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Posts
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Joined
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Quote:I love redside..and I'm gonna say it THANK YOU!!!!! Something fun and fresh on villain side would be really appreciated.I'm aware of this, and I whole-heartedly agree. Next new redside zone will certainly offer something fresh and new.
And fortunately, this is exactly the tack we took with Praetoria: there's a LOT of architectural, color, and tonal contrast among the new zones, and I think it gives all players, regardless of personal taste, something to really latch onto. -
I was playing around on my lvl 20 merc/ta and was thinking. "Wouldn't serum be great if if were mere of a "Clear Mind" type power that you could cast only on your pets?". The current recharge is too long to be useful..but I guess fear of stacking powers from sets like /Pain. Though I can't see a reason why it couldn't be coded not to stack with similar powers, from the same caster.
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Ice/Thorns, Ice/Psi, and Ice/Electric...not necessarily in that order.
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I have a Rad/Psi blaster in which I've costumed colored the powers "white". I justify some of the mez effect in psi as "disorientation" due to the bright flashes of light. It looks PURTY......
If I can I'll try to take screen shots of how the powers look. -
Quote:You know, I actually wish the game was designed so that there really were no "must have" powers in any set. That's a pipe dream though. The fact is there are some powers that will make you more or less effective if you take them. But I agree with you, you can't force people to take powers they don't want. Also circumstances for certain builds may lead to skipping powers. I can see skipping Maneuvers on a Widow or Fort, not so much on a Huntsman, Bane, or Crab. Your insanity on that opinion my vary. I'm also up late with insomnia and I hope this post makes sense in the morning.That would be the first power in your secondary, and one of the two first ones in your primary.
Everything else, the player has a choice about.
Don't like it, too bad. If I see someone skipping a power they may not understand (or even catch it by what they say,) I'll send a polite tell. "Hey, did you know X power does XYZ? Might help you. Throw it on your second build, see how it works for you/PM me, I'll show you on mine/etc." But kick? No. Only if somone's being completely incompetent, a leech, or build nazi ("You don't have this, you suck!") will any kicking (or leaving, if I'm not the leader) be done. -
They are all good. Honestly, it's really hard to make a bad Corruptor no matter what you pick. If you're into buffing the team then go with Rad, Thermal, Cold, Sonic, or Pain. If you don't want to be bugged with constantly applying buffs try Dark, Traps and Trick Arrow. Also, don't forget your primary is damage....and picking a good damage primary can help a team as much as your secondary.
A classic build is a Fire/Dark. Mostly because of the synergy of Rain of Fire with Tar Patch. Which honestly is about as good as it gets. Since Fire does really good damage and Dark does a little of everything it's an easy build that's good right out of the box. -
I've had a Necro/Poison since CoV launch. In fact he was my first toon. In my experience poison is great for a soloist. Against small spawns and hard single targets, poison debuffs them into the ground. If ported to corruptors it would be great for solo corruptors and for AV/EB killers. Even then I wouldn't mind seeing the set ported. Switch the Poison Trap out for the /Traps version; make the AoE debuff an aura debuff (like chocking cloud) and viola you have a set.
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I have traps/dark and it works well on teams. TT is quite synergistic with all of Traps Debuffs. Traps/Sonic isn't bad. But the AoE Sleep trick doesn't work to well with teams that want to move quickly. Traps/Dark brings a lot to team play (not that Sonic's -RES is anything to sneeze at...).
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Quote:Future boosters will have more tightly focused themes. Broad, open-ended terms like 'Mutant, Science, Natural,' etc. mean too many different things to different people, so expect something a little different on the next one.
I like this. I can already imagine some really interesting expansions..like Spies, Beasts, Military, Avian, Egyptians, Halloween, etc.....
The possibilities are endless..and its not a bad way to make some extra cash for Paragon Studios. A win-win.
Thanks for this tidbit. -
Quote:Pretty much the nail-on-the-head here. The obvious solution to the OP's problem is to ask the VEAT if he/she has maneuvers. Personally, I love my huntsman with double leadership. It's always disappointing when another Soldier joins and hasn't taken it. However, I'm not going to dictate to that person how to play. But I may not invite them again next time around. I do make a habit of befriending good players w/good builds. If you do that as you level up it makes building you ideal team so much easier.But if he wants VEATs with the TT toggles but keeps running into VEATs without, the obvious solution is to send them a tell asking if they have those toggles. If they yes, great, invite them to the team. If they say no, keep looking. That way, there's not gonna be hard feelings....
