Nubcaek

Apprentice
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  1. Quote:
    Originally Posted by Doctor Roswell View Post
    I like the single-word version. A lot. Enough that I'm seriously considering it. I'll mull it over and get back to you.
    If you want to grab it as a possible fallback option, just go for it. Everything posted was available when I checked and I don't expect any inf. or anything, I just enjoy playing with the namechecker.
  2. #1 is pretty damn tough due to the huge numbers of robo-brains people rolled back when the think-tank was released. I can't think of any decent ice-related brain names besides "Brainfreeze" which was probably taken at release, so focusing on the whole brain-jammed-onto-robot deal, how about "Brainframe"? Like a mainframe...but with a brain...yeah, I got nothing.

    #2 Hrmm, how about "Moondrake" (or Moon Drake I guess)? It fits the emblem, isn't too annoying to say/print on a comic book cover and sounds suspiciously like mandrake, a famous component of many rituals in the past (handy if he's magic origin). As an added bonus, if you ever get bored of the dragon, drake works for ducks too, so you can slap a bird emblem on there for variety.

    [AlGore] (I have ridden the mighty) Moonwyrm/Moon Wyrm is also free [/AlGore]

    #3 Is going to be a nightmare, good luck with your search!
  3. Quote:
    Originally Posted by Carnifax_NA View Post
    Anyone got the entire list of bonuses?
    Quote:
    Originally Posted by Copypaste
    Archetype IOs, coming to the store

    Blaster's Wrath
    Bonuses: +7% accuracy; +7.5% range; +3% damage; +8.75% recharge; +3.13 range/+1.565 energy/negative damage
    Special: Minor fire damage

    Will of the Controller
    Bonuses: +2.5% damage; +6% immob/+6% sleep/+3.3% fear/+3 % confuse/+3% hold/+3% stun; +9% accuracy; +8.75% recharge; +3.13% ranged/+1.565% energy/negative
    Special: Minor psi damage

    Defender's Bastion
    Bonuses: +1.5% max HP; +7.5% range; +6% to healing powers; +3.75% ranged/+1.875 energy/negative; +8.75% recharge
    Special: Minor PBAOE heal

    Scrapper's Strike
    Bonuses: +1.5% max HP; +2.5 S/L/+1.25 melee; +2.5% damage; +8.75% recharge; +2.21 S/L resist
    Special: Boosts Critical by 20% (so 5 becomes 6, not 5 becomes 25, that'd be nuts)

    Might of the Tanker
    Bonuses: +2% damage; +1.88% max HP; +7.5% recharge; +1.89% toxic/psi resist;+2.21% S/L resist
    Special: Proc minor resist to all on self, lasts 20 seconds, stacks up to three times

    Kheldian's Grace
    Bonuses: +7% accuracy; +1.58% S/L resist; +3% damage; +8.75% recharge; +2.21% toxic/psi resist
    Special: "Form strengthening," which boosts Human resists, Nova damage, and Dwarf HP.

    Brute's Fury
    Bonuses: +1.5% max HP; +2.5% S/L/+1.25% melee;+2.5% damage;+8.75% recharge;+2.21% S/L resist
    Special: +10% fury generation from powers

    Stalker's Guile
    Bonuses: +7% accuracy;+2.5% S/L/+1.25% melee defense; +2.5% damage;+8.75% recharge;+2.21% S/L resist
    Special: 20% chance to go into Hide after striking with the power that has the proc

    Command of the Mastermind
    Bonuses: +2% damage; +1.88% max HP;+7.5% max recharge;+1.89% tox/psi resist;+2.21% S/L resist
    Special: +10% AOE defense for henchmen

    Ascendency of the Dominator
    Bonuses: +2.5% damage; +6% immob/+6% sleep/+3.3% fear/+3 % confuse/+3% hold/+3% stun; +9% accuracy; +8.75% recharge; +3.13% ranged/+1.565% energy/negative
    Special: Chance for +Damage (3/minute trigger rather than the 4/minute other stuff gets)

    Malice of the Corruptor
    Bonuses: +1.5% max HP; +7.5% range; +3% damage; +3.75% range/+1.875% energy/negative; +8.75% recharge
    Special: Minor negative damage

    Dominion of Arachnos
    Bonuses: +7% accuracy; +1.88% max HP; +3% damage; +8.75% recharge; +2.21% psi/toxic resist
    Special: The short help and long help disagree. The text says "Chance for -DMG and Toxic DoT," the long help says it gives a chance to "Terrorize the target and reduce their damage for 10 seconds," so who knows.
    Sorry about the quotewall, but there we go. Honestly, the PBAoE heal proc might be a nice perk for my trapster, so I'm not overly fussed if the set bonuses aren't totally optimal (the +rech/range/rdef are damn nice though). I could see myself picking a set up if the points cost isn't exorbitant.
  4. Throwing in a vote for a traps character of some kind, probably a traps/sonic defender if you want to really go nuts. The mortars all apply a -26.6 def/res debuff, seeker drones are -26.6 damage apiece, PGT is a nasty -1000 regen debuff and the best part? Mortars/drones will stack their debuffs, getting around the "this effect does not stack from the same caster" problem. You can use procs out the wazoo as well, whee!

