PowerLeveler

Apprentice
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  1. Quote:
    Originally Posted by Freem View Post
    This is incarnate trial AVs?
    No wonder I haven't been able to hold them even with the level shifts.
    Ayup. This comes down to a really questionable design decision with regards to mezzes. All of them, outside of slows, are binary. An NPC is either held, or not. Stunned, or not. Immobilized, or not, etc. This isn't really a problem against minions, lieuts and bosses, since any decent team will mow through those, and is kind of expected to mow through those. But AVs and GMs are supposed to be the big guns, so a fight where a single mezzer can shut them down entirely is a bigger design issue. With the current binary system, the only way to keep such a big gun from being locked town totally is to make it so they can't be locked down at all. Which is lame.
  2. It can be done but only with Mind/ or fire/, because animation times are not standardized across sets, which is dumb. Mind and fire are the only sets with single target holds that animate fast enough for it to be possible, and even then you need a ton of +recharge.

    Using Power Boost or the accolade or telekinesis isn't recommended because those aren't up all the time. None of those produce a reliable source of +hold.

    Also this is only possible on SOME AVs. There are no versions of Statesman or Recluse that can be held in this way because, as incarnates and the (former) "Big bosses" of the game, they get extra mezz protection. Trial AVs also get extra mezz protection because they're facing 16-24 of us instead of just 4-8. Same goes for GMs and hamidon, obviously.
  3. Quote:
    Originally Posted by Magus_Prime View Post
    Personally, I'd rather they fix things right the first time around. Especially when they ask for five hours of my paid time to work with.
    What's your paypal, I'll send you the 31 cents you're due.
  4. PowerLeveler

    Earth/Earth

    If you're perma then you should have enough +rech to stack quicksand with itself. On my earth/fire I have it slotted for one recharge and the impeded swiftness proc because why not. Slotting for slow isn't terribly useful because everything is too busy being stunned, held, falling down or all of the above to run far anyway. I mostly use it for the big -def and to keep things in place just long enough for my other powers to lock them down harder.

    And procs work in earthquake and volcanic gasses, depending on the proc. If it affects the enemies, it works just like you'd expect, so go ahead and throw that lockdown proc into volcanic gasses because it's hilarious. If it affects the caster, then yeah, the 'power' would be affected, so putting that +rech proc from forcefeedback into earthquake gives the earthquake a chance to get some +rech, which doesn't do much for you.
  5. PowerLeveler

    Fire/Earth/Ice

    1: Mudpots has a TERRIBLE radius, it's really not worth the trouble. They gutted it when it got ported over to dominators, don't bother with it.
    2: Fire Cages has a decent -knock component, so if you were betting on knock* for control, fire cages will ruin that plan.
    3: That said, between that ragnarok proc, tremor, sleet, and bonfire, you are up to your eyes in knock*. Plus knockdown stacked turns into knockback. That much knock* is going to throw things out of hotfeet, fissure, tremor, sleet, and ice storm range. The moral of the story is abuse fire cages and don't bother with bonfire because it's not that much damage for the trouble it will cause you and make sure you're spamming firecages to keep things where they should be. I'd honestly yank that knockdown proc and go with a damage proc instead.
  6. Mu Mastery is my favorite. Speaking from experience, Drain Psyche + Surge of Power is a HOOT.
  7. PowerLeveler

    Mind/Ice?

    Early on you'll want to 5-6 slot Mesmerize and Dominate. When you approach a spawn solo, mesmerize one, dominate the other, and beat up the third with whatever attacks you have. Once one is down, kill the guy you held, and then hold the guy you slept and kill him. Shazam. If you have mass hypnosis up regularly, then sleep the entire spawn and hold one guy at a time while you murder him.

    You'll want the ice sword attacks, since they're the most damaging attacks you get until you hit 35 and 38. Even at 35 and 38 /ice isn't a real powerhouse, so be patient. Until you get a bit more solid AoE mezzing ability, be careful winging around your ice AoEs, since those break sleep. If you're on a team then by all means go crazy with them. Sleep runners until someone can catch up with them and hold anything really annoying (CoT ghosts, legacy chain bosses, etc) so they don't ruin everything for the team. So how quick you slot up your attacks depends on how much teaming you're doing.

