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I end up using the male briefs a lot.
Actually it's not "cool" it's just silly. But on a lot of my characters I end up trying to mix "tight" or "bare" items of clothing with "oversized" articles. The ladies often end up in tight shirts, the guys with either the upper arms showing or the legs, especially paired with oversized boots, helmets, backpacks, etc.
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For me, Sonic or go insane from low damage + no appreciable debuffs.
Fair bias warning: my FF/Ice Defender at 50 is one least favorite toons of all time. His main super power is slooowly plinking stuff to death, and then running out of endurance before it actually dies. With villain PPPs around now he can at least immobilize things in his rain powers so they don't just immediately run out. -
You can consider picking up the Primal APP for Power Boost and do Power Boosted Total Domination. A decent IO build will get you Containment every ~70 seconds for about 50 seconds. Adjust mission difficulty to about where you kill the last enemy as TD comes up again for the next spawn.
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Quote:Isn't a bronze medal the best you can get when you play ice control?
I would say silver. Ice Control on IOs is quite a bit different than without. Perhaps shockingly so if you haven't yet tried it with IOs, particularly on Dominators who don't have to rely on Containment.
I think a lot of people give up before they get there and I don't blame them. The 30s-40s on Ice Control are hell. Carnies will constantly detoggle you and drain your endurance, Malta are Malta, Council WarWolves touch Arctic Air and the fear sends them racing off, your endurance is constantly crashing, and you lack the defense to survive more than a few attacks. I really can't stress enough the massive issue with Arctic Air detoggling and the terror of its 15 second recharge, which is why most of my suggestions for changes to the set have called for this power to either be unsuppressable or for Jack Frost to gain a mezz protection power to cast at you sort of like Bots cast shields. I've also generally concentrated on making the knockdown in Ice Slick unresistable so that it would work even if a teammate uses cages.
However, while it takes a LOT of work to prop the set up, I also do generally feel that it improves more than other sets once you do it. Arctic Air's utility is mostly tied to your ability to survive at close range and your mezz protection (which if you go Psi APP is mostly a matter of recharge). I find that late in the game that ranged alpha-breakers begin to become less important and things start to come down to how spread out the enemies are. Some maps hide members of enemy groups around corners or behind walls or just generally stretch them out, and Ice Control is really good at dealing with this as long as it can survive initial attacks. It's also a set that requires some tactics (in particular casting Ice Slick around an obstacle at the edge of a spawn for really tough groups, so that the idiotic enemies all run toward it and pile up at its edge as hit the slow and collide with their allies who fell right in front of them). I'm not saying it can match the insanity of Plant Control but I do feel the set improves more than some other low-powered sets like, say, Trick Arrow.
Also note that IMO at least part of the reputation of Ice Control comes from players trying to skip Arctic Air and replace it with Shiver in order to play Ice at range (sometimes even skipping Glacier as well). Shiver is a power I rank somewhere around Earth's Quicksand. While I can understand why people do this after being murdered trying to use AA prior to mezz protection/defense, I also think at least some of the problem is people not playing to the set's strengths. The set is very melee-based (or at least "donut range" based as I play it) and trying to get away from this doesn't work well. just as it really wouldn't with Fire Control.
[EDIT: I should probably also add that Ice's main issue is that it doesn't have a good mezz tied into a single specific power. Most suggested fixes to Ice revolve around modest changes to it's sleep power or Shiver, but this isn't really what's wrong with it. Fire and Plant have some fairly weak powers as well. What they have and Ice generally doesn't is most of their strength wrapped in two or three powers. Ironically, those set's supposed lack of control flexibility is a huge part of what makes them so strong. A slightly tweaked Shiver or Flash Freeze would just mean my Ice Dom would be dropping pool powers needed for survival/recovery while a Plant or Fire could still pick up just a small number of powers and get the same level of performance. That's why I've always been fine with skippable powers; the number of skippable powers in a set is a good thing if the set is still competetive based on the powers you really need.]