    The only issue with traps is that it's nowhere near as fire n' forget as rad or cold; you have to get stuck in to lay your pseudo-pets (which can die, too!) and that can get seriously hairy against big nasties. Your character will also needs gobs of +rech to get the rather lengthy timers down to the "every mob" stage. Still, it might be worth considering.

    E: Hmm, I could be wrong about the seekers actually; apparently they won't stack. Anyone know for sure?

    E2: Looking at city of data, it looks like you can't have more than 2 seekers out at once (unlike the mortars they won't stack from you) but the flashpulse effects will stack from the different drone casters. I'm honestly not sure if that's correct though.
  5. I snagged a bunch, but then released them later after realising I'd never actually get around to playing half of them. So if you wanted:

    Psyborg, Headmaster, Great Briton, Minder, G-Man, Ironmaster or Rocket Ranger

    They may still be free. Names I'm actually using:

    Video Nasty (my global, just waiting on ill/traps to reroll on exalted)
    Silvertongue
    Claptrap
  6. Usually I'll just be struck with the burning desire to play a particular powerset and end up facerolling the keyboard for ages trying to find a suitable name. Usually this just results in mild abrasion and disappointment, but occasionally I'll luck out and find something useable or one of the gurus in the name thread will provide. There's really not much more to it. Costumes must (it's a weird niggle) always relate to the name/powerset visually, so that makes things a lot easier, and I tend not to bother with fancy bios or anything, unless there's loadsamoney involved and I need to whip something up to sneak past a CC judge. Not that I ever win any, mind you.

    Example: I want to play a psychic character, commence faceroll! Hooray, snagged a name: Lobotomist. Ok, that's a rather creepy medicine-related name, so he's a villain and the costume will use the surgical gear and a labcoat. Stick on "exposed brain wired" to handwave the psychic powers and BAM! One freshly-baked character.
  7. Aww, I was hoping the devs would take leave of their sanity and port /traps to controllers. Oh well, it'll be interesting to see if they'll buff poison in general while tinkering with it for proliferation, it could really use some love.
  8. Nubcaek

    APPs, OMG ^^

    Quote:
    Originally Posted by Antoinette View Post
    OMG a Dev!

    Castle please increase [Link Minds] stats, please please please...
    I agree that buffing of some kind is in order; psi mastery seems fairly lacklustre at the moment, it could really use the love.
  9. I've been soloing my controller so far, and it hasn't seemed too bad...but I'll put that squarely down to having a confuse in my primary. I definitely would have been pancaked several times by now, had I not been able to purloin the services of a nearby Lieutenant.

    Oddly enough, I don't have too many complaints about the ghouls or destroyers, but mobs of seers can get infuriating; nothing sucks worse than getting chain-kb'd by billions of shockwaves and being a control AT, -rech is a real killer.
  10. I'd definitely recommend it, I moved here from the Euro servers and it's much more fun to play on a highly populated server. One issue I haven't seen mentioned is a big one: there's a very good possibility that you'll lose your character's names in the process of transferring.

    Might be worth checking if your intended monikers are free on Virtue before you shuffle things around.
  11. Quote:
    Originally Posted by ChaosAngelGeno View Post
    I just want to know if WoC works with Domination and how fast it ticks. Did anyone test it in beta? If so how'd it work out?
    I've not tried it personally, but if the numbers in Mid's are correct then WoC is unaffected by domination, ticks every 4 seconds for just over 6 damage (base), is a mag 2 confuse (base duration 1.5 secs, 20% chance of additional mag for 1 second) and has a pretty teensy radius at 8.

    It doesn't look that useful, good set mule as long as you're not mind/ though.
  12. Primal and Psionic could both use another look imo. Primal definitely needs the order of its powers shifted around, pehaps swapping conserve power with torrent could work? Actually, Ice could use a quick switch too: swap hibernate and frozen armour.

    Psionic is a weird one, I'm not sure that it's worth taking compared to the other sets in its current form. You give up a quite a bit of damage potential for a rather shoddy 6.7% def buff (on a long timer, though it can be perma with H/IOs and +rech), the dubiously useful WoC and IW, which is fairly redundant if you build for permadom. Psynado is alright, as is MoB but both still have little issues; psynado is sluggish, and MoB is a res shield on a squishy.

    The whole set just seems a bit mediocre, though I might be missing something obvious.
  13. Quote:
    Originally Posted by Liliaceae View Post
    4.25%

    The psi resist is (I hope) broken at 1.7%
    That's not too bad, I expected it to really get gutted. Though if they had slashed any more off it, there's no way anyone would pick Psionic, given the goodies Ice or Fire offer.

    Thanks!

