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Quote:On Beta I made an emo Water/Pain Corruptor called Floods of Tears.
Nice. I briefly had a Dark/Pain Corruptor named "Emophilia" but he annoyed me so much I had to delete. If I could stand to look at "blood blasts" without feeling sick than Water/Pain would have been a possibility. -
Quote:At the levels of recharge we're talking about, the actual difference is very small. Perhaps a second here or there. While more recharge is often a good thing, after a certain point, you probably want to start looking at whether there are other things you can enhance. Both builds are well within the comfort zone for perma-dom. Of course, you should continue to play with your build and see if you can't do both.It seems to me that while the Force Feedback proc would probably help out a lot (great suggestion, can't believe I didn't think to put that IO in there), it seems to me like relying on a proc isn't as good as actually having the slotting to begin with.
Quote:The reason I'm going for the purple stuns is I happen to already own a set of those. Though you're right, I definitely neglected to slot Glacier fully, and forgot about the low accuracy it has. Hmm...
Quote:I kind of want World of Confusion for RP purposes, stacking confuse (it seems to me that Arctic Air plus WoC could lead to some high-mag confuse effects being thrown about), and for the cheap rech/defense it can be slotted with.
For confusion goodness, look to the incarnate proc that does confuse chance. It is massively awesome paired with Arctic Air, and with Fire's fast casting AoEs/pulses from Rain of Fire/single target attacks/Contagious Confusion proc in AA, you will see bosses get confused pretty regularly, if not entirely reliably.
Quote:You know what? If Indomitable Will can take a LotG proc, then I can drop Tactics and Vengeance, and get BOTH. Is that a good decision?
(In fact, I can drop Leadership entirely and just pick up Combat Jumping.)
Quote:That's definitely worrisome to me, and something I thought about a lot while putting the build together. But permaDom and Consume both help a lot at refilling my end bar, so I was hoping I could rely on those.
Quote:Doesn't Domination give KB Protection? -
This is an interesting discussion. I don't have a contender to throw into the ring, but here are a few assorted thoughts.
Active vs Passive
Is it more evil to actively harm someone than it is to know that harm is being done and do nothing about it?
Intimate Evil vs Public Evil
Or the Casey Anthony vs Hitler question. Is it more evil to harm someone close to you than to harm many people you don't know?
Desire vs Eroticism
Does a crime become more evil when the motivation for it is wholely or partially related to sexual gratification? In other words, in a crime context, is a sexual desire more understandable than generalized desire (e.g. "I did it because it was fun"), or less understandable?
Regret vs Nostalgia
Is it worse to do something horrible and regret it, or to do something milder but be pleased with it?
Chaotic Evil vs Chaotic Stupid
Is it more evil to choose alliances carefully and work steadily toward an evil goal, than it is to willfuly engage in conflicts with everyone? An important question, because it may mean that capapcity for evil increases with intelligence.
Duplicity vs Publicity
How important is it that people actually know what the evil character is up to? -
Quote:The point is, light blasting is already in the game. Full stop. The clue is in the name: Luminous Blast. Discussion of specific animations is a completely different, unrelated topic.
Discussion of the animations is the main topic. Other than the name of the set, the animations are the only clue as to "what" something is, which is why some people think Energy Blast covers the territory and not, say, Assault Rifle.
While I think Energy Blast does a reasonable job of communicating a number of abstract concepts, I certainly wouldn't bat an eye at picking up more abstract types of blast sets, which is a category both Light and Celestial/Holy/Cosmic/Spirit cover reasonably well. There are other sets I want more, but actually spending effort to try shut it down? I really, honestly don't get that. Especially not when there are currently at least 8 Fire, Ice, and Dark sets. -
Well, I sometimes do it because I consider the name part of the costume. When powers start flying all over the screen, it helps keep track over who is responsible for what and thus whose costume it goes with. In other words, it aids immediate readability in a fast paced environment.
Plus, it seems like a lot of comic heroes are named for their powers more or less directly (Rogue, Iceman, the Human Torch, Multiple Man, Aqua Man, etc. "Strong Guy" embraces the concept rather directly.). -
I'm glad to see a positive thread manage to stay on the board for a while. I concur, for the most part. I think they are doing a great job.
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I agree with the suggestions above for the most part. I personally like Fire because Rise of the Phoenix turns you from essentially unstoppable to literally unstoppable.
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Ok, I have a moment to explain.
First of all, hopefully you're not too upset that I posted a full build. I always do that when I make comments, because explaining is a LOT of work--when I respond it usually takes about 30 minutes to an hour of looking at various values in the build and typing it all out.
Please realize I am not vouching for every single aspect of the revision, or saying you must use this exact build. The build is provided for reference only.
