Nny_the_mad

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  1. Quote:
    if you can break line of sight for N seconds, you lose aggro
    IMHO, it's the way to go.
    AS is fine, i'm not for giving everyone debuff, everyone good damage, everyone huge hp...
    each AT are supposed to fill a specific task in a team (every patch, those "role" tend to vanish :s)

    stalker are sneaky and deadly assassin.

    being hidden or using placate while every mob on the map are still chasing you like if you were wearing a ligthed disco suit is a nonsense.

    losing aggro would mean more possibility to survive, to take down grops of dangerous foes one by one (and not just staying taking blows while you are supposed to be a master of invisibility), to get rid of nasty debuff etc..

    i already pointed that resistance mob in going rogue at high level are what stalkers should be once they begun a fight.

    a pulsing stealth (we got that with hide if we don't get hit) that makes you trully disappear.

    adding a -threat component or a pulsing AoE placate effect maybe..

    like they are, the master of invisibility are no more good than a widow or scrapper with stealth and the stealth IO, which is really sad :s
  2. but beware of the damage self.
    on stalker it was already tricky (you could kill yourself ) but less dangerous as you got a heal (and being under the hidden statut = no hp loss)

    on a dom with no heal, a fast recharging melee attack that will damage you (enven a bit) can quickly begin the main source of damage you will suffer ^^
  3. save that CA got two "target"

    the mob you sape and yourself taht get the + recovery

    so "read who the target is" is not a good advice in this case
  4. compare with this one

    Quote:
    Ice/Rad Reborn
    Hi all, I would like to throw in a new twist to the Ice/Rad Controller. Most folks would pish-post if I told them that my ice/rad can melt down +4/+8 difficulty mobs. Well.... It can thanks to 14, yes 14 chance for damages, two great confuses, and two chance for holds. Here's the build's powers and what I have on them:

    1. Chilblain: 6 slot Enfeebled Operation IO Set
    2. Frostbite: 6 slot Enfeebled Operation IO Set
    3. Arctic Air: Chance for damages (Malaise Illusion, Cacophony, Impeded Swiftness)
    Coercive persuasion chance for confuse and coercive persuasion end/conf, malaise illusion end/conf
    4. Ice Slick: 2 rech
    5. Radiant Aura: Miracle end/heal, heal/end/rech, end redux
    6. Rad Infection: Achilles heal chance for res debuff, Touch of Lady Grey chance for damage, Dark watchers despair to-hit/end, DWD to-hit/end/rech, DWD Chance for rech slow
    7. Enervating Field: 2xend redux
    8. Choking Cloud: Chance for damages (GW Embrace, Neuronic Shutdown, Unbreakable Constraint), Lockdown chance for hold, Basilisk chance for rech slow, Unbreakable Constr hold/end
    9. Fallout: Siphon Insight set x 5
    10. Lingering rad: 1xacc
    11. The following powers have IO set Kinetic Combat 4 slotted: Brawl, Boxing, Kick, Flurry)
    12. Hasten: 3xrech
    13. Super Speed: Blessing of the Zephyr KB Protection
    14. Hurdle: 1xJump
    15. Health: Miracle +recovery, Miracle Heal, Numina regen/recovery
    16. Stamina: Performance Shifterx4, I took the chance for end in that set
    17. Tough: Reactive Armorx4, Steadfast Protection defense+3%
    18. Weave: Gift of the ancients def/end and def/end/rech
    19. Maneuvers: Gift of the ancients def/end and def/end/rech
    20. Indomitable Will: 2xrech redux
    21. World of Confusion: Chance for damages (Eradication, Obliteration, Armageddon, Scirocco, Cacophony and Malaise)
    22. Mind over Body: Reactive Armorx4

    Nets you 41% defense to smash/lethal and 64% resistance to smash/lethal. Although it does limit you a bit to that damage type. You can still mish just fine, since you also have around a 32% to-hit debuff from rad infection. All in all, the build has 3 aura confuses from arctic air, world of confusion and the contagious confuse; it has two holds from choking cloud and Lockdown; it has some damage mitigation from the 3 recharge slows from arctic air, basilisk gaze and dark watcher. What you have is a very survivable build, with some wonderful fireworks roughly every 8 seconds from 14 chance for damages. And it also has two resistance debuffs, one from Enervating field and the other from Achilles heal.