    Edit: 4.25% is the base value of Link Minds...so it's an incredible 6.7% fully enhanced. Welp. *shuffles off to join the fire mastery queue*
  14. Speaking of Link Minds, does anyone have the numbers for it handy? I'm curious how much +def has been lopped off in its transition.
  15. What are the numbers like on Link Minds? I'm hoping psionic will have something to make it a worthwhile pick, I'd love to use an epic set that's actually thematic but it's not looking too promising. Especially for permadoms.
  16. Welp, completely forgot about Seismic Smash.
  17. It's certainly possible to perma-hold AVs, but I'm not sure if the ability to do so is restricted to fire/ and mind/, due to their rapidly animating ST holds. I've soloed a few AVs with Lobo, it takes forever though as he doesn't have any pets and has to slowly chew through their health while hoping that drain psyche doesn't miss repeatedly.

    Speaking of which, not having a source of -regen will put a major damper on your ability to defeat any AVs which you do manage to hold. I believe it requires around 90 dps just to beat an AVs regeneration, so unless you can bottom it out, the already glacial speed at which a /psi dom kills AVs will look blisteringly fast.
  18. By any chance are those having troubles based in Europe, as I am? I had an issue reaching secure.ncsoft, it's fixable by altering which DNS you're using; Google's free ones at 8.8.8.8 and 8.8.4.4 should do the trick. Alternatively, you can just wait for whatever change NCSoft made to propagate to your ISP's, not sure how long that will take though.

    Hope this resolves the issue for others.
  19. If I was starting afresh, I'd probably go with Plant/Fire, especially if you intend to focus on PvE. Plant gets access to a ridiculously good control power at level 8, in the form of Seeds of Confusion. Once you've got yourself slotted up, and amassed some IO bonuses, SoC will be up whenever you need it and has an effect almost equivalent to Mind's tier 9...at only tier 5, with 1/4 the recharge time, no less!

    Fire has the AoE required to leverage all that confusion properly and also allows you to play from range if you desire, with a solid ranged attack chain strengthened by Fiery Embrace.

    Mind/ is still an option though, it has strengths in certain niche areas. Since it has a variety of control types, you'll never run afoul of NPCs that are immune to your abilities. It also has three aggro-less control powers in Confusion, Mass Hypnosis and Mass Confusion, which allow you to do interesting things in difficult situations, such as the LRSF's final mission.

    Any of Mind/Fire, Mind/Elec or Mind/Energy will work extremely well, as Obscure Blade said. Mind/Fire is also the PvP FoTM for doms, if that takes your fancy.

    Regarding /thorns and /psi, I've not played /thorns at all, I'm afraid but my main is a mind/psi! It's an interesting assault set, meh single-target damage with respectable AoE. The real gem in /psi is Drain Psyche, with it you have a source of +regen/recovery and one of the single most powerful -regen abilities in the game. Whether or not that's worth the loss of build-up/powerboost and an ST heavyhitter, is up to you.
  20. Cheers! I'll give him a shot then.
  21. Quote:
    Originally Posted by Mithos_Aurion View Post
    ...That being said, I absolutely love Total Domination, Terrify and Mass Confusion.

    Does this combination pretty much do just fine for Mind Control at higher levels? I know that when solo, I can lock down a decent sized spawn and just go to town at my own leisure, but I want to know if i can take charge and lead the group with these controls...
    Those 3 should work absolutely fine in teams, especially as you scrape together +recharge sets. A lot of people skip TD, but I found that rotated with MC it lets mind/ (almost) keep pace with other sets which have a 90 second recharging AoE hard control. Plant/ will still embarrass you though *shakes fist at SoC*.

    Terrify is fantastic, just don't open fights with it, since you'll eat an alpha before they start cowering (bounce round a corner if you must). I would recommend keeping Mass Hypnosis if you've got room, it's pretty handy as it's got a low recharge, doesn't aggro and can be used to interesting effect in nasty situations (the LRSF!).

    As for TK, I never cared for it much, it may be useful in extreme emergencies as a panic button but as you amass more recharge you'll find that your other controls are up often enough that you probably won't use it. Doms don't generally need to worry about control stacking either, since they can hit mag 4 easily enough. It can be used in pvp to drop rad toggles I think, but that's about it.
  22. I love my old dom and was thinking on repurposing him for some pvp, unfortunately he's /psi rather than /fire or /elec. Is it possible to compete without a source of +dam/tohit, especially with all the kb-resistant toons running around? Lacking a decent 3rd tier attack probably doesn't help matters, either.

    I guess DP could be useful, but it's difficult to land and since doms have the fixed version, does it have enough of an impact to bother with?

    I get the distinct feeling I'd just get farmed, sadly, though I hope I'm wrong. Anyone get by with a /psi these days?
  23. If you've got them, I find the Valkyrie boots complement the steampunk set nicely.

    Tint them brass and British racing green for bonus Victorian flair!
  24. I *really* wish they had included a tattered/ripped labcoat option with the pack, it's such an obvious piece to couple with the transformation CCEs.

    Welp...still gonna buy it anyway, for the reflector headgear of all things! Curse you microtransaaaaaaactions!