    EDIT: Oh and confuse is just...well it's the best power ever. The only thing to consider while solo is that if you confuse a guy, he will wake up everyone you have slept, so be aware. On a team just confuse whoever is the most annoying (CoT ghosts, sappers, etc) or anyone with a heal or buff (Longbow Wardens).
  8. The tier 1 blasts for Dominators are universally awful. Don't take them or use them pretty much anytime past level 20. You should be taking incinerate since it's really solid single target damage. Combustion is pretty lame, the DoT is SLOOOOW and the animation time is loooong. Besides that, between breath of fire, rain of fire, and fireball you're pretty well covered for AoEs. If you're looking for more defense, pull the slots out of Rise of the Phoenix and slot up Maneuvers and Weave a bit. Six Slotting them with 1 LotG proc and five of the red fortune sets gives you 12.5% recharge from each power, and a nice def boost.
  9. I've got a 50 earth/fire, so a few things.
    ESPECIALLY at low levels, before you have any way to get domination up more often, you need to slot your mezzes for duration, not damage. You also really need to slot them. They are all that stands between you and the hospital.
    Next, stone cages works pretty hard against you on an earth dom, and on pretty much every dom you'll want to at least wait until later levels before you take your AoE immob, if you ever even do. It's an aggro magnet, a bit of an end hog, and it makes earthquake useless, which is sad because earthquake is great. So if you are solo you'll do better saving the endurance and holding things with fossilize, and on teams you just don't have the defenses to take an alpha from a huge spawn, so I'd say don't take it.
    Third, quicksand slows things really, really well as it is. Shove a -recharge (MAYBE two) in there and be happy. Slow enhancement doesn't do a ton for it.
    Lastly, flares is HORRIBLE damage. On my dom I don't even have it in my tray anymore. All the level 1 dom blasts are terrible, it's really one of the last big issues with the AT. Take those slots and put them in incinerate which is a much better power.
  10. Psionic darts is terrible don't slot it. Also the entire fitness pool in now just given to you at level 2, so you should redo your build to take that into account. And char is a hold, shove the basilisk's gaze set in there for the recharge bonus and frankenslot with the Ghost Widow and Curare triples to cap everything that matters.
  11. Really quick lookover since I don't have Mid's installed on this thing yet.

    1. Domination gives you knockback protection. Take that -kb proc out of combat jumping and replace it with luck of the gambler procs for extra recharge, and if you can get ahold of one, the Winter's Gift proc for some slow resistance in Superjump. A +resist in tough, I reckon.
    2. Six slot char. It is the most useful power you get, really. Throw in the Ghost Widow and the Essence of Curare triples to cap everything that it does that matters.
    3. I'm not sure that hoarfrost is the best way to go. Even with drain psyche pumping up your regen to take advantage of the +hp, dominators don't have a big HP base. Hibernate has been way more useful to me than Hoarfrost was.
    4. Psionic dart is terrible. You're wasting those slots.
  12. When you say "resist" do you mean "has a high magnitude of protection" or do you mean "has a high resistance to mezzing"? There's a difference, which makes talking about this kinda weird. "Resist" means, in the technical sense, that mezz effects do work, but they wear off very quickly. Praetorian Resistance, if I remember correctly, have a lot of hold resistance, so they can be held, but it only lasts for a second or two and they're back to fighting. But Romans, with that shout of command thing, have a high magnitude of protection, so it takes repeated applications of a mezz for it to actually affect them.

    It's like talking about how defense is part of your character's defenses. It's odd terminology.
  13. Quote:
    Originally Posted by Derangedpolygot View Post
    The Origin of Hamidon. I have no idea where he/she/it came from, nor the Devouring Earth.

    The Coralax. (They have no back-story, although clearly related to the Slag Golems)

    The Possessed Scientists in Peregrine Island. There is no explanation outside their name, or why is keeps happening! At the rate they're taken out, we're running out of scientists!
    The origin of the Hamidon is one of the oldest arcs in the game, and the DE creation story is part of it.

    The Coralax backstory has been taken care of in the new Vincent Ross arc.

    The possessed scientists are scientists that the CoT have taken over. That's...that's about it.
  14. Quote:
    Originally Posted by Kyriani View Post
    Quote:
    the narrator in the film states that the lemmings are likely not attempting suicide, but rather are migrating and upon encountering water, attempt to cross it. If the water they attempt to cross is too wide, they suffer exhaustion and drown.
    Sure it seems like a good bet to go with the flow and do what seems natural. But it can have unintended consequences in the doing if you don't stop to think it through for yourself instead of just doing what everyone else does.
    And the important part you cut off was:
    Quote:
    He also interviewed a lemming expert who claimed that the particular species of lemming shown in the film is not known to migrate, much less commit mass suicide.
    You are trying to use analogies without justifying that they actually fit this situation. Sure the game is adding more group content. It does that every time it launches a new Task Force. Sure the new group content is on the front page of the website. All the new stuff goes onto the front page of the website. The front page of the website is there in order to advertise the new stuff that's coming. None of this means that the solo player is getting thrown under the bus.

    Now, I'm going to go ahead and point out that Positron mentioned that soloability was a goal of the Incarnate System. I'll also point out that Black Scorpion mentioned specifically that they are looking for ways to fully experience the alpha slot even if you solo. I'll point out that second measure mentioned accessibility to everyone as a goal of the new system. I'll also point out that it has been mentioned repeatedly that the fallout from the "skills system" taught the entire staff that mentioning specifics that weren't well underway is a great way to get the community all up in their grill.

