Sagamemnon

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  1. Sagamemnon

    Trick Arrow Yay!

    Just wanted to find out people's opinions on Trick Arrow for corruptors. What primaries you looking to combine it with? Are you looking to use it?
  2. I don't think you'll see many Traps fenders once 16 goes live. I play on liberty with my heroes and at any given time I search for people to do a TF defender population is usually half that of any other AT if not 1/3.

    Of that count most are RADS, EMPS, DARKS, KINS. I have however ran with several different Trick Arrow fenders!! Sadly I think on a defender people still have this way of looking down on Trick Arrow defenders. Given that anytime I invite one I get the "Look I don't have heals, is that ok??" Retort.

    I think the general mind set is that people want their defenders to be certain sets and that causes many people to shy away.

    I know a guy who swares to never play another Tank simply because people expect him to have certain powers and play a certain way when he gets on a team. I have seen people kick defenders from their teams who were not a healing set.

    So I wonder if that doesn't effect the #s of those other secondaries and why you see more trollers with them.
  3. Sagamemnon

    /Storm vrs /Ice

    I am trying to wrap my head around this. I was talking with a friend and we were debating stormies vrs icies for debuffing. He claims that /Cold is superior but I just don't see it.

    I have no experience with /cold domination on any AT. People talk about it like its the 2nd coming for controllers.

    I have checked it out in Mids, on paper, in astrology, and even asked Miss Cleo. What is it that makes /Cold so good??

    I know /cold is good. But is it really that good?
  4. The other point of contention is that the FEAR in illusion does no damage. With containment terrify is awesome to behold.

    Mind doesn't really under perform at higher lvls. The biggest dig you see on mind is people yelling because Plant gets its AOE confuse and a pet. Granted its a cone and draws aggro.

    On a troller terrify after sleep is fantastic. On teams not so much, but teamed with another troller and you get containment from their AOE immob.

    You see more fire because it is the premier farming set. I seldom see a fire who isn't /kin. Just about every lvl 50 FIRE I see is a /kin. Reasons which have already been pointed out in many threads for ages.

    I don't think Terrify would be over powered with a slight -tohit. Tho i don't think it should be higher then Spectral Terror which is -15%. Just my opinion mind you but I think of Terrify as more of a damage cone so on my trollers I always use it after containment. Unless teaming, then that baby gets used when its up. I wish they would stop it from taking -tohit sets tho. But they have some nice procs so its not really bad.

    But I like the differences between each set and how their play styles differ. Better seems to be a situation endeavor. With many sets shining in one area and not so in another.
  5. Sagamemnon

    Plant / TA

    Ice Arrow is great, for plant I personally say not so. The whole of your powers revolve around seeds. You won't really need the 2nd hold all that often with seeds being up pretty much every round. You will likely want the bad guys to tear themselves apart, which TA is pretty hefty at making happen. I would take the single target immob over Ice Arrow, simply for the damage and helping make mobs die faster. Yeah later on some people resist confuses but even then the extra hold may or may not be needed. A 2nd hold can be awesome tho, but if you looking to cut powers Ice Arrow on a plant can be considered as a low priority.

    You could skip the tree, and the sleep. Tho the Tree can be useful.

    One good thing to try is slotting your AOE immob with a range enhancement. This will allow you to use it on mobs and keep you out of their attack range in many situations. Since the damage on it is really good it can be a great way to cripple enemy health safely.

    Ymmv
  6. Leadership has the bonus of opening up Tactics after one power selection. Since your already giving your team good shields, why not give them some nice To Hit and Perception, which comes in handy when fighting things like Night Widows.

    Weave does give a bit more DEF then Maneuvers but the trade off is you have to use 2 powers to get to it. You can instantly choose Maneuvers. So while Weave gives you 4.25% and Maneuvers gives you 2.63% but you can get it much much sooner. Which makes a difference if you at or close to the Soft Cap, otherwise I don't think it makes that big a difference. Although that is just my thoughts and not factual. But I don't think 18% def is worth that much more then 16%.

