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Posts
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Joined
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I completed my "Brimstone" flavored arc. If people are interested in running it in teams please do. Just send your feedback via the MA and not via this Thread:
ARC ID: 2520218
Title: Evil Deeds
Level Range: 15-25
Enemy Groups: Circle of Thorns, The Legacy Chain, Paragon Police, Customized Enemy Group. EB/AV.
Diviner Arista is a double-agent working within the Circle of Thorns for the Brimstone Club. Arista has uncovered the location of a very powerful artifact which promises to grant "ultimate power" (Provided the proper sacrifices are made). Members of the Brimstone Club set out to do whatever it takes to steal and empower the artifact -
To the OP:
Create your own custom group..its the only way. All the costume option you need are there though, shouldn't be too hard, but it will require some work on your part. -
Talen's pretty spot on....you can slot for anything you want and really not go wrong.
For example my main dom is a fire/psi perma. Because he's such an endurance hog having domination up often, is a great way to keep my endurance going...
My Mind/Energy is slotted for a mix of recharge/to hit/and HP increase. She's been slotted that way for awhile, she always been pretty effective, and is even more so now.
You're going to have to experiment I15 is still new and people are still playing around with an entirely NEW set of possibilities. You really can't go wrong. -
With increased endurance costs across the board, the consensus seems to be that perma dom is still the top-tier dom build. Others are building for a mix of recharge and damage. I'm no mids-wizard here, perhaps someone will post with some numbers and set suggestions.
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This is incredibly odd. Something caught my eye about Dimension Shift a while ago - it seemed to be lasting a LOT longer - so I retested it. Same character, only now it was level 16. Against two white con minions, my stop watch measured the power's duration to 32.11 seconds. I'd call that 30 seconds plus server lag and my own reaction time.
I have no idea what changed between level 14 and level 16, but my Dimension Shift is still unenhanced for duration, and I'm positive of the results I posted earlier today. This time, however, it really FEELS like 30 seconds, and it feels like A LOT, which is what it should be.
And I can't figure out why.
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This could be far off in left field, but do you have any mez duration set bonuses? Is it possible one of them is affecting the phase of DS? Yes I know they shouldn't..but it may be a bug. -
Love it..love it..love it. I was thinking of doing something similar. I really think there is fun potential for themed teams running M.A. arc's tailor made for them.
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Follow Lil's advice, wormhole the enemies into corners. Also, if you have hover or flight, try aiming wormhole's exit point below you (i.e straight down). This turns KB into knock down and can help contol the splatter.
WH is a very good power but it requires thinking and strategy to use it correctly. -
Generic rule of thumb: If you have an AoE stun, following up with AoE immobilize is very, very good.
If you don't have an AoE stun, a group immobilze can still be useful. But never open with it as a primary attack. -
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Psychic Shockwave is recharged.
F E I S T Y HITS you! Dominate power had a 95.00% chance to hit and rolled a 56.28.
You are held!
F E I S T Y blasts you for 107.08 points of smashing damage!
F E I S T Y Dominates you for 277.78 points of Psionic damage.
F E I S T Y HITS you! Levitate power had a 88.97% chance to hit and rolled a 6.40.
You are held!
F E I S T Y HITS you! Blaze power had a 93.39% chance to hit and rolled a 79.14.
F E I S T Y lifts you and drops you to the ground for 370.38 points of smashing damage!
F E I S T Y blasts you with their Blaze for 258.32 points of fire damage!
F E I S T Y HITS you! Mesmerize power had a 95.00% chance to hit and rolled a 4.23.
You have been placated by F E I S T Y.
You continue to burn from the Blaze for 21.36 points of fire damage!
You are no longer held.
F E I S T Y enraptures you for 337.25 points of Psionic damage with their Mesmerize.
World of Confusion is recharged.
You cannot use that power after you have been defeated.
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For those not keeping track, that was 1372.17 points of damage, 1034.92 of it done during a hold.
Does something look not quite right to you?
my hold resistance at 76.49 duration at the time.
fire resistance 41.95%
psi resistance 29.96%
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Sits back and /em eats popcorn as the predicted calls for nerfing doms begins. Never mind that this is a pvp bug that the devs say their going to fix. People will still be calling for nerfs afteward. Just silly... -
I just can't see how giving defenders more damage would be a good thing. Defenders by their very nature are force multipliers. Dom's have very few powers in their arsenal to rival a defender's buff/debuff capabilities. The reason Dom's were buffed was that they were supposedly the weakest and most under-performing class in the game. I can't by any stretch of the imagination call any defender an "under-performer".
Now if you just strictly talking PvP that has more do with the sad state of PvP in this game than the defender class itself. -
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I'm going grav/nrg, although I suspect that earth/nrg will be killer. With the buffed secondary, you'll be wanting to use it a lot, so your controls will likely get less attention - so you might as well make them count. Volcanic gasses and earthquake, as fire and forget, will leave you more time to blast.
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I really think you can pair anything with Energy. Especially if you're trying to build a more "blaster-like" type of dom. Fire/Energy, Plant/Energy, and Earth/Energy all look like winners. I also suspect more people will be using "power boost" to bolster the effects of the primary. This way they can choose a minimum of powers from the primary and focus more on the secondary. -
It was good fun. I was on the third team that formed and had the leadership star passed to me by "von Hirsch" because he had to leave. As our team was one of the later starting we got everyone to about level 10 before people dropped due to tiredness. Plenty of mayhem, bank robbery, and other felonious activities. Honestly, this felt pretty similar to other all dom-teams we've run in the past. I'm hoping to see a bigger difference as we level up and people get their heavy hitting aoe/cone attacks. Still not sure how I feel about Grav/Psi. I might switch to one of my other doms as we level. So far Grav/Psi feels kinda blah...
