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Posts
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Personally I'd swap entangle for roots the reason is seeds of confusion.
Seeds of confusion followed by roots is a great combo, it immoblises the confused mobs in place ready for your AoE attacks.
Added on to this is the far better single target immoblise in the psi set.
Psy screem is a bit weak but it's the best you have untill the godly AoE of Psy shockwave (that thing is a fast rechargeing low end cost mini-nova
My attack chain at 38+ tends to be:
Cone Confuse, aoe immoblise, jump in, psi drain, psy shockwave, drainmind, psy shockwave... drain mind if something is still standing.
I'd also fully agree with Under_control's slotting advice. Seeds of confusion is your main AoE control, your AoE hold is for panics and followed by strangler for fast double stacking holds on bosses.
Slot Creapers with 3 recharge, 2 acc and maybe 1 knockdown or slow, the damage is generally too low and the thing that this power excells at is Alpha strikes, use it as your opening attack and all the mobs will be too bussy attacking it to notice you getting into position for your cone confuse.Please note if you want to target a boss or simular do it first as all thoes whipping vines can make selecting a single target hard.
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But bear in mind that it's not AoE, it's a cone attack.
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It's a giant cone, like Gale. You could be blindfolded, spun around and probably still manage to hit the whole spawn with seeds.
[/ QUOTE ]It's a very wide cone but the range is not that great, depending on the mob sometimes you will have problems hitting the ones at the back of a spawn, stealth or ss is great here as you can get closer
I'd also advise chaining it up with the AoE immoblise, cone confuse>AoE Immoblise>AoE/cone attacks.
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Seeds! Quickly! Before it gets nerfed!
[/ QUOTE ] Umm I'm pritty sure it has been already, got a base accuricy penality stuck on it in i7.but that doesn't mean more are on the way.
And to the -XP the amount you lose is low, I remember the numbers were posted once (in the CoV beat forum I think) it's not some fixed %, as with so many things the dev like to use curves, basicly the higher the % damage done by a confused mob the lower the xp. it's roughly (going by memory here)
100% damage by confused mob, 0% damage by you = 0%xp
75% damage by confused mob, 25% damage by you = 40%xp
50% damage by confused mob, 50% damage by you = 75%xp
25% damage by confused mob, 75% damage by you = 90%xp
0% damage by confused mob, 100% damage by you = 100%xp -
thanks Maelwys and yes I've not seen another sonic/elec, I did have some fun a while back in the hollows in a team with a sonic/sonic, 2sonic, unslotted = 70%res for the whole team, but damn thoes were some fun hollows missions
What exactly does liquify do? and how does it work? from the discription it sounds like earthquake or ice patch, with damage, but it takes hold enh
I was planning on useing it in a simular way, ie let a tank jump in then drop it to help contain the mobs around him.
I use tenticals&dark pit in the same sort of backup controller way on my emp/dark. -
My numbers are from the latest hero builder data see here
Cloak of fear is expensive, so are all damage auras but they still are small compaired to this (most are 0.52 eps)
But yet again MaX is correct, I'd forgotten about tk although from these numbers it's 1.56 eps
And after haveing some fun today with sorcs and banished panth shamen I'm going for acrobatics -
There is no def bonus on acrobatics, it's end cost is relatively high (0.26) compaired to combat jumping (0.075)
Although if I swap it with Liquefy and 3 slot it with end reducers it will be ok and I'll free up 3 slots.
Aid self does not protect vs sleep, it's stun, which I have and you need to use it before getting stuned. Sleep's big problem is that it knocks off my togles. -
Yes I only use Sonic Disruption on tanks or sometimes scrappers, and 3 slotting it with end reducers is a must that toggle has massive end costs (going by the latest numers 1End per second!
makeing it the most expensive toggle in the game by a long way)
I know about Sonic siphon not stacking which is why I don't recharge slot it and in my experience it was missing more often than my electric blasts which was why I've put 2 acc in it.
My main reason for aid self is that I can pull quite a bit of agro, once I've bubbled up everyone the only thing left to do is attackand when I'm the only def on a team that heal could come in handy.
Is Liquefy as truely bad as Xanthus says? if so I'll happliy drop it.