    Also Assault benefits the whole team with +15% Damage, since cold is a really good team build, what's not to love about granting everyone 15% damage?

    Part and partial of what makes VEAT teams rock is their stacking leadership-eque powers. Once you start stacking Assault from several people on your team, the steamroll capacity goes up by a lot, and there is not better defense then dead mobs.

    Just my thoughts and reasons behind them.
  7. Sagamemnon

    Fire/Storm help

    Knight has a really good idea. Stacking stuns is very effective. I built my Fire/Storm (Only lvl 30) on a different path. I made a 2nd build with Whirlwind, Hurricane, Steamy Mist, Super Jump & Super Speed just because I wanted to see it in action. Chaos incarnate.

    For my actual build I think there is no greater tool in the storm arsenal then Hurricane. The debuff is huge coupled with steamy mist, manuevers, combat Jumping. I was on a team with a buddy who was 3 levels lower on a scrapper (regen). We were fighting an EB who was 2 lvls above me and the scrapper was relatively untouched. On a troller fully slotted for -hit it deals a whopping 45%, granted that gets resisted but even cut down its still a healthy dose.

    Tho Hurricane can mess up Hot Feet. If you wanna be in the middle of mobs its kinda counter intuitive but you can toggle it on and off after the enemies have been debuffed.

    The great thing about fire/storm is you have a very flexible assortment of powers to stack. The bad is its END heavy and you have so many good combos to build that you wanna do em all.
  8. Your answer: Freedom & Virtue, most populated servers. They are the only servers to have 2 dots more often. Of the 2 Freedom is the highest.

    You will find far less Villains then heroes on any server. Usually about 1/2 the population. Some buck this trend from time to time but its fairly consistent.

    You will find great people, idiots, and everything between on any server. The larger the group the greater the chance of running into any one of those said members.

    As you can read in this thread you will also come across sever loyalty/devotion. Some people like Coke, some people like Pepsi. That is just how it is.

    Try each Freedom first, Virtue second, and like other have already suggested make an alt or 2 on other server for times when you can't get on.
  9. No cons, all pros!!

    Take Recall Ally for dogpile resurrections.
    Also good if you get a stealth IO, it will allow you to ghost missions.
    Note that implies your taking the toggle aura.

    Tar Pit is a staple, for all that AOE goodness!! Nothing says mob-dyin like -30 res and with some slow enhancement you keep them there long enough for all that AOE goodness.

    Global bonuses I went mostly for +RECH, +RECOVERY, +DAM. Want all that carnage up as fast as possible and my endurance regenerating fast to keep up with me.
  10. Sagamemnon

    Mind/Nrg Build

    The damage is moderate for terrify, same damage as mesmerize but its AOE which is something you don't get much of.

    Think about that, a 3 man spawn and 1 power you hit all 3 with the same damage as mesmerize plus add a fear.

    I wouldn't recommend slotting for fear. Much better to slot damage as the fear component is pretty good. You could however throw the Glympse proc in there. The great thing about Terrify is that the fear helps keep foes from attacking as well, since they will only fight back if hit. It has saved my bacon many a times by giving me a couple seconds to breathe in those OMG what have you aggro'd??? moments.

    The cone on it is sick, trust me. Since you are going scirocco you could also pick up his AOE attack, which will help with your mob damage.

    If your going for all that single target then I would look to getting mass hypnosis earlier and slot generously to keep mobs slept longer while you pummel em one at a time.

    Ymmv, good luck
  11. Sagamemnon

    Mind/Nrg Build

    I think its a matter of personal tastes. Your focusing on a more single target damage approach but with Mind/Energy I think you can go full ranged.

    Mass hypnosis is great solo on troller because it sets up containment. On a Dom its more a power that allows you pick and choose your targets without worry.