I recently completed a build on my Ice/Fire Dominator that gives me perma-domination from levels 25 and up. That character is a bit of a monster. Probably not as good as Earth or Plant/Fire would be, but when I lead radio tip teams at 50+2 or even 50+4 he can easily be the first person into every spawn. It's sort of humorous to me to watch a group of Tankers and Brutes follow behind me into each spawn because I out survive them.But most of these characters are a few levels lower than me and not IOed yet. Still I think that's a lot better than most people assume Ice would perform.
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Not that anyone asked me, but I personally despise phasing zones. I think it's immersion-breaking when two players can't even agree about what is going on 50ft from each other. Instead of reinforcing the environment, for me it reinforces how everything is an illusion and how alone each player is. Rather than making the world feel more "real" it makes it feel more like everything is just a mirage. Most especially, it makes me feel like I shouldn't ever comment on or talk to other players about what I'm seeing moment to moment.
Duplicate zones I am fine with because they avoid the issue of two people in the same place seeing completely different things (the fact that they are both technically in the same zone but different instances doesn't rub me as quite as "wrong," because story-wise it just means the comic book panels are in different timelines, when they are right next to each other and obviously in the same frame, it bothers me much more). In the past I've actually suggested allowing Heroes into V zones and Villains into H ones, but when they go there, the version of the map used is a PVP instance of the "real" zone. Opposing players can then go to that PVP instance if they want to try to confront the menace, while players with no desire to participate in or see PVP could stay where they are. -
Repulsion Bomb is kind of a funny power. It's been changed and changed and changed throughout the game's history and still IMO is a very low performing power. I routinely skip it. Attrocious cast time, really slow projectile, Mag 2 stun (and only a 50% chance at that), abysmal DPA. I can think of a lot of things to do with cast time better than using this power.
Force Bolt as a true projectile attack or debuff I'm 100% okay with. That is actually exactly how a very similar power, fairly worthless power in the Energy Assault sets was dealt with. Force Bolt is quite noticeably worse than the Nemesis Staff temporary power, even with its lowered accuracy, which is what my FF characters used in its place after a few IOs because it didn't waste so much cast time to achieve very little. -
An unrelated idea you may want to incorporate is something I envisioned for a Fate/Fortune/Luck set: have one power that rolls a "global die" on the caster (which sets random a bit on him or her). Then the nature of his or her other powers change. The character can thus potentially do a lot, but pulling up a specific buff or debuff is more difficult.
Another option is to give it two single-target debuffs of some kind which in turn cause colored orbs to 'orbit' the target. When targets with opposing orb colors are near each other they take DoT damage like in the Keyes raid. -
I like your suggestions overall. I'm not sure about all of these powers together in one set, or with the numbers provided, but I also understand when lobbying for power sets or changes that it's better to provide a pasteboard for ideas and have the developers pick from them.
Regarding Healing Orb, I would make this a ground-click and not ally targetable. There are a couple of ally-targetable powers in the game and the limitation is you need a teammate or a pet to make them work. That's assuming you intended it to affect the caster.
An alternative would be to have the set include a pet of some kind. That's actually something I've been pushing for Sonic Resonance for some time. In Sonic's case, my suggestion has been a pet with no attacks, good base Resistance (better with your shields), and a Taunt aura. It would thus cause enemies to gather inside your debuff ring. I actually do something similar to this using my Veteran pet on my Sonic Res Defender, although only vets can do that and that pet has only 1 HP. -
The bizarre secret of that final fight is to have some make the boss that doesn't TP intangible. William Valence, I think, showed my team that trick. Somehow the non-porter is the guy doing the porting of the other guy.. weird. But once guy #2 was caged guy #1 did not, in fact, TP anymore.
Of course that requires not only having a Sonic or FFer, but having one who actually took this power.Mine don't have it.
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I should add RE: playing Ice Control from the air, while situations vary, I generally don't recommend it as a primary strategy. My Ice trollers do sometimes hover but its mainly when things get too scary on the ground--flexibility is probably more important than one iron clad strategy. Good defenses will carry you through a lot with Ice.