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I would strongly encourage you to go Plant/Fire or Plant/Psi....
Plant mostly due to Seeds of Confusion and Carrion Creepers. Seeds should be taken and Slotted early for Accuracy and Recharge. Slot Carrion Creepers as soon as you get it and you have the "Real Pet" of the Plant set. Carrion Creepers summons an invisible untargetable pet that follows you and summons a "Creeper Patch" to slow and immobilize your enemies and casts "Carrion Creeper Vines" which fling toxic thorns.
No other set in the game get's aoe control powers like these as early as Plant/ does.
Fire is pure damage and has one its own version of "Build Up" (Fiery Embrace). Psychic Scream is a darn good cone and does -Recharge. PSW while not as great as it was is still stuns reliably and does good damage when slotted.
Plant/ with Fire or Psi is as safe as it gets for a dom. -
Team...especially with other VEATS or with MMS. Thugs and Bot MMs will really love your leadership pool powers and debuffs. I think the reason I have two higher level VEATS is that I almost exclusively teamed with them. 24 came super fast for them both.
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Quote:Yes..and yes. Everyone keeps overlooking this but to me it seems like it's the elephant in the room nobody wants to talk about. I've played on teams like this on both the LGTF and the ITF. Take two doms + two controllers..and four of any other AT and you have a steam roller! A full team of Doms and Trollers....laugh crazily as everything in sight is locked down and annihilated in seconds. And I would love to see a team of Mind/Rads, Mind/Kins, Mind/Fires, and Mind/Psis. That sounds like heaven.It's funny that this has come to Dom vs. Controller, as it seems to overlook a fun thing in the future: (after going rogue) dom and controller teams. With that much lockdown, no foe would pose a threat. Doms would serve as an excellent containment setup for controllers, while any damage boosts from controllers would greatly enhance doms, due to their extremely high damage mods. Yum!
The real story isn't Dom vs. Trollers..its Doms and Trollers working together. -
Quote:Wow thanks for posting this....and to quote my foulmouthed uncle...gawwwwwdammmmn these are amazing builds! I may use the plant/thorns one.I have two.
The plant/thorns I just wanted to max ranged defense for completely safe tossing of seeds of confusion.
The earth/earth was intended to be a mini-tanker. ~30% ranged/melee def, 50% S/L res, with godmode, demonic, stony, and guardian on top of dominator controls... pretty darned survivable. -
Quote:Just came up with an idea for a new set for Doms and Trollers. Tell me what you think and would you play this?
I like this. I think quite a few people have proposed "Natural" control sets. This is one my favorites by far. The assault set is great too. Most of these powers exist in the game in some form anyway.
The pet could be a Merc or a Big Bot...which could be interesting as well. -
Quote:Thanks Frosticus..yes that's what I'm noticing. I was surprised at what I was able to do with a rather humble (and quickly assembled build). My Plant/Thorn is chewing through mobs regular mobs..pretty quickly.I have a s/l softcapped perma earth/fire. It is pretty beastly.
The def lets you take on much harder scenarios without much increase in perceived difficulty. It's also nice for solo'ing as you don't have to worry so much about lockdown and can just blast, which usually results in significantly faster defeats. -
Quote:Of all the Dom primaries Earth really doesn't need permadom. In fact Earth benefits the least from Domination. Now with the +damage removed from domination, the only real benefit for an Earth dom is the MEZ protection and endurance refill. So you may not need hasten at all. For an Earth/Fire you may want to consider going the +damage route. And again that's something you probably don't want worry about until after you hit 50. An Earth/Fire is a safe dom..who can do respectable damage from range. Only get hasten if you want to make sure your heavy hitting mezzes and attacks are up more often IMHO.I'm considering making a Dominator finally after many years of COH/COV play. Leaning somewhere between Earth/Earth and Earth/Fire I had a question for the Dominator community.
