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Quote:Why? My Corruptors and Masterminds use it for that purpose all the time and it's highly effective. And since the Haunt pets have a fear attack to stack with it you'll be able to Fear bosses too.so far i have the choice of throwing out a fear/immob cone combo and hope the -to hit is enough to lessen the alpha. not to mention let's hope the cones aren't 45 degrees, but 60 degrees at least like Seeds of Confusion. if Fearsome Stare is gonna be that every spawn power then we have a problem.
PBAoEs are by definition not Location AoEs, those are two different things. My first guess is that's it's the set's equivalent of Hot Feet; with a low magnitude stun instead of the slow effect that Hot Feet has. A combination of Death Shroud and Oppressive Gloom. That's just a guess though. -
And probably miss; this isn't Terrorize, it's Fearsome Stare which has a strong -accuracy component.
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Quote:Ugh, no; Controllers and Doms should share every control set. Keeping a set to just one AT doesn't mean that AT is special, it just means you are artificially limiting the other AT. Doms are defined by the fact that they are Control/Assault, and play quite differently than Controllers. An Illusion Dom would not play like an Illusion Controller.I dont want an Illuion port.. I dont care if Doms evert get Illusion.. I would rather that Controllers KEEP Illusion to themselves ( and I have an Illusion controller ). I would rather that Dominators that get something is THEIRS... Something that defines the AT I guess is what I am looking for..
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Quote:To quote Synapse:Dark Control is pretty much an entirely brand new set with almost no ports. Doms are also getting Dark Assault. Not much heard about it yet except that its self-buff power is kind of like Power Build Up.
Quote:Dark Assault
This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this. -
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Yeah, they had the same problem with Shield Charge. They wanted the character to rush in in a literal shield charge; but they just couldn't make it work.
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I was just thinking about that myself. I've never played a DB stalker, but it seems to me the result will be a significant improvement since it can now easily use an important combo in mid-fight without worrying about Hide or Placate. And it will get a boost to single target damage from Assassin's Blades on a regular basis.
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Here's Synapse on Dark Control & Dark Affinity:
Quote:Looks good. I wonder what recharge Haunt will be on? It'll be nice it you can get it up to an every-spawn power, or at least every other spawn.Darkness Control
I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.
Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)
At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:
Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.
I think that's about it for Darkness Control.
We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.
Darkness Affinity
This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.
In their places we added Fade and Soul Absorption:
Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.
Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery. -
Here's a more complete description from Synapse:
Quote:Darkness Control
I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.
Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
Tier 4: Possess (Ranged, Target Confuse)
Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
Tier 7: Haunt (Foe Targeted, Summon Shades)
Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
Tier 9: ??? (ZOMG! What could it be?)
At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:
Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.
I think that's about it for Darkness Control.
We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.
Darkness Affinity
This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.
In their places we added Fade and Soul Absorption:
Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.
Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.
Dark Assault
This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this. -
Quote:There's going to be an Echo of Dark Astoria in Ouroboros for that.I'm more worried about trying to get the 200 Banished Pantheon masks needed for Eye of the Magus. DA was the only place in the game that this was practical, due to 1) the limited portion of the BP content that allows them to spawn, 2) Totems (their higher-level replacements) not counting towards the total, and 3) the absurdly high number of kills required.
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Quote:The four Riders would also seem to qualify.Basically, Hro'Dtohz is the closest thing the Rikti have to their own 'super'.
Quote:No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds, even their fellow Rikti are terrified of them -
Maybe they could make the fog & ghosts intermittent? Instead of day/night they could have a fog/no fog cycle.
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Quote:They killed/neutered the gods of their world by killing their followers. As for non-divine magic, the high amount of magic users on Primal Earth seems to be a lingering result of the Mu eugenics program.If I recall, magic was not absent in the Rikti home dimension... until they destroyed it (a Rikti NPC in Montague Castanella's arc mentions this for example). I don't recall any explanation of how or why they destroyed their world's magic, though.
Quote:As for the descendants of the people of Mu, nearly every magical hero, seer, mystic, wizard, witch, sorcerer, medium, and channel of today is one.[10] Numbered in the millions, some sources assure that they could be as many as one fifth of the worlds' population (more than a billion people). -
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Quote:Light/energy control and metal control (although a Metal skin for Earth Control/Assault might work) also come to mind.Well I don't know about you but...they are still missing water and wind control.
I did like a suggestion someone made in-game today; a /Staff Assault set for Doms based on the upcoming Staff Fighting melee set. He wanted to make a Mind Control/Staff Assault monk character... -
Quote:Dark control might actually turn out to be another top-tier set if it gets fearsome stare, -ToHit in the attacks and a 90s aoe hard mez. Too bad for Dark affinity, though.Quote:I'm a fussbritches, but I think that your primary should do primary things, seconday doing secondary things, so I'm pretty fine with dark affinity lacking the better controls.
* As opposed to EM Pulse from /Rad -
Quote:Also, another change was the presence of teammates causing Domination to recharge faster.Dominators got tweeked at least twice before as well. The recharge time on Domination was lowered (I think it used to be twice the recharge it was now, originally) as well as their damage mods (ranged and melee) rebalanced so melee hit harder than ranged. Then mez protection was added to domination as well as the ability to activate it while mezzed and an endurance refill some time after that.
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Quote:Stalker changes coming in i22. Confirmed by Posi.
No details yet.Quote:Somebody told me in the game about this. I wonder what kind of changes are coming? Is it a buff? A revamp of some sort?
Quote:Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers.
We're testing three improvements to stalkers in i22:
-Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
-All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
-Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
-These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat. -
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As far as I know, all we've heard about it is that it lacks tentacles and has a more "oily" theme. Unless you have really strong feelings for oil there's not really much to go on for calling it "awesomesauce".
Doms are well behind other ATs; it gets kind of irritating to be left out of proliferation, left out of getting new sets while everyone else is handed powerset after powerset.
Quote:Steering the thread away from Dominator matters...
What do you think we'll see in Dark Control? Tohit debuffs are almost certain. Fear is very likely. Will Dark Servant be the pet? If so it might be the most supportive of Control pets, I believe (a heal, tohit debuffs, and some controls of its own). -