    Terrify has a huge cone. It sick really, passing it up seems like a waste to me. It has some good perks as well, the fear can be nice to buy you some time. It is also a great way to give yourself some much needed AOE damage capabilities. For those times when your on a team.

    I also think swift and hurdle are over kill. You could push one back till later on if you truly want both. That frees up a power selection early.

    Power burst is a great attack and one I would advise skipping. In game numbers state that @ lvl 50 it does 137.36 damage. Its damage per activation time and cast cycle are roughly the same as Total Focus but does it from range. Were total focus is a harder hitting power but has a much larger recharge time and activation time.

    So Power Burst is a very good power, considering all factors. I think you could skip either one in favor of the other tho. You have a very strong single target damage chain and again some AOE damage might be a better choice then having both big damage attacks. Ditching one allows you fit Terrify into your build.

    Good luck. Again its a matter of play style and any advise I give will be askewed towards my own play style. Ymmv.
  12. Sagamemnon

    Plant/ ??

    Try Plant/Sonic, great on teams, great solo.

    You get a huge -res power as your starting. Which makes enemies tearing themselves apart so much better. Did I mention you get it at lvl 1?? Great for that posi tf!!!! Although it is not auto like other sets and does require accuracy.

    You get good shields for your teammates & Audrey and a great -res toggle which goes well on Audrey's melee-centric style.

    You get a great toggle shield that gives mez protection to all inside.

    Sonic can also be cheap to slot giving you more slots to put into your primary without fear of gimping your secondary. If that matters.

    A lot of people shun it, condemn it, and various other things but sonic has a lot to leverage and shouldn't be lightly dis-missed.
  13. Rad/Dark is a fantastic power house and it looks awesome!!!
    Cosmic Burst is one of the best single attack powers ever.
    Lotsa -DEF to make sure your heal hits.

    Ice/Dark is great for locking stuff up.
    3 HOLDS!!!!

    Sonic/Dark is a -res machine and good at locking stuff.
    Seriously, with the -res in tar pit and all your primaries.
    Heres a list of the fun things that go.
    2 Cone Damage Powers
    1 Cone Fear
    1 Ranged Hold
    1 Ranged Stun
    1 AOE sleep
    1 AOE Slow + -res.
    Banshee theme!!!
  14. Sagamemnon

    Earth/TA?

    It is flat out awesome and very active. Some people do not like that, some people do. I am in the camp of the later. I prefer clicky over auto pilot.

    It is the top of the roost for control. Bordering on obscene!!

    Here is but a sampling of the greatness you can achieve.

    Earthquake+Flash Arrow= -22% to hit on your foes
    Oil Slick & Earthquake= House of Pain, every 45 seconds!! *
    Entangling & Ice Arrow= 2 containment set ups
    Quicksand & Glue Arrow= Enemies crawl!! **
    Volcanic Gases & Oil Slick= It can be lit, without your help ***
    Poison Gas= Great source of -DAM plus a good chance for sleep
    Stoney & Disruption= Big Hurt
    Stoney & Acid= Big hurt
    Stoney & Acid & Disruption= Your enemies in the pavement fast.

    Stoney is the hardest hitting pet, your -res powers help him a lot more becuase of that fact.

    Early on your damage is kinda anemic, but Air Superiority can help, vet rewards alleviate as well. Your damage is decent it is just no where near say Mind, Grav, Fire, Illusion.

    * Slotted for max rech, not including hasten or global rech
    ** AV's & GMs less so
    *** Not reliable is every situation, but dam close

    Also trick arrow does lack some de buffage tools that say RAD has. However its debuffs are longer lasting on a whole and for a lot less END use over all. You are however not a buffer, if that effects you at all. Some people want to be able to buff their teammates as well as debuff their enemies.

    Plus its Trick Arrow, everything looks cooler coming from a bow!!! Especially the Talsorian.
  15. Actually MMs have the lowest with 5. Soon to be 6. Which will tie the with Doms for the lowest. Controllers have 7.

    Controllers and Doms could use a new set or 2 tho.