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If you werent accustommed to doing doubles you will see an increase in performance although the range decrease in psw will likely prohibit you from biting off quite as much. Its just a more cautious playstyle,River.
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I have double stacked dom mostly. But that was a build that was years in the making. Overall, you're right I'm not noticing much of big diff, I didn't on test either. But then I consider myself a pretty competent dom player. I'm still not drinking the Kool-Aide that these changes are going to boost dom popularity. You still have to master the "blapper" playstyle to get the most out of things. We'll see... -
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That's my conclusion, really. The Little League team was underperforming, and so the devs went and got a ringer from the NFL to fill in. Okay, it's not really fair to have a grown linebacker from a football team playing on a kid's team, but the team just sucks that bad, you know?
According to Castle, he didn't discover the issue until it had been there for a while, and he decided not to "fix" it. Me, I ask why the developers of CoV put it there in the first place. Either way, it was a ringer.
It's not really a matter of "underpowered". Psi was just fine -- with PSW. Without PSW it was underpowered, though, and that's not a matter of "well, you just don't know how to play". Note no one who says that ever skipped PSW.
Now Psi isn't underpowered, and it isn't underpowered without PSW. Not that you don't still want to take PSW, but it's now acting like a proper AoE attack, while Psi's single target attacks are acting like proper single target attacks.
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That's a very apt way of describing things.
Since I always included Psychic Scream as part of my attack pattern overall I'm not noticing a huge difference in my playstyle. My favorite thing to do was to take my Fire/Psi on Rikti Ship raids..that was a tough and fun challenge for him. I'm looking forward to testing out his new capabilities on a raid to see if he's any more effective, or less now. -
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Much like a spider traps a bug, wraps it up, then starts chewing on it when it's completely unable to escape or defend itself.
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Spot On!!!
The most creative and accurate description of a Dominator I've seen in years!!! -
I have a lvl 47 necro/poison. My only question is, did you take all your debuffs. While the attacks from the mm-primary look shiny, they are pretty much worthless IMHO. You're better off getting every debuff you have from poison, and slotting them well.
Poison is the strongest debuffing set there is for hard targets, and you should shred av's and eb's when you encounter them. Necro/poison is potentially a very powerful build, but it requires lots of micromanagement. -
Electric is the hard hitting melee set for doms I believe right now. However with the coming changes, you might want to consider energy as well.
Gravity may be a primary to consider. Since it has so many skippable powers, that will allow you to focus on your secondary. -
I have a six slotted hasten build, it was the best thing I ever did. I look at those extra slots as the equivalent of a cheap global recharge bonus.
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I'm just reading in the patch notes that there was an update to dimension shifts graphics.
Has anyone seen it? I might have to transfer my Grav to test in order to check it out. -
If you're nervous about endurance, Mu Mastery is the way to go. Power sink is a quickly recharging, auto-hit power. That coupled with drain psyche, is pretty sweet.
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Well I'd go with Earth. You're going to need some debuffing to go along with all that damage your buddies fire/fire will be doing.
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None of these proposed HP changes are going to happen. Despite common assumptions, Dom's are already damn potent on live now. In a smart player's hand a Dom can steam roll through a good portion of PvE content. With the damage changes that's only going to be more so.
Adding anything else to the AT is only asking for a future nerf in capabilities elsewhere, as we've already seen with the current revamp. People will be soloing EB's easily if these current changes hit live. * ok, competent people will. I think the Dev's know this already, its the whole reason the PTOD exist already. PTOD are what keep doms from trivilizing end game content. And a couple of perma doms can still break them.
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Right now I think the Endurance issue is my most pressing concern. I dont have the slots yet for a Performance Shifter proc, and I really chow through blues, especially if I run both auras.
That on top of my ability to dive nose first into crowds has me thinking Soul, but I'm not married to the idea, especially since I'd have to wait for I15 to really get the benefit of it.
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If endurance is your main reason for going Soul Mastery, you might really really want to do Mu instead. Power Sink is available much more often and benefits from power boost (I.E. you get more endurance back). You might want to test them both out on the test server first. But for endurance recovery, mu hands down. -
A wild idea popped into my head today. What if Gravity's Dimnsion Shift power, not only rendered mobs intangible, but invisible as well? The biggest problem that DS has on teams is most people not understanding that the shifted mobs have been removed from the fight. Basically, players aren't sure who to attack and who to leave alone.
If DS removed the shifted mobs from sight (and un-targetable) then that confusion would end. Only the mobs that are visible would be available for attack. Those shifted mobs should probably become visible again, a few seconds before their intangibility drops. That way the team could prepare for the fight without being caught by surprise. Also perhaps turning this power into a toggle, so the caster can control exactly when the mob re-appears. -
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Looking over the test forums I only find reference to /Psi getting a buff to it's AoE (as if it needed it), but no reference to any changes to /Energy.
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Wow you may want to re-read those notes again. I think you missed a few things. Psi had its hardest hitting AoE cut in 1/2 with increased endurance and recharge times. In fact doms AoE's across the board got dinged. Energy got seriously buffed.