA's weak spots. I'm very happy I took Medicine to have something to draw on when an enemy insists on doing damage despite all the debuffs and controls. -
This is a small gripe of mine. Please bear with me while I try to explain it:
When fusing enhancements (TOs, DOs and SOs) to improve their level, you have two options, either you drag and drop an enhancement from your tray on top of an already slotted enhancement and the screen then zooms in to "fusion mode", or you click on the slotted enhancement to bring up the fusion interface and then choose which enhancement from your tray to use. In the first case, the fusion interface appears with the chance of success already calculated and you just have to click to accept, the process takes 2 seconds. In the second case, you get to wait for 5 to 7 seconds while the game makes a big deal of calculating fusion chance and you have to listen to the "roulette" noise before being able to accept. The trouble is, if you want to fuse multiple enhancements in a single power, you then get to wait for all the "roulettes" to be done regardless of which of the two methods you use. Or else you have to cancel fusion mode and restart the first method.
Can't we just eliminate the waiting time and just use the roulette-less system while in fusion mode? Please? -
I have a Plant/TA in his 20s. He's fun to play and looks badass, but at times it doesn't feel as helpful to the team as some of my other controllers.
At level 1, you start out with an immob to set up containment. This was the first controller I've had that was one-shotting enemies in the tutorial. It was fun.
Then, you get a wonderful synergy between Seeds and Flash Arrow. Basically, you can stop worrying about taking the alpha when you use Seeds because the enemies can't see you coming.
You'll spend most fights using Flash Arrow-> Seeds-> Roots -> TA debuffs and then using your two single target holds to lock anything down that has avoided confusion. Redraw hasn't been a problem so far, the combo is however super duper clicky. You'll have filled your bar by level 16 and will have to resort to complex binds in order to leverage all your powers.
With i19, I've picked up Aid Other because my support seemed lacking. -
It's about time. I suggest three simple categories under Going Rogue:
- Praetoria (for everything pertaining to the new maps, storyline and sub-level 20 hijinks)
- Morality Crossroad (for side-switching and tip-finding woes)
- Incarnates (for discussing the new alpha slot and everything it entails)
Any takers? -
I can't imagine an Electric Domination set with a combat rez power called "Defibrillation". I just can't.
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I personally wouldn't have made it through the first levels of grav/ without having lift to provide a secondary single target control. Looking at how I can pull slots to at least 4-slot it right now.
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Well, I mostly took Hover for concept reasons, and to be able to position myself properly in complicated maps, where I want to be knocking things in the right direction and summoning the Lightning Storm higher up in the air. I used to make do with the raptor pack, but I really prefer hover. If there's a power that needs switching out, I'd rather drop Recall Friend. The build looks very good, but I really want to keep Lift in it, since it's one of my staple single target controls and deals damage up front.
Is this build expensive, by the way? And is there a certain couple of IOs that will be more important to get first than others? I have a starting budget of around 100 million influence. -
Hello guys,
So far, I have never really used the Invention system on any of my characters except to slot some procs and knockback resistance when I had the luck to get some. With the advent of i19 and the alpha slot, I finally have an excuse to use Boy-Nebula my level 50 grav/storm/ice (well, grav is supposed to be air pressure).
I confess I have no idea how to do it and would like some help. It can be in the form of PMs if the question is too obnoxious to merit a forum discussion.
From reading other posts about builds, I gather one has to have a goal in mind when building a character. In this case I'd say the most grievious problem I have is endurance. I would like the build to be good on recovery and end redux so I can help a team without needing to castle up inside Hibernation. And some recharge would of course be welcome in order to have the big AoEs up more often.
Here's the build without IO's that I've planned for i19 so you can see my power choices. Note that I've put two slots in Brawl so I can put them in Stamina once Mids allows it.
Thanks a lot for the help!
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I'd rather have the Praetorian Hamidon archetypes that also get suggested often when this question comes up.