    Dark Control would be awesome and Dark Illusion (For Doms) has been hotly wanted by many players for a long time.

    I would love to see an Electric Control. Since most of the powers for it, like dark are already in the game. Someone put together a good list of all the powers that exist in game for both of those power sets.

    Personally I would love to see a Gadget Control. Most of the powers already exist. It could be Grenades and Bolas!!!!

    Or even a Control Arrow to go with Trick Arrow.

    Tho I would really love an actual Spell Control. I really like the Rune of Warding temp power effect and think that would make a unique visual power set. All the animations could be arm movements like a traditional spell caster with nifty magic symbols like the Rune of Warding gets. The only bad side I can think of is the # of Doctor Strange clones would make the GENERIC POLICE very busy.

    There is no shortage of ideas, just a shortage of what they devote time to.
  16. Quick answer- ANY

    Sonic is awesome with earth btw. Since all your powers do -def and you whole secondary is +/1 Res.

    Stoney gives you a kick [censored] tough pet. Put those sonic shields and the -res aura on him and watch that bad boy goto town.

    Plus have you ever seen a glowing cheetoh stone monster? Its great. You will be a rare breed. Your awesome on teams. Solo sonic siphon helps out a lot. Yeah other sets get better debuffs but they do not get buffs. Plus you get MEZ protection!!!

    Some may say the shields are over kill on stoney. But I beg to differ on a large teams with lots of mobs they all help.

    Plus Liquefy has some great properties that mesh well with storm.

    That sonic siphon really helps low levels. Slot some Acc/Rech and goto town with your single target immob & hold for damage.

    I say buck the system, be different, be unique!! You might just start a trend.
  17. Sagamemnon

    Leadership pool

    Leadership is always a good choice. It stacks with other leaderships.

    Think 10% damage (rounding down) is bad? 7%To hit buff??
    What if you and your buddy were runing a duo and you both had them? 20% damage and 14% to hit.

    I wish more people would consider leadership. Its not the level of a widows/soldiers but its a nice boon. The best part is if your a defender assault grants a whopping 18% damage!!(rounding down)

    Imagine your scrapper and a defender, thats 29% (10.5% + 18.8). Roughly the equivalent of popping a red happy pill constantly.

    Now scrappers may not get that high a bonus but the def from manuevers start to add up once you get 2-4 toons with it. Plus Manuevers requires 0 choices. Weave requires 2 choices to get granted it is 1.5% more def (un-enhanced). Great for tight builds who can't "or don't want to" fit 3 powers into their fold.

    Plus maneuvers gives you an extra slot for the LOTG.

    They are cost effective and light on slots, so you can put more into other abilities. If you got the choice to spare then I always think leaderships are good. Once they start stacking its all gravy.

    Just my thoughts mind you. Not everyone cares about helping their team mates,
  18. Have to agree here. I have had less trouble with any new dom then I ever had with any brute.

    Better question is what are his attacks?

    At 11 if he is using nothing but AOEs then yeah its gonna be horrible. I find my doms run out of end faster not becuase of my END problems but the fact that I'm just running from mob to mob wiping them out that I don't stop.

    Before it would be. Fight a mob or 2. Rest. Fight a mob or 2. Rest

    You just have to be more thoughtful of your attack chain. I have leveled since the changes

    Fire/Thorn
    Mind/Nrg
    Plant/Nrg
    Earth/Elec
    Earth/Nrg
    Plant/Ice
    Ice/Psi

    None had a problem completing a mission, and I don't even slot TOs or DOs unless they drop. They have all run commando (nekkid enhancements) upto 12. At that point each gets 10 lvl 15 IOs till 22. Again only time I ever needed to rest was when I was just rushing from mob to mob and even then it was maybe 1x a map.

    Now I use only single target attacks in the low levels. The melee attack from most sets helps a lot. Timing your domination to fill your blue bar also helps. Its extra mag/etc is not extremely vital in the really low levels. It also helps to not use big guns on mobs with a sliver of health. Sometimes waiting a few seconds for the tier 1 to rech is worth it.