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You seriously need to take a travel power before level 22, no matter what other people say. You also need acrobatics, since that fills in a hole in your mez protection from Sonic Dispertion.
[/ QUOTE ] No, no, no and no.I'd like to point out here that up to lv22 this IS my build and I did very well with out a travel power up to lv22, granted I now get to missions quicker and I'm last to get there far less (I'd like to point out that without a travel power I could still beat some people to missions)
Although Acrobatics is one I've been umming and erring over, it's only the knockback res that I'm short (dispersion gives hold, stun and immoblise res)
Getting knocked on my bum does not stop my bubbles from working it only slows down my attack rate and as I don't do melee, it's earth quakes and hurricanes (damn Tsoo scorc's) that give much problem. My biggest problem has been sleep, if there was a sleep protection I'd go for it like a shot. -
I just want to run this build I'm working on pass you all to see what you think.
While I'm way of 50 I'm just doing some advanced planning and want to see what people think of if.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Pobetta
Level: 50
Archetype: Defender
Primary: Sonic Resonance
Secondary: Electrical Blast
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01) --> Sonic Siphon==> Acc(1) Acc(3)
01) --> Charged Bolts==> Acc(1) Dmg(3) Dmg(9) Dmg(23) EndMod(46)
02) --> Sonic Barrier==> DmgRes(2) DmgRes(7) EndRdx(19) DmgRes(27)
04) --> Lightning Bolt==> Acc(4) Dmg(5) Dmg(5) Dmg(11) EndMod(46)
06) --> Sonic Haven==> DmgRes(6) DmgRes(7) EndRdx(19) DmgRes(40)
08) --> Disruption Field==> EndRdx(8) EndRdx(9) EndRdx(17)
10) --> Short Circuit==> Acc(10) EndMod(11) EndMod(17) EndMod(23) Rechg(27)
12) --> Sonic Dispersion==> DmgRes(12) DmgRes(13) DmgRes(13) EndRdx(15) EndRdx(15)
14) --> Combat Jumping==> DefBuf(14)
16) --> Swift==> Run(16)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Super Jump==> Jump(22)
24) --> Aid Other==> IntRdx(24) Heal(25) Heal(25) Heal(37)
26) --> Clarity==> EndRdx(26)
28) --> Tesla Cage==> Acc(28) Hold(29) Hold(29) Rechg(31) Hold(31) Rechg(31)
30) --> Aid Self==> IntRdx(30) Heal(34) Heal(40)
32) --> Liquefy==> Acc(32) Acc(33) Rechg(33) Rechg(33) Hold(34) Hold(34)
35) --> Voltaic Sentinel==> Acc(35) Dmg(36) Dmg(36) Dmg(36) Acc(37) Rechg(37)
38) --> Thunderous Blast==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(40) Rechg(43)
41) --> Thunder Strike==> Acc(41) Dmg(42) Dmg(42) Dmg(42) DisDur(43) EndRdx(43)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45) EndRdx(46)
47) --> Zapp==> Acc(47) IntRdx(48) IntRdx(48) Dmg(48) Dmg(50)
49) --> Aim==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
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the lv40 resistance on sonic heaven really shouldn't be there, I'll probably swap it with a aid from heal other at 25 and put that intrupt interuption in last at 40 -
I'm truly sorry to hear you've finally decided to leave us Kin.
My experences with SG's had always been bad untill you talked me into joining the NBR
I'm sorry I've not been in CoV as much to help keep bloodline going, I've just never enjoyed it quite as much as CoH (the same goes for PvP)
As I'm off work on the 23rd I'll be fully available for the whole day.
Good luck on WoW. -
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22) --> Icicles==> Dmg(22) Dmg(23) Dmg(25) Acc(29) EndRdx(29) EndRdx(34)
[/ QUOTE ] Umm quick question, as chilling embrace currently intrupts interruptable powers, ie AS, snipe, Aid selfwhy are you going for icicles and this slotting?
it's damage is very low even with 3 damage SO in it, one Acc SO means it's not going to hit much in PvP and it's end costs are silly. (currently it costs more than all 4 of the other ice toggles put together)
Personally I'd go for whirling hands for AoE damage. -
Unless you're going for PvP I'd drop the icicles, the damage is continious but it's very low and it's a very expensive toggle
each armour and chilling embrace cost 0.239 End per second
0.239x4 = 0.956
Icicles costs 1.04 end per second, so more than all the other 4 put together.