Anyway, short-ish version of it:
- The recharge in the two builds is closer than you think, because of the proc in Psi Tornado. The real difference is probably about 10 to 8 points, which is probably negligible.
- Glacier in your build is underslotted considering that you are slotting a purple stun set into a mule power. Even running Tactics, against a +4 you have about a 75% chance to hold the enemy. The money you are spending on the Purple Stuns in Boxing could be spent on the hold set instead, probably to greater effect. They are currently priced very close to the same.
- Jack Frost could use the pet defense sets. He has a native 25% Defense to all (except Fire and Cold which are 35%). You also took Manuevers, and have Link Minds. So you would have 25 + 4 + 5 + 5 + 6.5 = 45.5. Hello there, soft capped Jack Frost.
- World of Confusion is not a very good power. I would (and did, here) replace with Indominatible Will, which increases Psi Defense from 26-ish to 49.9. Psi is a particularly nasty type of attack for a perma dom because it frequenly carries -Recharge that can knock you out of perma.
- Block of Ice, not the immobilize, is probably the power that should take the Dominator ATO. This may be changing with all the stuff they are doing with procs, but at least as of what I know right now, the proc triggers more reliably in the hold (and on Ice you'll likely be casting the hold more often than the immob anyway).
- If you heavily slot Consume, it should be slotted for endurance, accuracy, and recharge, not as an attack. Since you spoke of prices, especially watch out with Obliteration, which is one of the more expensive sets.
- Several powers are pushing the limits on endurance slotting. That's fixable with incarnate powers, but should probably at least be made note of. For example, Tactics has no endurance slotting at all.
- You don't have knockback protection that I can see, which is why I added one to Hover.
-If you want to REALLY save money, drop the PVP defense IO out of the build. I didn't, because you had it in your build, so I assumed (wrongly it seems) money wasn't that big an issue. But if you were to drop it from either of the builds they'd still be very close to softcapped anyway. What the IO is doing for you right now in both builds is letting you eat 1 purple to soft capped Ranged in incarnate content, so its useful, but that one IO probably accounts for about 1/4th the total cost of the build, on its own. -
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Actualy what's not covered by any blast set is blasts coming from the sky instead of your hands, which is what I picture here, personally. Like the Holy spell in various games.
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Fun fun.
Here are a few of mine you are free to steal. Some are pretty big stretches/in need of work but they may get you started.
Aqua Marine
Flush Capacitor
Caped Cod
Super Manatee (and similar variants, beware /generic hammer tho)
Super Man o'War (see above)
Bridal Wave/Idol Wave/Tidal Weave
Clocktopus
The Hot Mess Monster
Tides of March
Zoonami
Mer-Manchild
Davy Jones' Shocker
Lenninaide
Boogity Brew
Man of the Beer
The Hunk of Red October (okay I hate to do this but I am taking this one back on Virtue... concept just hit me)
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I personally picture something more like the beams of light in Pocket D and possibly using the holds/flashes of light from Illusion Control.
Luminous Blast does exist but you can't combine it with other sets.
There's other stuff I'd like first--like Swarm Blast, using the buf powers from Beast Mastery--but light sits way up there for me too.
[And don't let me forget Gravity Blast!] -
Quote:Thanks Arcana. So it seems safe to assume that 4 seconds (first tick as soon as the power is cast, then 4 seconds after that to get to the 3rd tick) is long enough to rely on most of a spawn being knocked down with enemies only having ~ a 20% chance to avoid three ticks in a row.
Presumably some of the enemies will get back up within that time frame. What I don't currently know is the exact duration of a knockdown animation.
I posted in another thread though that I think my first estimate was wrong. Ice Slick and Bonfire have very similar actual knockdown rates, I think. That's because I forgot that after a knockdown the enemy is temporarily immune to another knockdown for a short period. This gives the enemy time to stand up again, and wastes those ticks. If it turns out that the duration of the lockout is fairly long, then Ice Slick could actually still be worse than Bonfire (and certainly already is in terms of damage, recharge, and duration).
Whatever folks may think of Ice Control, Ice Slick itself isn't exactly a slouch power. I consider this IO a bigger buff to Fire Control (on Dominators mainly) than the entire Gravity rewrite. Maybe if Gravity, chief sufferer of knockback woes, hadn't been excluded from the IO it would be different.I WISH Gravity had a power as effective and universally applicable as the new Bonfire.