    Look at the flashback system. Back when people were begging for it, people expected some contact to have a level slider that you could set and then run to contacts in that range, which is boring. Instead we got Ouroboros, which was a hugely popular gameplay AND story expansion with its own narrative, badges, and place in the lore. People wanted a way to switch sides, "like a task force or something." Instead of a single, repeatable-and-thus-quickly-growing-dull task force, we got the very expandable tip system and an entire new world to pop around in, both of which have some of the best content this game has seen, which is very interesting. This team is establishing a history of letting things stew until they are actually interesting, instead of some boring "oh fine 100 shards equals a notice whatever." Maybe they're working on a new arc, maybe some kind of tie-in with ouro where you have to jaunt around different level ranges to assemble a notice or track one down, maybe something like the solo morality missions in Praetoria, combining tips and incarnates for the solo player...who knows.

    But what's being suggested is that after they have said, repeatedly, that they are looking to implement ways for solo characters to participate in the Incarnate system they really mean "hahahah eat it soloers!" instead of "we want interesting things to do whenever possible, not just systems shoehorned in all awkward."
  15. Quote:
    Originally Posted by Kyriani View Post
    Would you call lemmings following each other over the side of a cliff a mistake? Just curious...
    I would call that a stunt staged by Disney filmmakers. Now we all get to play "what do you call someone who wings around analogies that are known to be fake in a failed attempt to disprove the point he doesn't understand to start with?" I'm not sure Disney has done much with that.
  16. Quote:
    Originally Posted by JayboH View Post
    I found my defenders unable to get the alpha unlocked without outside help. I've also helped other defenders that were unable to do it by playing my tank.

    ...but what is this thing about getting to 60? Where was that announced?
    There are 10 Incarnate Slots in total to be unlocked. If you consider each one "a level," then someone with all 10 slotted up and ready to go would be "level 60."

    Actually putting in 10 more levels would be a nightmare, since everything about the game, IOs, purples, the number of powers you have, the number of slots you have, everything is all based on capping you at 50. Plus designing enough content to get you from 50-60, while making the level cap be something to strive for, not just something to have, would take a huuuuuge amount of time. It would also immediately invalidate all the level 50 stuff (ITF, RSF, STF, etc etc) they have in the game now, much like the Eden and Sewer trials got ignored after the 40-50 game launched.

    So the Incarnate system is a way to get you more powers and more things to do after 50 while maintaining a lot of the things in the game that work really well right now.
  17. Back When, there was an exploit where killing the witch summoned from the Amy's Ward temp power would give a villain credit towards the Spellbinding badge. To fix it, the badge was flagged to award only to heroes, so no, the witch badge isn't available to rogues or vigilantes.
  18. If you want to RSF with a mind dom, you really should be running around perma'd. At 60% recharge you're not.
  19. Quote:
    Originally Posted by Sam_Sneed View Post
    I had thought about making this post myself. Way too many temp power recipe drops. It's not the end of the world, but it is annoying and everytime I get one, I can't help but think it could have a "real" recipe that I might have wanted. To me they are totally useless, so it's like getting a " Sorry, Please try again" game peice on my supersized fries.
    They actually moved them into their own drop pool. I've gotten a temp power and a generic IO off the same kill before.


    That's why the drop rate skews so high.
  20. Early on in your career you don't have the option to stack up a ton of defense either, I'm not sure what your point is there.
  21. How much are you looking to spend on this build?
  22. Quote:
    Originally Posted by StormDevil View Post
    I've never really understood the argument that granting set(s) X (and Y) to a given archetype leads to the need to grant them to other archetypes. Poison will never be anything but an MM secondary; Corrs don't get Psychic Blast; Pain Domination and Empathy, while similar (for the most part), will never cross CoX boundaries.*

    *unless I'm completely missing newish info on the sets I mentioned
    The problem is that even after stating outright that Blueside ATs will never get poison, and all the reasons why not, people still make threads and send PMs and emails asking why blueside can't have poison.

    Look at this thread right here. A redname has already posted on the boards stating outright that there are design problems with a dark control/assault powerset which mean those powersets won't be forthcoming any time soon. And yet here is this thread, asking why we can't have dark control or assault.

    It's a case of giving the playerbase an inch and them demanding a mile.
  23. From the Guide to Perma Domination with IOs, which is one of the guides at the very top of this forum in the big, stickied, easily noticed "Dominator Guides" topic:

    With common IOs:
    3 slotted hasten needs an extra 69% recharge from sets
    4 slotted needs 67%
    5 slotted needs 65%
    6 slotted needs 64%

    In order to maintain permadom.
  24. Domination also provides protection against knockback, if you're perma- then you could drop that Karma proc in Combat Jumping in exchange for a Luck of the Gambler. Those are really pricey, it's probably easier to run a few Strike Forces for the 250 merits you need to get one.