You character is a human infected by the Hamidon virus who has somehow made it into Praetoria. As your power grows, you find yourself falling into Hamidon's control. Your choices are to either follow through and become a force of eco-terrorist destruction or subdue it and work towards a truce between humans and nature.
The two archetypes would have an earth/crystal theme and a plants/fungi theme.
This would be moderately easy to include sotry-wise, since at the moment we have no idea at all about how the Praetorian Hamidon look like and operate. -
Quote:Yes, but how to change CM to affect the caster without violating the cottage rule? As it is, it needs a target to cast and another poster has already stated that he likes being able to remove mezzes at range, probably through the targetting reticle. This is exactly the reason why the cottage rule exists. If it weren't for that fact, I would suggest to make it a PBAoE with the same range as Healing Aura, since the Defender is bound to try to keep as many allies within that range as possible. But that would require changing the recharge, which would in turn make it impossible for CM to free someone from Ghost Widow's clutches.Getting back to your clear mind suggestion though, If a change were made to CM with the idea of improving solo parity (making Empathy solo better), your suggestion is not the way I would like to see it. Its too "kludgy" to take a half-step and force a player to "bring a friend anyway". Plus I hate pets. In the case of improving Empathy's solo capability, our choices are limited : Clear Mind, Fortitude, Adrenaline Boost. I think you can see why MY compromise is to stay within the "Pacifist" theme of the set and give it Clear Mind while solo and leave AB and Fort alone. They would be too powerful anyway.
We could however, leave CM as it is and add mez protection to one of the other powers. Say, make each of the auras give the regular effects plus mez protection only to the caster when he uses them.
Although I agree with you that Recovery Aura needs to change somewhat. I remember the frustration of playing my Empath when RA wasn't up, as opposed to when it was. I'd make it something like the Pain Dom auto-heal but with endurance. -
Quote:I think we have to start by defining what solo parity is supposed to be here.Ugh. Not sure if you are serious, but you may have missed the whole point of the thread.
We are discussing ideas to improve Solo parity of the low-powered sets. Changing CM to an ally toggle would not improve Empathy's position at all.
Is "it is unfair that my powers don't work on me solo despite already doing fine" the main complaint? Or are we trying to find solutions to certain problems?
If we're talking about having powers that work on oneself: A lot of the powers in the heavy buffing powersets are too strong for the caster to be able to use them on himself (for example, Force Fields is balanced around the fact that the Force Fielder remains the weakest link in a team of invulnerable demigods). Altering those powers to affect the caster would require them to be weakened considerably.
That's why I suggest a compromise in Clear Mind by making it a click ally AoE (not a toggle), so it keeps the functionality that it has now (cottage rule) while reducing the effort needed to buff the team and allowing for a chance that the Empath gets buffed, too. It would essentially allow you to have mez protection when solo if you have a pet and in any mission with an ally critter, of which there are a whole lot in Praetoria. I'm aware that it's a small step, but it's better than taking away my ability to protect a blaster with Fortify.
To level the playing field even more, we could get a temp craftable power that allows you to summn a PPD/RIP just to leech buffs from. -
Quote:Lower the recharge of Sonic Cage so I can keep two targets caged while dealing with the third. Given the low damage of AoEs, I build my defenders to have good single target damage first (also helpful while "channeling" trhough an ally). If my sonic could reduce his encounters to one-on-one battles, he'd rarely have any troubles.I appreciate your additional feedback, on Sonic in particular, but I have to ask what you feel would bring Sonic closer to solo Parity with other Defender Powersets ?
My solution to Clear Mind would be to make it an ally-targetted AoE with a small radius and maybe a target limit of four to six targets and a recharge of 10 seconds so that you can apply it to a couple of people at the same time if they're standing close. Similar to way the Mastermind pet buffs where changed to AoEs but with a lower recharge. This keeps CM pretty close to what it is right now, retains stackability and range, eases up on the buffing (I find the buff cycle for Fortify to be ok, but the buff cycle for CM absolutely horrible) and the Empath can buff himself if he stands next to his target when he casts the buff. A considerable improvement, even if it does squat for soloing without a pet or ally. -
I'm down with this idea, as long as the person in charge of designing the costume is not the same that came up with the hideous costume that Mender Ramiel wears.