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Ugh.. the boards just ate my post. I had a long explanation that I don't have time to type out right now... basically your build is ery good but here are some possible small revisions. If I have time later I will try to explain.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Super Rikti: Level 50 Science Dominator
Primary Power Set: Ice Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Block of Ice -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(3), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SAotDominator-Rchg/+Dmg%(7)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9)
Level 2: Frostbite -- GravAnch-Hold%(A), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/EndRdx(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/Rchg(13)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf(21), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(23), CoPers-Conf/EndRdx(23), CoPers-Acc/Rchg(25)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-ResKB(31)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(33)
Level 18: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 20: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(36)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), RedFtn-Def/EndRdx(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(39), UbrkCons-Dam%(39)
Level 28: Consume -- P'Shift-EndMod/Acc/Rchg(A)
Level 30: Tactics -- Rec'dRet-Pcptn(A), EndRdx-I(50)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40), EdctM'r-PetDef(40), C'Arms-+Def(Pets)(42)
Level 35: Link Minds -- RedFtn-Def/Rchg(A), LkGmblr-Def(42), LkGmblr-Def/Rchg(42)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
Level 41: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45)
Level 44: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48), FrcFbk-Rechg%(48)
Level 47: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(48), RechRdx-I(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(15), EndMod-I(15)
Level 50: Pyronic Core Final Judgement
Level 50: Ageless Core Epiphany
Level 50: Rikti Core Superior Ally
Level 50: Cognitive Core Flawless Interface
Level 50: Cardiac Core Paragon
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I think Absorb is equally thematic for Force Field or Sonic Resonance. Actually, I consider Absorb a lot more thematic for FF than Defense.
I don't think Cold (or for that matter Thermal or Traps) should horn in on that just because they smell a buff. It's partly (but not quite entirely) the nature of these sets that justify a buff to FF and Sonic to begin with. -
I agree that Light or Celestial Blast would be a good addition if the developers had good animations for it. In part I feel that way because it is so abstract and can easily be retooled to many concepts.
(I was personally hoping Dark Control would be a much more abstract "Spirit Control" type set that allowed both light and dark coloring, but we got what we got there.) -
Someone may have mentioned it, but don't forget that Damage Over Time impacts the estimate as well. For example, Electron Haze won't have applied all of its damage until about 4.6 seconds after the power has run its course.
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There's an oddity with Ice Slick vs Bonfire I hadnt thought of until just now.
Knockdown is weird. At least based on the visuals, there is a period after a knockdown where the enemy is immune to another knock. What this means for Ice Slick is that although it has a ~57% chance to knockdown a standing opponent, opponents who slip and fall have a lowered chance to fall again, because they are immune to some of the knock pulses while they are down.
If that period of immunity is one second (thats the value I've tended to assume in the past), then Ice Slick's actual knock rate over time is reduced by about 30% (I'm too lazy to compute it exactly), to right around 40% total.
Bonfire avoids this issue entirely. Because of the timing of the knockdown, the enemy is never immune to the next pulse. Its full rate of knockdown is always in effect, unlike any patch that ticks faster.
So, yeah, Fire Control really did just pick up Ice Slick with damage, better recharge, and longer duration, more or less. -
Quote:Ice Slick also has 5% chance to knockdown every 0.2 second, which amounts to a 40% chance every 2 seconds.
This doesn't seem right still, Bonfire goes from being "Better than Ice Slick with damage" to "Ice Slick with damage".
In contrast, Ice Slick with a damage proc will do nowhere near the same amount of damage as Bonfire.
It's actually 8% Ice Slick, for a total of 57%.
But the recharge and duration of Ice Slick are much less favorable. Ice Slick still needs a buff.
I would personally have put Bonfire at 27% chance of Knockdown, which would tie it with powers with the lowest rates (Liqeufy mainly) and not let Bonfire self stack as easily. -
That self rezz has my name ALL OVER IT.
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I personally prefer the slow leak of news to the wait for one big announcement.
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Quote:What I hope gets looked at at some point is the fact that 3 seconds is a bit too long for a Blaster PBAoE. Blackstar, Nova, Inferno, and Atomic Blast should all either be reduced to less than 2 seconds like Dreadful Wail and Psychic Wail, or should get some benefit for being locked in a long animation while almost certainly surrounded by attackers like Hail of Bullets.
I've personally always felt that for PBAoE nukes, the damage should activate imediately and the animation be your recoil, not the build up to the blast.
(And call me crazy but IMO Blasters should be able to activate the nuke while mezzed just as easily as their T1 and T2 powers.) -
BTW I posted this in another thread, but 40% knockdown is approximately the same as Sleet/Freezing Rain. The tricky point on it is that Bonfire can self stack (if I remember right--there has rarely been a reason in the past to do that). When self stacked it reaches 64% knockdown--slightly superior to Ice Slick at 57% or so, though I am not sure how much that would matter.
I'm not sure what slotting the Purple Ragnarok: Chance for Knockdown (20% chance) proc would do. It would for sure grant an additional 20% chance for knock every 10 seconds, but I'm not sure if that pulse exactly overlaps with the Bonfire pulses and would sometimes throw enemies out of the fire.