Also from my experiance 2 taunt slots in chilling embrace is far better for holding agro than 1
I found argo was escapeing to team mate AoE's with 2 taunt slotted it's very rare something next to me is attacking anything else. -
if you use it heavly you might want to consider a endurence reducer instead of a def buff
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i just picked up drain psyche and i'm not all that impressed and can't see it being practical in i7 basicly because its such a short buff (around 10-15 seconds or so)that it would make using TK impossible.
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Really? I have figures from the US sites (who tend to be on the ball about this sorta thing to the point of mania) that suggests that Drain Psyche's buff lasts 30 seconds, and with 3 recharges its up again in 60....
Plus with I7 allowing you to slot for accuracy in it...
[/ QUOTE ]it's easly more than 10-15sec and can give you a serious boost if you can hit enough mobs with it.
The tactic I'm currently useing is Cone confuse(I'm plant not mind), AoE immoblise, Pop a yellow, jump into the middle, Drain
If I'm lucky I'll hit 4 and there goes any end worries for a while (nice hp regen boost too), Drain is curently still on it's 1 starting slot with and end bonus enh in it, the real problem is that I need yellow & run tactics to actually hit anything much.
If I'm teaming and going up against +3 or +4 I don't tend to bother even useing it as the hit chance is so low.
with i7 and it takeing Acc enh, then this might be intresting in PvP, depending on what the drain is actually like... -
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For secondary I'm not sure. Psi has the recovery power at 20, you could Sleep a bunch and hit them with that, recharging off them as you take them out one by one. But that power works best with more enemies affected so maybe not...
[/ QUOTE ]I would not go for /Psi as a good solo set, the end drain power counts as a attack for agro perposes, so it'll probably wake up slept mobs (Although I've not tested this)
The real down side to Psi is that it's big attacks are the last two and before 36 (the lv35 snipe power needs slots) your damage output is quite low.
I think Energy and Fire look far better and they both have a boost power for thoes bosses & Elite Bosses
The energy will boost holds and the fire boosts fire damage.
I'd also go for a mixed set rather than 2 the same, ie plant/fire this way if mob's are resistant to one they're less likely to be resistant to the other. -
I think we saw a lot of plant/ and /thorns eairly on as they were truely new sets.
ice/ and mind/ are now quite popular (I think it's because they are good in PvP)
I've yet to see a high level (post 30) grav/ dominator
Plant is a great PvE set and I've loved playing one.
How you play them does depend on your powers and level.
They are a sort of blaster/blapper/controller mix
I found that up untill about 25 I was prity much a ranged blaster & controller, then I slowly shifted to blapper & controller. Now at lv39 I hardly ever use my ranged attacks, I tend to lay down some control powers then jump in close and hammer mobs with the high damage short/melee ranged attacks.
One thing I did find always true is that between the domination bar and the need to hit mobs with AoE control powers before they get split up, is that I was almost always up front with the brutes pileing into the next spawn.
And shortly afterwards studdying the ground close up
The 32 pet was nice but my real damage output is comming out of my lv38 secondry power. -
I'm currently considering what to do with my scrapper, wether or no to urn her into a True PvP build or a PvE build.
Currently she's a sem-borked PvE/PvP build.
Here are some of my observations in PvP
Lost Pob currently has fly, mainly for air sup, a great attack which I love in PvE on a melee characture.