I don't have a Ice/Storm, so it may be radically different, but I do have Ice/Therm and Ice/Rad as well as Ice/Energy and Ice/Fire Doms all at 50 and IOed to some extent (the Ice/Fire Dom being my main). What I can say definitively is you want Arctic Air if you do any PUGing at all. Otherwise all those Dark and Plant and Fire Controllers will just make your primary feel completely useless when they show up and cancel everything you bring. And AA loaded with Contagious Confusion and combined with the interface that does chance for Confusion is actually pretty crazy. My Dominator sees confused bosses a lot of the time due to all the stacking and minions are basically perma confused as long as they stay in AA.
BTW, the Psi APP's Recharge is somewhat helpful. It stacks with AA and Freezing Rain without spending ~2.5 seconds to cast a power that doesn't actually do damage. Assuming you are doing some cage spamming for your Tornadoes, -Recharge should generally not be an issue for you. I would skip both Shiver and Snow Storm for this reason. There are much bigger holes that need closing.
One last note. If you want, on my builds you could drop Chillblain and one other power and pick up Aid Other and Aid Self. Properly used, these powers help a LOT. The trick is to top off your health when enemies aren't attacking you and save your greens for when you are under fire. It will carry your emergency inspirations a lot further. Plus, you can use Aid Other to patch up Jack or Lore pets if they end up taking point (and recently buffed Jack gives the Earth pet a run for its money these days). You can use O2 Burst for this but it doesn't open up Aid Self.
I have a feeling a well built Ice/Storm could do pretty serious damage. You can see a video of my Ice/Fire Dom running around RWZ fighting lvl 50-54s here: http://www.youtube.com/watch?v=rHHiBCFPDOU Sorry it's so choppy.
Forgot I also had this video: http://www.youtube.com/watch?v=eHpUQXhLsLg That's an Ice/Rad/Psi. Enemies are -1 with no bosses, but it could be upped.. the video is a bit older. Storm would be adding a lot more damage to that mix. -
I found two builds from 2011 lying around my hard drive from suggestions I made then. One is for someone requesting the Ice APP, other the Psi APP. I didn't verify everything in these builds but they offer another take. Both presumably require Cardiac Alpha to power their endurance requirements, and possibly Ageless as well.
Two things have changed since these were made. 1) Jack Frost gained 25% defense to all (35% fire and cold). 2) Enhancement Boosters were introduced, making it a lot easier to modify a tight build. Modify as desired. Adding two pet +Defense uniques makes Jack Frost pretty hard to kill. Throw in Manuevers on top of that or Barrier if you want to push things even further.
Ice APP, Soft capped to Ranged, 40% to S/L.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), Dmg-I(5), HO:Perox(7)
Level 1: Gale -- Acc-I(A)
Level 2: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Hold%(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Rchg(11)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(15), CoPers-Conf%(15), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-Def(23), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27)
Level 16: Freezing Rain -- RechRdx-I(A), Achilles-ResDeb%(27)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(29), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb/Rchg(31)
Level 22: O2 Boost -- Heal-I(A)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(31), Stpfy-EndRdx/Stun(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-Stun/Rng(33), Stpfy-KB%(33)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34), Lock-Acc/Rchg(34), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/EndRdx(39)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-+Res(Pets)(39), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40)
Level 35: Tornado -- Dmg-I(A), Dmg-I(42)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
Psi APP, 45% Ranged and Psi defense, 60% S/L resist with Cardiac Alpha. Probably requires Ageless Destiny as well.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), Dmg-I(5), HO:Perox(13)
Level 1: Gale -- Acc-I(A)
Level 2: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Hold%(15), GravAnch-Acc/Immob/Rchg(43), GravAnch-Immob/EndRdx(43), GravAnch-Acc/Rchg(46)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx(19)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def(19), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 16: Freezing Rain -- RechRdx-I(A), Achilles-ResDeb%(17)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(27), Lock-Acc/Rchg(34), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31), Stpfy-KB%(31)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/EndRdx(43)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Tornado -- Dmg-I(A), Dmg-I(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42)
Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mind Over Body -- ResDam-I(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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I should also throw in that Staff Fighting appears to have the Hail of Bullets problem. A lot of people will tell you Hail of Bullets is a bad power because Rain of Arrows is better. But the fact is, if you want crashless nukes at all Dual Pistols is one of only 4 possible options. The fact that it's not the best of these options doesn't mean it's a poor power. Yet many people will leave this power out entirely and compare Dual Pistols to Energy Blast with a straight face.
