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Plant has good aoe soft control fairly early on (thank you seeds of confusion).Since Earth Assault requires you be in Melee frequently, seeds are a godsend. Starting off every fight with power boost and seeds seems like a no-brainer.
Also, Seismic Smash stacks with your ST hold, so you will be stacking holds very quickly. You will be able perm hold bosses pretty easily. Also, Earth Assault has pretty good ranged AoE in Fissure.
All in all not a bad build. It's pretty hard to go wrong with it. Unless you skip any of the above mentioned powers. And that's not even mentioning the tanking powers of Carrion Creepers, the true pet of the set. -
Quote:I'm seriously hoping for the AoE Stun...I think you are right RiverOcean, however, I think that AOE soft control will be a sleep (tesla cages or something), so there will be one very situational and probably bad power, but if lucky it will be an AOE stun (Like flashfire). I am hoping for 3 lil gremlins (like imps), but it could also be one mini-deathsurge (minus the power).
Maybe they will give a pet though of a college kid yelling "Dude, don't taze me". Plus a little +end and -End would be nice.
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Unless they break the mold on this one (like Earth or Plant)...we can be pretty sure what we'll get. ST Hold, ST immobilize, an AOE soft contol, Aoe Hold, Aoe Immobilize, and pets....etc..
Don't get me wrong, I'm excited and I'm hoping that Electric Control breaks some rules! I just doubt that it will. -
Frosticus is saying it best. But in my opinon SOA's break the mold. I would say they are more like an AT with 2 primaries: Buff/Debuff & Damage. Your build can be a generalist (Huntsman/Nightwidow) or a specialist (Bane/Fortunata). And even then I'm oversimplifying it. The nice thing about SoA's is they can be built to fill almost any role it's really up to you, they are just that versatile.
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This is a tough question because I believe the initial comparison is slightly flawed. Even though a Bane/Huntsman has stealth I wouldn't equate them with a stalker. They are more closely related to the Defender/Corrupter family IMHO.
If you want crazy ST damage and survivability, the DM/NINJ is your best bet. However a Bane/Huntsman (especially one with double leadership buffs) will be very welcome on a team. You'll bring reliable defense (as good as Force Field), debuffs, and damage. My favorite description of this build is that "It's a corrupter with teeth!". -
I'm going to throw my two cents in regarding plant/fire. It's been a solid build since before IO's were available and is often recommended to new Doms to try. It used be called the "Tank" of Dominators.
Eden Fires guide from I6 still has plenty of good advice. Especially if you're not worried about set bonuses.
p.s. It's nice to see a post abut a building a "non-purpled" out ultimate toon. I wish there were more threads like this. -
For those SoA's planning on defecting to Paragon...I've seen quite a few "Ambassador (Insert Name)" running around. For Example I have "Ambassador Athena". She'll be a Rogue, traveling regularly from one side to the other.
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Still a very good build. I've had one for years and still love playing it. One of my first CoV toons actually.
Fire Cages + Flash Fire = An AoE control that pretty much functions like a hold. One that's up for every spawn.
Drain Psyche + Psychic Scream + PSW = Pure AoE carnage! Learning to leverage Psychic Scream to hit as many targets as possible isn't easy. Hover blasting is one way to do it..jumping in and out of the spawn another way.
I normally open with Flash Fire and Fire Cages. I next jump into the middle of the mezzed spawn and hit Drain Psyche. Next, I hit Psychic Shock Wave. Followed up by liberal applications of Psychic Scream. -
Quote:This same type of question has come up in numerous threads and basically it's your build so if all you plan to do is solo drop SB and enjoy..............snip...... So IO out your solo build and just use SOs on the team one and you should be fine. Oh... Um those Devs were, of course, assuming people play at +0 X1 not +4 X8 so if your one one of those teams you MAY have some trouble. LOL
This is the exact way my kin is set up. We have 2 builds why not use them? This isn't an either/or situation. You can have a soloing build and a team build. Why not do both? -
Quote:pretty much what the title says i really cant decide
if you guys can tell me some pros and cons about each and how well they solo and do in groups would be a major help
In a nutshell:
Plant/Fire is great for teams. You do a little bit of everything and most mobs will be held, knocked down, or confused. Tree of Life is a nice regen bonus Brutes will love you for plopping it down during long fights.
Fire/Psi is good (though not as good as it was) for farming large maps. You have a high damage primary teamed with a damaging secondary. You will debuff recharge and regen. If your not afraid of being in melee with a dom..then this is the dom for you. -
If anything we'll get a clone of Illusion that does some of the same things, but is appropriately more suited for the AT. Sort of like Pain Domination for corruptors. I would love to get the same version of Illusion that Controller have but I know that's unrealistic. On the other hand you can always roll Hero Controller, customize the power colors and have them Go Rogue!
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Fire/Thorns is not a combo you see much that really does well. I know you hate the "green poison" effect, but I thought I'd toss the idea out here anyway.