    Again your friends mileage may vary, but I would seriously look at what attacks he's spamming.

    Then slot accordingly, I find that most problems arise from the mind set of AOE is king, spam them like your singing the song.

    Note, I'm saying this is what your friend is doing. Just that without knowing what attacks he's using it is hard to judge. It may not be the case.

    Hope some of this mess of a post helps you and your friend out. Stick with it, once stamina hits you'll be doing the OMG this rocks take.
  19. Sagamemnon

    Tha Guide

    Ok, so I talked to Lili and got her blessing. She compiled the best guide on the planet for Dominators.

    http://boards.cityofheroes.com/showf...umber=11051575

    It is the best summation of the primaries/secondaries there is. Before the buffs. The only controller primary it doesn't touch on is Illusion, because they don't get it.

    I hope this helps people get an Idea of the primaries, what they offer, how they differ. Granted its in the context of how they play with domination but it applies to trollers with only a minimal of tweaking.

    I will hopefully be able to work Illusion into the mix as I have been allowed to edit the work for a controller-centric mix.

    Enjoy and thanks once again to Lili for her work and allowing me to utilize this.
  20. All my heroes are on Liberty. In the past month I have had no shortage of finding people to do TFs and I have put together and run a lot.

    Hell the last sunday I did a DR-Q, a Posi, and a Numina for good measure. Then on monday ran a total of 5 TFs.

    Missed getting on a Sarah Moore saturday night. They only had 1 spot and I was with a buddy. So we did a citadel and a moonfire.

    Hell on champion, there were 2 full teams doing the lady grey at the same time, which messed up my Leviathan TF as they spawned in nerva just as we were starting the Lonbow hunts.

    AE is just a tool, its the new people who only do AE that hurt. But they will get bored and move on.

    Even did a Moonfire contest twice, with another team to see who got the best run without stealthing.

    Its alive you just gotta dig some times. When you find those people global em and keep em!!!
  21. Sagamemnon

    THEY FIXED IT!!!

    Nice, so the temp powers are random?

    My buddy that was on it with me got the Hammer as well. Wonder if its by AT? I was a Dominator, he was a corruptor.

    The hammer has a fast rech, and about average temp power damage.

    Does that mean the bug note can removed from the wiki? Hope they are reattainable.

    Loving that, this is prolly my favorite SF red side. Now even more incentive to run it.
  22. Sagamemnon

    THEY FIXED IT!!!

    OMG, just ran a Leviathan TF. The temp power worked!! The hammer rocks!!! 2 days of in game time!!

    Not a bug but rather a bug fixed!!!
    Wasn't sure were to post!!! Figured here and the word will spread.
  23. Looks like a solid build. If I can just give you some counter points to contend with and ponder.

    First Ice Sword Circle. At a low lvl this may not be the best place to pick that up. Its end cost is really high and if you are solo'ing it may not always be practical. If howerver your respecing later on to add it early then I say good work.

    I do not see the reason for hover & fly? Unless your wanting it for certain sets. You can always buy a Temp Jet Pack for 10K and give yourself a free spot. Leadership is always nice.

    Giving that I would take the single target immob at lvl 4 and take Ice Sword Circle @ 24, then power boost @ 28 instead of hover.

    Note I haven't played a low lvl /ice with the new changes but I know ISC was mostly wasted on mobs pre 20. Great for teams not so much solo. Ymmv

    All in all a very tight buid. Good choices just a few suggestions that you may wanna think about.

    Enjoy the ride.
  24. DOH'T my bad, sorry bout keep forgetting its a hold and not a stun. Always confuse it with the Ghost Widow Patron power.

    My bad.
  25. I am no Pvp vet. So I imagine one will come along and give much better input.

    However with the changes, I suggest slotting the Single Target Hold and Immob for damage/acc/rech and not duration.