    Try it out and have fun with it!

    that the best ice/rad build i know (personal taste)
  5. Nny_the_mad

    New to Doms

    Quote:
    Originally Posted by Muon_Neutrino View Post
    I don't know about anyone else, but I was seriously unimpressed when I tried flash freeze on my ice/ice, even after leveling again and getting it to 4 slots. I was hoping to use it for exactly that purpose - alpha absorber - but I found it didn't actually prevent the alpha. Every time I used it, I would take a shot from at least some of the spawn, and it seemed random exactly how many got to shoot me. I think it's because of the tiny tick of damage and the sleep therefore being delayed for a quarter-second, allowing some mobs a chance to que up an attack before being slept. Regardless, I respec'd out of it since, imo, an unreliable alpha absorber is worse than none at all.
    any AoE control can give the chance to the baddies to get a quick shot at you.

    you need to use it smartly like triggering it while hoping backward or around a corner.

    slotting range can be a solution.


    i wonder what this power could be with the "chance to heal self" and the "chance for placate proc" in it
  6. Quote:
    Fire/Rad is unique in being the single build in the game that can make the best use of Choking Cloud.
    IMHO ice/rad make a better use of this power.

    fire controle got a strong, fast recharging controlling tool in FF

    AA(+coercive proc) + choking cloud is for me far more "game changing" than HF + choking cloud.
  7. no she doesn't
    and she should not write post after midnight -_-'

    local man guessing was right.

    i know WH mechanic is unique but i was pointing out that elec controle being a new set, it's possible that some of it's mechanics are unique too.

    it could be interesting to test that instead of just looking at how the other targeted AoEs work.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    ah, now I get it and Locals comparison makes a lot more sense to me.

    Drat, would have been nice to be able to slot or range
    this never prevented dimension shift to be able to increase the mag of the power when, slotted for intangibility

    so range that increase the AoE could not be that unusual.
    maybe it can increase the range of he next jump after all
  9. if for you a power that trigger and recherge faster, got better base damage,recharge and secondary effect plus a stun component is "equal" to ISC there is nothing i can say O_o


    anyway.. conductive aura is not auto-hit?? :s
  10. for team perspective i'd suggest elec/rad (or emp maybe) and ice/rad

    elec/rad ca be useful, it sap mob, it's AoE immob don't break KD, you have a heal, nice debuff and an aura+a AoE buff that will helps you endurance/regen wise.

    against AV you will be able to debuff them, sleep them and sap them.
    good synergie between conductive aura and choking cloud that makes you usefull even if you just stand still near the mob doing nothing else ^^


    ice/rad is very similar exept that ice patch is a kind of i win button very early in the game.
    the set will only shine really when you will be level 50 thought and it's a VERY EXPENSIVE BUILD
    it's unique synergie between it's two aura power are very appealing (even if very late blooming -_- )

    AA+coercive confusion unique mean you have a auto hit AoE confuse/slow/-stealth (very usefull to be sure you toggled debuff will not vanish against stealthed foes. and you can toss damage proc in there too)

    add to that choking cloud with the +hold proc and 2 damage proc and you become a pure nightmare ^^
  11. Quote:
    Originally Posted by EricHough View Post
    What you are missing about drain psyche is that in addition to boosting the casters end and health recovery, it also does a -500% end and health recovery debuff to the targets - shutting down their end regeneration. For a sapping strategy, this is a very powerful affect and it can be made permanent far more easily than power boost.
    qft.
    and drain psyche last for 30 sec. in the end you will sapp him more.

    and i understand what powerboost does.
    i understand also that for now, the boosting effect only apply for the first target (same problem with domination) for it's "chain power"

    i don't understand why you put ISC on the same part than PSW

    ISC
    radius 15
    end cost 20,2
    recharge time 22s
    cast time 2,63s
    base accuracy 75%
    damage (unslotted at lvl 50) 69,5
    -10% rech/run speed for 8 sec