Is Hasten really necessary for a Dominator? I have managed to avoid using Hasten in any build since I3, not because of the End Crash but instead because of the ugly glowy hands graphics that I just cannot get past. I know I will not be as powerful without it but is it really going to hamper my effectiveness to the point of frustration? I do not think I have seen a build without it included in my searches. For reference the characters I have gotten to 50 without ever getting Hasten include Scrappers, Tanker, Defender, Controller, Corruptor, and Night Widow.
Thanks for the input, I might be back later with some Earth/Fire or /Earth questions later as well! -
So out of boredom I took my old Plant/Thorn dom (my first 50) and retrofitted him into a defense based dom. I don't use MIDS but was able to get the numbers below with minimal spending. (The goal was to see if it could be done without breaking the bank, etc.. )
I have around
- 41% Energy DEF
- 34% Smashing/Lethal DEF
- 22% Range DEF
- 27% Neg Energy DEF
- 13% (Melee, PSI, etc...)
I'm pretty surprised at how survivable he against some enemy groups (Council,COT, Freaks...) and how vulnerable he can be to others (Carnies..I hate you...).
Power Pools taken for defense were Black Scoripion, Fighthing, and Leaping. Link below with screenie of the build. Plant Thorn Defense build
I'm not really looking to redo the build, it works for what I use it for (running the The Code Merlin arc). I'm just curious if anyone else is using dom builds that are primarily high defense and not Permadom. Permadom get's a lot of attention, but with the recent reworking of Doms, high defense or +Damage builds seem like they would be just as useful. And probably more attainable (i.e cheaper). -
Quote:A little off topic but on a recent ITF on Liberty, we somehow got stacked vengeance from my Huntsman Build and a Defender on the team. It was like a one-in-a-million chance thing. We simultaneously hit Vengeance. It may have been do to "lag hill" but it was still amazing. Of course it was mostly Kheld ITF so the double vengie was great on em...The only power that isn't exactly stackable is vengeance. It used to be, but now you have to do some trick with tp to stack it.
Leadership is one my favorite Power Pools in the game..highly underrated for what it can accomplish on teams. -
Quote:You might be on to something there. A nice synergy between Cloaking device and Targeting Drone could be that when both powers are active you have a "+ chance" to land a stealth shot. I think something like that would add a distinct flavor to devices, while preserving it's uniqueness.I always wondered why they didn't give targeting drone a +critical shot chance...it just makes sense. You're aiming better, so wouldn't it make sense if you're able to hit a target at it's weak point, dealing critical damage?
The cloaking device stealth strike makes sense as well. Something along the lines of the widow/bane stealths would give devices a distinct flair. -
Me as well. Double Leadership is just to good to pass up. And with temps, etc..I really don't miss the travel power.
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Quote:River my plan is to take them all the way blue and then fall back to vigilante status.. All my villians were written as undercover heroes.. and I suspect many heroes will do the same as well and play both red and blue side..
That's my plan as well. I think vigilante will be the best of both worlds. That being said. Dominators will be wrecking balls Blue Side. For example, I've played on a few Controller/Dom mixed Zone teams. I would say this is type of team is almost game breaking. Control/debff-buff/ and damage. Just nasty...when people more widely realize what the Red Side AT's are capable of..we'll start seeing plenty of them hero-side. -
Quote:Yup...this is my fear about GR in a nutshell. Not that any particular Red Side AT will be effected but that a max "Berlin Wall" type exodus will happen in the Rogue Isles. There really will be no reason to play Red Side. Blue side is much more enticing. Which is sad because I think villains have the best story arcs. But the Economy sucks and there are few players(making teaming harder). Just like in the real world people will flock to where the money and opportunities are.My doms are moving out of the third world country that is the Rogue Islands and over to Paragon City permanently
I'd like to say I spent the exact same amount of time playing on blue side as I have red side in this experiment, but that would be a lie. I've spent about 25% more time red side and am much less than 25% along on the build. -
Subjective. Rabid boil actually looks quite nice when combined with a body type change. For example going from normal size to a Monstrous sized body type.
Showoff, doesn't quite look like "showing off". It looks more like some kind of posturing you'd see on "Jersey Shore" or something. No quite sure advice to offer to fix it...but it needs help. -
Thorny Assault also deals toxic damage. I'm pretty sure Impale does pretty hefty amount too all by itself. Don't have access to numbers right now..but I wouldn't dismiss the effectiveness of the Additional Toxic DoT's.