If you want a melee set with significant defense bonuses, by my count there are only 4 games in town. 2 of them offer a single target version and 2 offer a cone version. Once you concede that, and that some people will be playig this set just for the utility bonuses, further arguments about the "numbers" become irrelevant. There is no way to objectively rate utility powers. -
Quote:A Martial Arts Scrapper has a rotation of Thunder Kick (49.8 dpa), Storm Kick (78.2 dpa), Thunder Kick, Crippling Axe Kick (71.8 dpa). The total is 63.9 dps.
An Energy Blast Corruptor has a rotation of Power Bolt (35.1 dpa), Power Blast (37.0 dpa), Power Bolt, Power Burst (39.4 dpa). The total is 37.1 dps.
The Corruptor averages 30% from Scourge while the Scrapper averages 16% from criticals. The result is that the Scrapper does 53% more damage than the Corruptor.
Note that Energy Blast and Martial Arts are fairly 'stock' sets with no exceptional features (germane to our discussion) here. They both fall in the middle of the performance spectrum with regards to single target damage.
In fairness, those are the numbers before applying buffs and debuffs. The Corruptor probably does typically do less damage than a Scrapper in my experience, but not 50% less when all is said and done. Most Corruptor sets carry around a 20-30% resist debuff at minimum or else +damage (sometimes both).
On a team, of course, it gets trickier: both the Scrapper and Corruptor benefit from the Corruptor's debuff. -
Quote:... Odd, considering Plant Control is considered an Outlier.
I guess Fire Control fell off since Fire/Kin got kicked in the gut from the pet recharge adjustments, but I personally enjoy Fire Control when I get around to playing it.
Regardless, it effects all Slow Animation attacks equally. Titan Weapons is filled with them so I guess it artificially hurts them more. 'Thankfully' ToHit debuffs are surprisingly rare. Maybe because dev-side knows NOT hitting is a lot less fun than hitting and doing poor damage.
I can actually picture the exact argument already: It starts with "But Seeds of Confusion is a CONE and those are NEVER better than regular AoEs."
Anyway, the reason TW suffers more than other powersets against -ToHit (or +Defense) was stated by other posters, but it's because the speed of future attacks requires the previous attack to hit. This is glossed over by DPA calculations, which assume all hits connect. When a hit misses, TW falls further behind than other sets. This applies both in terms of -ToHit but also applies to the 95% accuracy check cap.
Anyway, it doesn't take a -ToHit situation necessarily to produce this. Someone who PUGs a lot leveling up probably spends a lot of time below the 95% hit cap. The reason: super side kicking. It is nowcommon for people to join teams 5, 10, 20 or more levels higher than them, most often with most of their attacks not fully slotted. TW is in a more precarious position than other sets if it coms up against mobs it can't hit.
Not to mention one other penalty it has: if you queue up attacks to take advantage of max-speed attack chains, you could stuck in an extremely long animation if one attack misses. This has killed m Electric/TW Tanker when a heal I was hoping to fire miissed due to animation lock. I bet it's even more of a nasty surprise for people running away from death patches.
And then there is knockback and enemies that run away/die halfway through your chain to worry about too... -
Quote:Fun is subjective, numbers are objective. They aren't a part of the same discussion.
I can say with near 100% authority that if either Plant Control or Fire Control were released today, people would be screaming that these are the worst sets ever, based on "the numbers" and those terrible powers, Smoke, Bonfire, Spore Burst and Tree of Life. -
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I personally wish that after firing Flash Arrow, the other arrows that don't cause damage would no longer cause aggro. No idea how to implement that technically, but it would help with it taking 5 arrows to match the output of other sets.
The alternative would be a fairly massive departure, but maybe work: have ALL of the arrows Tier 3 and higher be toggles, and when you click them you "load" your bow. Then when you fire either Flash (for placeables) or Entangling (for enemy-clicks). All of them fire together at once. Would require probably too much work to retool this way now, but it would have made the set very different. -
Quote:Trick Questions
Is Dimension Shift useful against Towers in the (soon to no longer be) Statesman Task Force for denying Lord Recluse the buffs of the Towers?
