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Posts
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I'm not a fan of shout. The activation time is as long as reactivating your first two blasts, which stacks an additional 20% -res than just a single shout. Also, petrifying gaze is cool and all, but screech will mag3 stun instead of hold (same difference mostly), but will add some damage and a long 20% -res and is a great attack to keep chaining among your other single target blasts to add with tar patch to make your team melt any boss, EB, AV, whatever.
Siren's song is not necessary. You have to get too close, and it's a sleep, while fearsome stare is a super-strong fear and -acc that you can activate in cone range of howl. Tar Patch + fearsome stare + howl chaining on a spawn while chaining the first tier attacks on the boss(es) will allow your team to destroy an entire spawn in seconds while taking minimal damage.
I respec'd out of siren's song. I thought it would be cool to have a back-up AE control ability, but with enough recharge/hasten, your AE fear is out often enough to keep using. Plus it has a chance to hit Mag-4.
Also, the AE rez is has a fear/stun component as well, which you can stack on top of fearsome stare for mag4+ fear and stack on screech for mag5 stun on a boss.
I love dark/sonic and I think it has tremendous control, damage potential, healing and debuffing ability, and you get a nice blob pet. The synergy between the stun chaining, -res chaining, and having the capability of rendering mobs useless (-acc, fear, slow) while simultaneously reducing their ability to withstand damage while doing a fair bit of damage yourself with a high amount of survivability is awesome. -
Quote:Some people see it. I've had a team leader tell me to stop using AE fear because it made things "too easy" as things stood there cowering in a tar patch with howl (sonic) stacking to bring resistances to nothing. But that whole -ACC thing is hard to see in a team, I can agree with that.:\ I think i've sat here for about 10 minutes trying to think of a decent response to your post. As far as storm goes I do not have enough experience playing one to really say anything about it.
DM is another story obviously.
I think the main issue here is, as stated earlier by mod08, when a dark player is doing their job well you will not be able to tell they are doing anything at all. People just wont be dieing and mobs will go down abit faster then normal. I think this leads to people not really seeing the set for what it is doing.
I respect your opinion but I believe you are comparing apples and oranges. Chances are you do not like sets like DM and storm for the same reason I am bored to death when playing sets like Kinetics and other buffing sets. -
I'll freely admit to running a team through one of these "farm" AE missions.
But nothing said, "this should get nerfed" more than having the level 26 Mastermind ask in team chat, "how do I make my pets move?" -
Things to consider with plant. The AE root from plant is twice as powerful damage-wise as every other AE immob. The drawback to this added damage is that it won't attach itself to fliers that are more than 2 feet off the ground. Hence the reason for snowstorm, even if you only toggle it on for a few seconds to ground everyone for the AE immob.
With containment, you're pumping out decent AE damage with just roots. Add to that the fact that plant/storm is probably the most visually appealing set in the game with lots of "hey, look how cool my controller's powers look" kind of effect.
But other than AE confuse (which is uber, don't get me wrong), the set seems to rely on at least achieving 35 for tornado for some really great soloing.
Also to the above poster who says that freezing rain won't allow confuse to do its thing because mobs are flopping, I say the opposite. Freezing Rain allows confuse to do even more than any other set, because you're also going to be damaging them with Roots+containment damage, which also prevents the flopping. So they're left attacking each other with reduced defense and resistance, while the rain and your roots tick away damage to maximize your exp gain.