Plant/ or Earth/ plus any secondary are great in pve. While /Psi is no longer the beast it was *sniff*...the set still offers nice debuffs (-regen and -recharge). An Earth/Psi dom is a very potent PVE toon. You don't see them too often though. Earth/Psi offers solid control, hefty debuffs, and damage. The only primary I'd really say avoid is Gravity. Gravity is a great set but a slow starter...that can be frustrating for new dom players. -
One bit of playstyle advice, get Flashfire+Fire Cages. Slot them for accuracy and duration, plus some damage in Fire Cages. Spam this combination from range as much as possible s these two powers form an excellent AoE hold. Once the group is mezzed run in with hot feet blazing and imps following. Spam Firey Attacks..watch your enemies melt! Wash, rinse, and repeat until you can't stand it!!!
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Quote:What I had no idea.. Sonic stacked that way with the damage debuff. Can you explain a little more please, how this works. I'm a little lost.t
I'm a big fan of pairing it with /sonic blast. The -res boosts the -dam* of seekers making things hit like kittens. That and /sonic is the best at facing tough (ie more hp) targets and generally you want to be in one spot for a bit to get the most mileage from your drops. -
Quote:Exactly. If the OP is looking to find any useful advice this sums it up right here. I'm not really sure why Predatoric is arguing the efficacy of the sets key powers..but to each his/her own. I would agree that I often delay triage beacon until later play. But I would never advise skipping FFG, Acid Mortar, Seekers, and Poison Trap!The 4 absolute must have powers are FFG, Seekers, Acid, PT. If you learn to build your playstyle around them then "fast teams" are right up your alley. Triage, trops, webnade, and tripmine are all solid powers too and can vary from highly useful to worth taking. The only junker in traps is timebomb.
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I disagree with two pieces of Predatoric's advice..
Quote:I would not pass up the only regen debuff in the set and a powerful one to boot. And I've seen very few trappers who do. -1000% regen debuff will make dealing with tough opponents (bosses, AVs, EBs) a heckuva lot easier.In a set that's designed around debuffing, skipping the most powerful debuff doesn't quite make sense.The ones people avoid and why are:
Poison Trap - Waste of time, its much better to just stack another trip mine than waste time planting another of these especially considering the recharge time.
Quote:Seeker Drones - Suffers from dumb AI, like many pets, unless you summon them from the middle of a mob they will go for the thing in front and explode, meaning you miss 95% of the mob usually. Although I have seen them used very well by some people, it goes down to your preference. -
This build looks ok IMHO..solid choices. I'm not much of an IO guy so no advice there.
My only (very minor) criticism is the choice to delay getting hasten. I'd consider swapping the med pool out and getting hasten earlier. I don't think Aid Self and Aid Other will add as much to your gaming experience and hasten will. Having key traps powers recharge faster is never a bad thing. -
Demons/Dark Miasma is a solid solo combo. You have everything you need (debuffs, control, aoe heal) in on package. Works with Demons quite while. There's really no hole in the combo at all.
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I'd suggest reading Mins thread that was linked to earlier, theres some good advice there. I leveled one of these to about 39. I had a good time along the way. The essence of Grav/Earth is solid single target control. You'll be able to stack ST holds (with singy and seismic smash) faster than almost any dominator out there. However, Grav/Earth does not excel at AoE damage and in many ways that's its Achilles heel. Large mobs will be hard for you to control. While Wormhole helps I've found most PuG teams won't have the patience needed for WH to work effectively. On big teams you're better off taking out the most worrisome NPC you can spot. Solo, the games your oyster...wormhole and smash to your hearts content.
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Ice/Psi is an AoE powerhouse. Ice Slick, Drain Psyche, psychic scream, PSW = win. Id also recommend Ice/Fire or Ice/Thorn the sets actually mesh well, but you see very few people playing those combos.
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Quote:Thugs/Poison is really the way to go with this concept...IMHO. Noxious Gas on the Bruiser alone is worth it. I don't think you'll get as much mileage out of poison with Mercs. I actually have a Thugs/FF who is a similar concept. He's a mutant with FF powers. His henchman all have minor mutant abilities.Well, the concept I have for him is pretty solid: Commander Toxicant, a member of a militia of mutant supremacists who want to exert power over the "lesser evolved". Every one of his mercs has their own minor mutant powers, which aren't really enough to be useful in combat and become full-fledged villains, but that hasn't stopped them from considering themselves superior enough to humans to take up arms.
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If you're curious..you can fool around with a sort of "customization" for MM pets in AE. You can change the colors of various pets costumes and body parts. If we get customization thats my guess on what it will look..sort of an extension of power customization.
What I'd love to see is the ability to purchase NPC skins for pets. Sort of like the Halloween costumes. These could be sold as "Packs" in the NC store. For example you could purchase a pack to make your Zombes look like Vahzilok or Thugs like "Family". Heck even customize your Mercs to look like Arachnos or Longbow. I bet people would pay $$ for that especially with GR and side switching coming up soon. -
This issue was brought up in closed beta, but it looks like those threads are all gone..so I can't access them and quote the conversations there for you.
The general consensus, as I recall, was that while inconvenient the change isn't horribly gimping. If you don't respect and have the other sets slotted, they still work. You'll lose them if you respec though. -
Merc/Traps Merc/TA, merc/storm, and merc/dark all quite synergistic IMHO. Merc/Dark being quite survivable. Your mileage and insanity may vary though.