    PSW
    radius 15
    end cost 18
    recharge time 20s
    cast time 1,83s
    base accuracy 75%
    damage (unslotted at lvl 50) 70,7
    -20% rechfor 20s / chance to stun 8 sec

    don't get me wrong power boost is a awesome power (my grav/nrj dom could not live without it as it turn grav en NRJ mezz into ever lasting tool, yes enven the AoE hold ^^)
    and that why i understand why you rank earth in you top three (as it get lot of soft control in fissure, tremor and the uber punch of doom ^^) and that is enough to back up elec control lack of synergie with domination and pb.

    ice is a good secondary but paired with elec i just don't see how it could out perform psy assault O_o
  12. power boost alone can't justify that.

    powerboost never outshined psi assault and it never will.
    especially with elec control.

    not a lot of it's power benefit from powerboost.ok it benefit to the aura and the confuse but

    dp + aura > powerboost+aura (dp alone is better)
    confuse+powerboost insn't necessary when you can PSW things to death quickly
  13. Quote:
    Originally Posted by JuliusSeizure View Post
    In fact, the -recharge from your attacks and CE will stack with the -recharge debuff in Static Field. The top three pairings for me would be /Earth, /Ice, and /Ele.
    .
    there something missing in there

    if the - rech is what would make /ice shine when paired with elec/, why is /psi assault not in your top three?

    i mean psi got tons of - rech and two godly power that works at melee range.

    drain psyche + elec/ aura is kinda godly. would help to sap EB or AV, and if you hit 4mob with DP you would have a near unslotted "instant healing" level regen.

    and last but not least PSW. chance to stun, - rech AoE damage every 20 sec (or less if slotted)


    seem to me equal to, if not better than, /ice no?
  14. Nny_the_mad

    Spirit Tree

    or you could turn it in a moving pet ^^

    i mean carrion creeper follows you, why not the tree?
  15. Quote:
    Originally Posted by Microcosm View Post

    Ice/rad troller; can't remember why, just remember that it's sick
    maybe due to that? (expensive build but seems fun)


    Quote:
    Ice/Rad Reborn
    Hi all, I would like to throw in a new twist to the Ice/Rad Controller. Most folks would pish-post if I told them that my ice/rad can melt down +4/+8 difficulty mobs. Well.... It can thanks to 14, yes 14 chance for damages, two great confuses, and two chance for holds. Here's the build's powers and what I have on them:

    1. Chilblain: 6 slot Enfeebled Operation IO Set
    2. Frostbite: 6 slot Enfeebled Operation IO Set
    3. Arctic Air: Chance for damages (Malaise Illusion, Cacophony, Impeded Swiftness)
    Coercive persuasion chance for confuse and coercive persuasion end/conf, malaise illusion end/conf
    4. Ice Slick: 2 rech
    5. Radiant Aura: Miracle end/heal, heal/end/rech, end redux
    6. Rad Infection: Achilles heal chance for res debuff, Touch of Lady Grey chance for damage, Dark watchers despair to-hit/end, DWD to-hit/end/rech, DWD Chance for rech slow
    7. Enervating Field: 2xend redux
    8. Choking Cloud: Chance for damages (GW Embrace, Neuronic Shutdown, Unbreakable Constraint), Lockdown chance for hold, Basilisk chance for rech slow, Unbreakable Constr hold/end
    9. Fallout: Siphon Insight set x 5
    10. Lingering rad: 1xacc
    11. The following powers have IO set Kinetic Combat 4 slotted: Brawl, Boxing, Kick, Flurry)
    12. Hasten: 3xrech
    13. Super Speed: Blessing of the Zephyr KB Protection
    14. Hurdle: 1xJump
    15. Health: Miracle +recovery, Miracle Heal, Numina regen/recovery
    16. Stamina: Performance Shifterx4, I took the chance for end in that set
    17. Tough: Reactive Armorx4, Steadfast Protection defense+3%
    18. Weave: Gift of the ancients def/end and def/end/rech
    19. Maneuvers: Gift of the ancients def/end and def/end/rech
    20. Indomitable Will: 2xrech redux
    21. World of Confusion: Chance for damages (Eradication, Obliteration, Armageddon, Scirocco, Cacophony and Malaise)
    22. Mind over Body: Reactive Armorx4

    Nets you 41% defense to smash/lethal and 64% resistance to smash/lethal. Although it does limit you a bit to that damage type. You can still mish just fine, since you also have around a 32% to-hit debuff from rad infection. All in all, the build has 3 aura confuses from arctic air, world of confusion and the contagious confuse; it has two holds from choking cloud and Lockdown; it has some damage mitigation from the 3 recharge slows from arctic air, basilisk gaze and dark watcher. What you have is a very survivable build, with some wonderful fireworks roughly every 8 seconds from 14 chance for damages. And it also has two resistance debuffs, one from Enervating field and the other from Achilles heal.