Is Dimension Shift useful against the Regenerating War Walking in the Underground Trial for denying it access to Regenerating Fungus?
Is Dimension Shift useful for a Hamidon Taunter who needs an "escape hatch" to avoid incoming blasts so as to survive a few more seconds?
Is Dimension Shift useful for isolating Trapdoor from his Bifurcations so they can't boost his Regeneration?
Is Dimension Shift useful on Rikti Mothership Raids for "containing" Bomb Blast Damage?
Is Dimension Shift useful in the Barracuda Strike Force when fighting against Reichsman as a means to moderate the additional damage of the endless waves of ambush spawns?
I have no direct experience but my guess is no to most of these. The power has a 20 second duration and can't be perma'd.
The power briefly went through a period in open beta where rather than phasing allies it only phased enemies. IMO it was much more powerful in that form, but players convinced the developers to change it. -
Quote:First off, I like Oedipus_Tex's build MUCH more than the original one and think that he politely pointed out many faults and tried to correct them.
That said, I should point out that if you have a kind of borderline-perma perma-dom, then frenzy is invaluable. If you suckso much that you are always losing dom it is not going to help you, but if it is just a matter of every one in a while you mess up, frenzy is going instantly to get you back up to speed again.
For this reason, I think that people should play doms as villains by default. I am biasedof course because I play all characters as villains by default, but in this one case I just might be right...
Good point.
I would use Frenzy myself but I really dislike red side.
The main time I drop Domination is getting killed, mainly in incarnate trials. But Arachnos and some other enemies can make it happen with their Psi powers.
The way -Recharge works, the closer you get to the floor (-75%) the more each point increases your penalty. Here are the numbers from a chart I did a long time ago:
Code:How Many Times Longer? Recharge Value -x4 -75% -x3 -67% -x2 -50% -x1.5 -34%
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I didn't read the whole thread, but this is one instance where if we could make Titan Weapons Stalkers that would be my first recommendation. Of the available ATs you listed, Stalker strikes me because Hide is so much like an intangibility or ghost's power, with Assassin's Strike having somewhat spooky or metaphysical implications. And Placate has a weird, mind control-ish vibe to it no matter what character uses it.
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Quote:Again..
I clearly stated that atm i was happy with the build, several times before he posted it. Also, the way he wrote up his post, telling me to "suck it up" and take a power i stated i did not need, nor wanted because it would not fit my theme, just didn't sit right with me.
Again...
I did not post this because i needed help, i posted it because several people wondered how 7 purple sets would not break the rule of 5.
I know in time i'll make some adjustments here and there, and yes, i'll glance over what people said to see if it might help me.
People are free to suggest changes, i can not and will not stop that. However it is the way you make suggestions that will either make you be respected or snapped at.
Also, i didn't bring up my Crab build till someone else did,FYI.
Always funny that people forget how crappy their own builds were when they tried a whole new AT for the 1st time, yet demand change, insult and/or make fun of others for the same g'damn thing.
Dark Energon,
I'm going to take the step of apologizing for using the term "suck it up" when referring to Hasten. I wasn't trying to tell you you had to take it. I was saying that you are paying a very large price for lacking it. Whether you keep Flight or not is ultimately up to you, but I would be derelict in my duty if I hadn't told you a Dominator without Hasten is fighting an uphill battle. I personally don't like Hasten's graphics either, and have campaigned relentlessly to have them squelched. In the mean time "suck it up" is indeed what I have done with this power. I'm sorry if it seemed like I was just trying to force you into accepting the change.
I understand that you aren't familiar with Dominators and like I said in my first post, the fact that you tried to build something at all shows character.
But it also true that, being new to Dominators, you don't know how much you don't know. I posted a build to give you an idea of how you could improve yours. I didn't intend for you to literally throw your build away completely. I even told you that my build wasn't a template and you would need to change it based on your needs.
The fact is you have a number of relative experts at your disposal to help you understand what the issues with that build are, and please do not deceive yourself into believing they are not issues. I understand if you don't want to actually make the changes, but it is apparent to all of us who are posting you are hanging onto this build out of personal pride and not because you understand what you have built or what its significant shortcomings are.