I also picked up the SJ temp power while in sirens call
Fly is still good for getting around safely in PvP zones However it's too slow and costly to chase down other poeple and keep in melee range (esp as so many use SS)
SJ ment I could keep up with SS's more eaisly and chase them down (esp thoes stalkers) however trying to stay in melee range is a total (censored)
The main benefit I can see for SJ over fly (for a melee characture) is CJ and arcobatics, 2 cheap toggles you can run which will not realy require any slots and will decrease the chance of an important toggle being droped by an attack. -
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I'm looking into starting a new PvP toon, though a Villain this time. After doing my troller, earth/rad, to 42, I just want another evil version of a troller, plus much more damage. >8 snip >8
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If you think you will be doing more damage in PvP with a dominator than with a controller you are in for a rude awakening, I'm afraid. Currently most controller builds, including your earth/rad, will outdamage dominators in most situations. For a full discussion of the problems doms have in PvP you might want to check out the dom section on the US boards before you invest a lot of time. Things may improve as balances are introduced over time, but currectly dominators are arguably the weakest AT in either CoV or CoH when it comes to PvP.
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I don't entirely agree with this and I've seen damage comparisons between Doms and Controllers and it's fairly close. What is true is that you shouldn't expect more damage from Doms, they do OK from low to mid and in my case (Plant/Thorns) start doing huge damage level 35+.
As far as PvP goes I'm not at all sure what 'weakest' means, they are extremely fragile but can be extremely potent. Plenty of heroes have made me public enemy number one because I'm a greater threat to them than any other AT in the zone, not at all because I think I am but because they've said so. The reality is heroes aren't used to seeing that many Doms because so many people have said "Doms are weak", saying so doesn't mean it's true.
[/ QUOTE ]Another point (Which I've made before) is that it also depends on the powersets, esp the /secondry set of controllers, Yes /Rad & /kin with there debuffs and self buffs are very potent, however I doubt that the damage output of a /emp or /ff will match that of dominators.
I love my Dom and I'm thinking of makeing another onealthough the mix of highly offensive & very squishy does make them a bit of an oddball AT
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forgot about that one.
Does anything give Intangibility resistance?
Although it does have the down side that you cannot attack them... Here's an evil thought, needs team work, intang someone while your /traps friend lays down a mine field and the victum watches helplessly -
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13:25:07 [Local]Brute: unstoppable
13:25:11 [Local]Brute: u couldnt do anytrhing to me
13:25:23 [Local]Brute: cuz its a mezz+[censored] loads
13:25:26 [Local]Brute: resist
13:25:31 [Local]Brute: and aint a toggle :-
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Unstoppable Resist: Disorient, Hold, Immobilize, Knockback, Sleep (from Hero builder)
Notice the lack of Confuse (and Fear & Taunt)
Boy will he be in for a suprise.
Tip for PvP Confuse, Fear and Taunt are the 3 least resisted Mez's
Confuse is not so good on Vs melee as there's will not often be much in range but it's great on range attackers and especially debuffers/buffers, Nothing like haveing an Emp CM & regen you before figureing out what happend -
AFAIK any sucessful damageing attack will reveil a stalker, the slow it's self will not, the vines / immoblise should if they can hit.
However I doubt that a stalker will stay put long enough for them to spawn / effect
Question: Does chilling embrace break hide? if so then the slow effect should too, however it's almost impossible to tell where the patch is at any given time if there are no vines out.
Note: On further testing the vines only spawn within the AoE of the slow patch at it current given location, Vines can be knocked back but they then respawn within the slow patch (which cannot be knocked back)
Mob's will also target the patch it's self although it is untargetable by you and I suspect it has No hp (while the vines do) -
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Part one: a Slow patch; Like other patch powers, this is a fixed AoE that you can lay down on a target area, any enemy entering the patch is slowed (this does not follow you around)
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From a PVP perspective I can say the slow patch definitely does follow you around like an aura
[/ QUOTE ] I just did some testing and I stand corrected, the slow patch does follow you about.
And an accuracy enh does seem to increase the chance of vines spawning. -
I've had this before as well, the plant/ AoE hold seems to have quite a low hit chance and an odd AoE shape, it's not round but a sort of rectangle.
I find I generally pop a yellow before dropping it and I still try to drop carrion creapers first as even when you hold a group they still can get an alpha strike off -
How old is that post? I've been useing it for a while now and it does not seem quite correct.
Carrion creepers comprises of 2 parts.
