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Posts
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Why does Dark control have the fastest activating single target immobilize? (tied with ice and plant)
Why does Dark control have the fastest activating single target hold? (tied with illusion)
Why does Dark control have the fastest activating aoe stun? (Fire's is also pbaoe and takes .6 seconds longer to activate) -
Okay, let's run some numbers.
Let's assume the damage numbers on City of Data right now are correct: http://tomax.cohtitan.com/data/powers/
Dominator Smite does a total of 95.76 damage with an activation time of .97 seconds. (this is mostly for a comparison).
Haunt has an activation time of 2.33 seconds. It summons two shades. Each shade has shadow punch that does 46.72 damage total, .83 second cast time and 3 second recharge time. So they punch about every 4 seconds and deal around 15 punches each. So each shade deals about 700 damage, or about 1400 damage between the two of them. For an activation time of 2.33 seconds. That sounds like a good deal to me.
Even if they don't last the full duration they only have to get off 3 punches each to do better than smite's damage per activation. -
Quote:If you're running perm dom, then fearsome stare will make an awesome alpha breaker since the alpha never happens. Then you can follow it up with the stun if you want to to make absolutely sure it never happens. It's not like Mind control's fear where it has damage that ensures they always get an attack off.I think a lot of feedback on how badly fearsome stare worked on a dom as an alpha breaker also got glossed over due to the controller love. On a controller, you can alternate the fear and stun since you have your secondary to add to any debuff from the two controls so the soft control from the fear is not as much of a penalty. On a dom fearsome stare does a lot less debuff (11.25% vs the controllers 15%) and without a debuffing secondary is not as good an alpha breaker on its own. That means a dom either has to fear things and then hit everyone with a single target control before opening up with attacks or open with fearsome stare then move in and follow up with heart of darkness.
From a controller perspective so far the damage from haunt is pretty nice even without any damage enhancement in it yet. They shadow punch about every 3/4 seconds, there's two of them and they last for 60 seconds. Sure it's not AoE damage, but it helps take stuff down. -
My defender with dark blast has it slotted with 3 level 30ish thunderstrikes(the three thunderstrike triples), a level 50 damage IO and 2 level 50 heal IOs which gets it to 91% damage enhancement, 34% accuracy, recharge and end reduction and 83% heal enhancement.
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I love the puking animation poison trap from /traps sets off on enemies.
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Quote:There is one thing that's a bit hard to get though. Psychic resistance.Trials are about the most trivial thing you'll do at 50. It doesn't really matter what set you choose because there will be so many buffs/heals floating around that the various minor differences are meaningless. Pretty much any resist-based Tanker is a beast in trials.
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Quote:I'm sure he'd find something to complain about.I often wonder if Paragon Studios reversed the labels for Brutes and Tankers on J_B's game client specifically, if that would solve his problem. He'd be playing something called a Tanker that he claims has enough mitigation to be tankers, and has the offensive mechanic he claims tankers were supposed to have, which would then seem to eliminate all problems.
I think what he really wants is an AT with the defense of a Granite Tank and the Offense of a Fire armor brute. -
I was reading some talk in another thread that the proc checks once no matter how many targets you hit. Not sure if that's actually true, perhaps I read it wrong. At the very least the proc can only proc once per use of a power.
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It gets hit with the AoE penalty even in single target attacks because of gauntlet.
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Quote:Can get a decent amount of psychic resistance out of impervium armor, it has a single IO that gives nothing but 3% psychic resistance, and a 6 piece bonus of 3.13% psychic resistance. If you go for the full set it also gives sizeable max end and recovery bonuses and a bit of psychic defense. I might use it for a bit extra psychic resist when I get around to building my electric/TW tank, not sure.The way IOs are set up, there is very little you can do to add more resistance through set bonuses. About all you can increase notably is negative energy resistance (Scirroco's Dervish) and fire/cold resistance (purple sets).
Also the Tank AT proc gives a *lot* of resistance. To everything. It's too bad gauntlet penalizes the proc chances in the formula used by ATOs. -
Pretty sure Kinetic Melee gets the -damage on whatever you're hitting whether power siphon is up or not. Having Power siphon up just means you get the damage buff.
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The resistance portion of cardiac works on barrier, the end reduction does not. The end reduction part works for judgement and lore.
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Quote:Cardiac(resist/end reduction) buffs the resistance boost of barrier. I imagine the defense ones would boost the defense buff of barrier. The end reduction from cardiac also reduces the end costs of incarnate powers (Well, the judgement and pet summons, oddly doesn't seem to reduce the cost of barrier). Also I'm pretty sure the damage boost and accuracy boost alphas work on the pet summons. Debuff boosters probably work on the pets if they have any.Have not tested that specific interface..but I think it wont. It seems the only alpha's that work on the other Incarnate stuff is +dam alphas in judgement and +heal for rebirth. Maybe acc and end on judgements too..not certain.
Given the HUGE boost to rebirth and judgements, it really is dumb that nothing else works. Damage should work on interface dots, -def and acc alphas should buff the others. -
MMs benefit just fine from incarnate abilities. Destiny buffs are AoE, so hit every pet. Alpha powers work fine with pets. Lore and judgement work the same for MMs as others. And MMs even get more use out of interface than other ATs, just from the sheer amount of attacks all the pets put out.
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MMs have this issue with IO bonuses in general.
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AoE defense is useful to a mastermind since AoE attacks are particularly dangerous to them.
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Fire/ Energy/ Negative DoT procs all deal the same damage. The Toxic and Psychic procs have a small penalty compared to the others (20%? not sure).
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You get what you pay for though. So many cone attacks.
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Quote:Synapse has one of the better reoccuring villains in the game (Clock King), a giant monster ambush, an interesting final map and quirky enemies. Citadel has one of the more forgettable villains in the game, more or less the same tileset for every map, and even manages to reuse the *exact same map* for a kill all 3 times in a row. Also if I remember right, it even manages to keep all the interesting council enemies out of the groups (Vampyr/warwolves/galaxy). Could be wrong on that last point.I would hate to see how many tf's you consider tedious in this game. It's leagues better than Synapse. Or Shadow Shard TFs.
.....and no one really does the Shadow Shard TFs so no one really thinks about them. They're not required for a stat boost accolade like citadel/synapse anyway. -
4 stacks per NPC limit, same as all other interface debuffs. Interface DoTs have a 8 stack per NPC limit.
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I'm pretty sure all of the top min/max sets are free sets.
Fire blast for corruptor damage, cold domination for controller (and maybe corruptor?) av/GM soloing, Illusion for controller AV/GM soloing, Super Strength for brute farming, Spines for scrapper farming, every defensive armor set is free.
And sure all the paid stuff has neat things to them, but every free set has something neat to them too. -
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I was looking for that quote so I could point to it (I've noticed an odd amount of people claiming effects stack up to 5 for dots and stuff in game for some reason), but can't seem to find it. I think it was in the issue 21 VIP beta feedback forum, but they seem to have blown that forum up. That or just disallowed access to it. It was in a thread talking about all the new interfaces I think.