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Maybe put in Repel from Kinetics or Repulsing Torrent from Kinetic Melee? If we're going to have Focus Chi, a couple of more chi-based effects wouldn't be that jarring, right? Blasters get Repulsion Field from Force Fields in one of their epic pools, but I don't think it would be that out there to give them an AoE low effect knockback power in the secondary that lets them get out of melee fast.
And how about powers from Ninjutsu? Smoke Flash, the PBAoE placate would work well to get out of melee, even if Blasters don't get the extra damage out of hide. -
I agree with the OP, though. The lack of weapon sets for Dominators is the reason why I'm bringing a plant/TA controller redside. I wanted to see a guy that used a control set but also attacked with a weapon, which is something that is still not viable.
Please devs, give us that whip set for Dominators already! -
This is WAI. Pets on defensive are made to ignore mezzed enemies and take out the ones that can still attack you instead. Make a bind to change them to aggro mode when this happens. When my bruiser got Handclap, he used to stun groups and then forget about them.
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Where can I find your trio thread? I remember that I used to team with you quite often before my long hiatus a year ago.
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I quite like the visuals of the set, with the notable exception of Static Field, which to me looks like a gigantic pixelated scribble on the floor. My palette is light red and white, which at least to me doesn't seem that obstrusive.
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Hello, fellow Dominators!
As bizarre luck would have it, the RNG threw not one but two "Energy Manipulator: Chance to Stun" recipes at me this week while leveling. I've already slotted the first one in Conductive Aura, since that made sense. But where should I put the second one? My Dom is Elec/Thorn.
Static Field doesn't take End Mod IO sets, right? Such a shame.
By the way, what kind of stun are we talking about? As in, what are the magnitude and duration?
Thanks a lot! -
Quote:I think different approaches to the game are at odds here. Turning off exp is a no-no for me. I find it really demoralizing to beat up enemy after enemy without the knowledge that my sweet sweet ping is waiting for me. I have several dozen characters in my barracks; when I choose to spend time with one of them, it's because I want to see them gaining new powers and becoming stronger. It's also the reason why I'm looking forward to the Incarnate levels, finally something to do with level 50s that can't ping any more.Can't agree. If you find yourself outlevelling a contact that you really want to do you can do a number of things, including turning off XP, or even doing the arc again on a different toon, or there's also the Flashback options.
Still, I'm perfectly aware that it's my choice to gain exp, but without exp my fun is ruined.
Quote:I've found that the pace of teaming works very well in Praetoria and the Devs learned a lot about providing choices - gone are the days of having to visit Frostfire 27 times on every toon just to get the XP. The strength of Praetoria - as someone who's played in it a lot - I'm still learning the stories there - and I usually find myself discovering it in a small team.
I'm actually missing a couple of Frostfires in Praetoria, some moderate challenges that are meant to be taken on as a team. Are there any missions like that? Praetoria is a LOT about personal choice and personal responsibility. With all the big nuanced questions being thrown around, it doesn't make sense to give your voice to the team leader.
Quote:I got around it by making "Content" characters, who mostly soloed and were built towards it, and "Teaming" characters who joined PuGs at random and almost never did any of their own missions (my Fire/Dark Corrupter only ever did the Tutorial and the Portal mission at the end, everything in between was as a member of a PuG). -
Quote:Heartily agreed.The most important thing about this game, to me, besides having fun, is finding a concept and costume that fit your toon (in your imagination of what he should be) and rocking that however you want. There are, within the parameters of the game, powers you should want or get, and some you probably will never use or need, but find the pros and cons, the strenghts and weaknesses, and figure out your playstyle...then through trial and error, find what fits!