Part one: a Slow patch; Like other patch powers, this is a fixed AoE that you can lay down on a target area, any enemy entering the patch is slowed (this does not follow you around)
Part two: whipping vines; when you lay down the Slow patch you also summon 1 whipping view + 1 per enemy in the AoE of the slow patch(I think there might be a hit chance on the extra summons). (note innitally the vines did not have HP (like phantom army) however this has been changed so that they now do)
The vines are not actually invis they start off under the floor level (use it on a walkway and your will see what I mean) The whipping vines will come up from the ground under an enemy, they attack for a fairly small amount & knockdown chance, also any enemy who stands close to them for too long gets a thorn immobilise on them (this does a very small but continious damage)
In addition to the innital summon any enemy who dies in the Slow patch causes an extra vine to be summoned.
The Vines are actually classed as pets and do follow you around, they appear to need an enemy to be stationary for a small amount of time before they will spring back out of the ground and attack (good use for your immoblise powers here)
The overall damage of this power is not great but what is great about it is that because the vines are classed as pet enemy mob will attack them, makeing it one of the best alpha strike taker in CoV (The Best in my opinion) so drop this on nicely packed groups then get inclose with your Cone Confuse and AoE immoblise for maximum effect
One down side to carrion creapers is that all thoes vines can make targeting a bit of a problem at times, so target the mob you most want dead before dropping them.
(I get the feeling that using Carrion creapers when running domination causes extra vines to be summoned but I'm not 100% about that) -
I'd agree to most of what has been said here
Get and slot confuse, mass confuse and terrify, these 3 powers and some of the best parts of mind/
I can see your reason for the manuvers + combat jumping but be aware that with both running you are only getting 7.8% defence to all execpt Psi. So I would sugest moving the slots to other powers and dropping manuvers. Getting your confuses will give you 100% damage mittagation
I've just got to Level 38 with my plant/psi dominator and taken Psychic ShockwaveIt's a great power and I find it recharges very fast so I very much doubt you'll need 2 recharge SO on it, I'm not sure about the stun chance on it so far (it does not seem that good
) so I'm currently looking at ether 1acc 3dam 2stun or 1acc 3dam 1stun 1endred
Also I think you'd be better off moveing the damage enhancements from Pis dart and onto Levitate
I'd also consider swaping Levitate for Mesmerise -
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Oh, aye, It'a all right for some.
Doesn't Psi Assault have some kind of end recovery too?
[/ QUOTE ]Yup, and a very nice it is too.
[/ QUOTE ]When it hits -
Well as the others in this thread have said,
1- Single target hold, fill it with slots, 2 acc, 3 hold, 1 recharge is probably the best combination.
2- Use AoE Immoblise with extream care, this power attracts argo like nothing I have ever used before, the reason seems to be this:
Enemies tend to attack what ever has hit them last/for the most damage/most offten. Now the damage on your AoE immoblise is low so shouldn't cause too much? wrong, because the immoblise seems to count as a continius attack while they are immoblised (I've watched a fire/ corruptor lay into my immoblised mobs with a fireball and they still targeted me, then he used rain of fire, after that finished they still went for me)
3- I found the hardest part was the teens to eairly tweenties, you need to team a lot to get through these levels.
4- I the secondry set remember that your melee ranged attacks do Far more damage than your ranged. This said don't over look your ranged attacks ether.
5- Sleep is good for solo but not always so usefull in teams.
6- The AoE hold is a bit wimpy, but it is a great emergancy power when you are getting swamped or when a confuse has missed a big chunck of a group. Another good use is stack it with our single target hold to hold a boss fast.
One use I have for the AoE immoblise is to drop it on a group right after a cone confuse, this will stop they running all over the place, nicely bunched for a AoE attack and it will do some damage so as to make sure you do not get 0xp if the mob's kill each other before you can hit them again.
You can add to this trick by dropping Throntrops on them as well (an immoblised mob cannot run off the trops and the damage should start to stack up)
Carrion creepers is one of the best powers in the set, the damage is low, the knockdown chance seems poor BUT the vines are counted as pets so you drop this on a group and the alpha strike goes on to the vines instead of you, aloughing you to get up close to confuse them without being attacked
On teams, still great, why send in the MM's pets when you can send in the viens they are far more expendableI've seen a MM lose half his pets in an alpha strike because he charged them in before I could drop my carrion creepers.