If it seemed like I was being too harsh in my initial criticisms, I apologize, because that was accidental. I had just spent 45 minutes building a RPG character for a stranger on the internet, and I guess I figured that posting a revised build made it evident I wasn't just being nasty. So hopefully if nothing else you'll at least look at the build I posted and some of the others around, see what the issues are and consider either revising your build or at least posting a disclaimer prior to dropping it into a discussion about 7 purple sets. -
Actually for starters I think Defenders should have higher Control modifiers than any other class. They wouldn't get Overpower or Domination, but the actual duration should be a lot better. The existence of Storm and Trick Arrow particularly justify it in my mind.
I also think giving them a damage buff in GR was a mistake. What they needed, and IMO have always needed to make them actually fulfill the "best support" role is a reduction of the base recharge of their primary powers, by, say, 10 or 15%. The reason I am not more drawn to Defenders mainly has to due with the fact that for most of the big important buffs, how often you can cast is more important than how big it is. I guess you could tie that to team size or whatever if that still has to be a gameplay factor. Frce Field is the main set that doesn't work with this, but Force Field has some major issues anyway.
Also, Sonic Attack. There is no other way to say it: this blast set is broken on Defenders. Not because it is too good for the game per se, but because its so far out of line with other Defender blast sets.
While we're talking about blast sets, I think similar concepts would be a start for Blasters. Why does everything always have to be about just modifiers? I would start with Blasters by making all ranged Blasts minimum 80ft range on a Blaster, all AoEs 5ft bigger with a target cap of 20. They are supposed to be really good at blasting, so how come we never see it aside from just bigger numbers. Even if that's not the only buff they get, I feel like Blaster's need visual presence in the form of fireballs and lightning bolts no one else can match. -
Quote:The player willing to form their own team will never go teamless. The player unwilling to form their own team deserves to go teamless. No player is owed a team, and if a player is unwilling to form one, that player doesn't get to whine about not having one.
Sorry, this is just silly. This is a video game. I don't get what people don't get that if teaming isn't fairly quick and easy, I and some other people are just going to sign off and do something else. All of this talk about just "make a team or its your fault" completely misses the point of what people are talking about. This isn't something anyone needs to feel guilty over. It's no different than showing up at a nightclub and finding no one dancing, and then deciding to go or do something else. -
I've run into a few players using it on teams recently. It's mostly annoying. Had a couple of my AoEs fizzle. What I'm unsure of is whether it also prevents teammates from healing/buffing each other across the barrier. The team I was on was unfortunate enough to also have a Energy Blast character, who blew all of the enemies out of the shift more or less the moment it was created.
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The problem is, where Mind falters it *really* falters. I was ok with it for a couple of years, but post-incarnate content its faults are too big to ignore. In particular, Terrify being the main damage source means the opening move you're often pushed into in fast moving fights causes enemies to shoot you, with no -ToHit penalty.. though the power, which is clearly cloned from the same power now making an appearance in Dark, taunts you with -ToHit slot options that actually do nothing. Fighting elite boss is a lesson in absolute frustration, as you do half the damage of something that can immobilize the boss and you have no pet to either hide behind, help deliver damage, or take a few blows. Even that was somewhat acceptable--you could Hypnotize most bosses. But then extra damage came in the form of DoTs for every incarnate, and now your "choice" was to do less damage than everyone else or do less damage than everyone else.
It's worth noting though that Mass Hypnosis is a power in the Defender and Corruptor Psi APP. I've actually found it more useful there despite it having a longer recharge and working on fewer enemies. Corruptors in particular have damage mods to take advantage of it. I guess Dominators do too, but there are just so many better hard mezzes you could be throwing around at Mag 6 than a power that makes enemies shoot at you like Terrify or one that takes 4 times as long as Seeds of Confusion or Synaptic Overload to recharge.
Quote:Not just mind control. Except for the indestructibility of the phantom army, it seems to be a superior set to Illusion as well in many ways.
Did you notice that when Dark first entered beta, its immobilize also did the same double-damage as Roots--in mainly negative damage?I think I earned some permanent scars from the flaming I got for pointing out how overpowered that was, but to the developer's credit, they did bring this power in line with other immobilizes (which are still pretty crazy).