    Try it out and have fun with it!
  16. i know what you can do against it (well some need hella more than a single yellow)
    it's not the problem.

    thing is that for us (the player so in a sense, the heroes for god sake!) they are just a bad joke. if it works for the npc it should works better for us no? (i know lot of thing work better for the npc like the capacity to instant fire snipe at a machine gun rate or to punch you for 4/5 of your hp barre)

    especially when we have toons designed around stealth in the game
  17. it's been a while now, there must be a a way !

    what i'm talking about are powers like the uber brutal Smoke Grenade of doom of the night widows (npc) and more recently the horrible pulsing stealth (or - perception i don't know) mob from the resistance get that works even if you hit them with a Dot power.

    None of my stalker are that stealthy once hide is broken it's dead
    even reducing the time it need to the hiden statut to kick in back would be useless as once a group aggroed you they all get an instant second sight and will hit you to death no matter what you do (ok you can placate ONE of them)

    smoke(fire control) or smoke grenade(night widow) are a joke. small to hit debuff and only work out of the fight O_o (like if i could turn myself invisible but only when i'm alone in an empty room)

    add a placate effect for exemple for smoke for hide i honnestly don't know the game mechanics enough to do any suggestion) but do something please !


    sorry for the bad english and all.

    regards
  18. i'm mainly dominator
    as i can't heal it, my pet tends to die a lot (well it's a pet) but beside, eart and gravity one, tends to not grab aggro long enough to my taste.

    i was wondering if slotting the 2 unique aura in it would really change anything (i can't afford to slot both the 2 unique that give defense AND the 2 that gives res; it would gimp them too much)

    for exemple, for the imps, would 10% defense be enough to see them dodging enough hit to make a difference?

    would 20% resistance make tem less squishy?



    i was wondering too if slotting one of those in dark miasma pet is a good idea for a MM.
    it would benefit to all his other pet no?
  19. Nny_the_mad

    APPs, OMG ^^

    i turned my grav/energie dom in a pure engine of AoE destruction
    first time i take whirlwind hand of my life, but with fireball and rain as a back up, i'm now a pure ST and AOE monster

    i tried it with my fire/psi, and honnestly i'll suggest to anyone taking ice instead cause in fact, FB and RoF and psi scream and PSW is overkill. you and up loosing time by choosing which one you will throw in the mob face as they all are up very often ^^'

    that's all ^^


    (the important part is still that
    nowwith RoF and FB, even energie will now contribute well in team AoE wise. that plus it's ST target damage potential makes energie one of the most balaced set (with earth assault maybe) and that is enough to deserve a thread IMHO)
  20. crap ^^

    thx for the fast answer carnifax
  21. how with the proc act?
    will it proc once at the beginning? or for each "tic" ?
  22. still the same issues for ice control

    -ice slick miss a -fly component like quicksand or tar patch got.
    it implies that we should use our AoE immob to prevent flying mob from evading it which would break ice slick main use
    -ice slick can't be slotted with slow set (qucksand can, earthquake can take 3 different categories of set) it's an issue for a power mobs will try to run away of
    -relying almost only on AA or ice slick for AoE control,one of those power should provide a -dam or a -tohit component (like earthquake) as both are soft control
    -jack should be allowed to be slotted with slow set (venus can take def debuff, stoney and singui accept kb set...)
    -shiver miss some controlling effet. -rch and -spd is an uneffectif "control" power.
    maybe a kb like gale, or a -tohit component could be added.
  23. nice work liliceae, as usual

    i was wondering do you still continue your threat concerning dom's powersets issues?
  24. an all dom team all with link mind could be game breaking no?