Seldom

Shady Shyster
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  1. Per tactical training maneuvers:
    In my experience it's for either of these reasons:
    They usually skip it because of the leadership pool: maneuvers, with a similar name, is an incredibly low +def power. As such they don't realize the Arachnos one is so far superior in its numbers.
    They skip it because it's a 'team buff,' not realizing the values are high enough to be worthwhile even solo.

    Tactics?
    Arachnos builds are tight, and while hitting stuff is good, basic accuracy slotting is usually enough to hit things. As such, picking/slotting/running an extra toggle is not always advantageous.

    The lesson to learn? Kindly inform all your spider buddies (specifically soldiers) that their maneuvers are more akin to the forcefield big bubble than the pool power. Heck, slotted up it's almost akin to giving their soldier all the super reflexes toggles at once. What super spider soldier doesn't want to have super reflexes?
  2. Quote:
    Originally Posted by AegisWolf View Post
    Note 2: before you say it, I won't take Seed of Confusion. I won't do it because, for my game style, I don't need it (since now I reached lvl 32 without any problems despite the lack of this power).
    "Guys, I have a melee character who does pretty well, but I don't want to take any Smashing/Lethal toggles. What can you guys do to help me? I've done just fine without it!"



    I say this in jest, but it really is equivalent. Seeds=Plant's main 'armor,' in anything more than solo vs. +0/x0. You can go without it, but you have bypassed the set's go-to group mitigation. You'll also provide far less mitigation to any teams. Is this a conceptual decision?
  3. Unfortunately, there's not much to be done outside of debuffs/high team buffs to deal with states' unstoppable. He'll trigger it even if held, as it's tied to health #'s. Still, after it drops there is a period where it's not up: at that point chew on all the red candy you can, use all your big -regen powers, do anything you can, and you can get him far enough down before his next unstoppable to fell him.

    But yeah, the guy cheats. Fast recharge unstoppable, with his lightning storm nuke that he spams when he feels pinched. Hooray for a fun fight.
  4. Hehehehee.

    The blessing of alt-aholics though: respecs are way easier for lowbies.

    ...of which I have too many.
    But yes, redoing the highbies can be a pain. Gol-durnit! I just did some ancillary pool revisions too!
  5. Seldom

    Group Fly idea

    I've had one use for it: masterminds. As I can control where they go and when, it's nice to give them a more reliable way to deal with multiple-level areas (negating their stupid 'jump about pathfinding') and restraining them from creating an 'aggro trail.' Plus flying pets, especially robots, are cool.

    Sadly, as mastermind minions often spawn with a level penalty, the -tohit butchers their effectiveness even with tactics running.

    A declinable 'grant flight' click would be awesome. Oh, and have max-flight built in. Otherwise the raptor packs are far better.

    *edit*
    That brings up another idea: what if the power granted an incredibly high flight mag and high resistance to -fly effects? As such the highest tier flight power would ensure those effected could resist grounding powers almost completely, where normal flight and raptor packs would be normally invalidated.
  6. Seldom

    Domination?

    Quote:
    Originally Posted by Northman View Post
    Another new to dominators question.
    When you activate Domination does a mag 3 hold become a mag 6 hold?
    Also, I have seen "perma-domination" bandied about the forums?
    How is this done exactly? Is the domination bar not filled the same way a Brute's
    fury bar is?
    Yes, domination doubles your magnitude, and also gives a longer last to your controls.

    "Perma-domination" works because of this: so long as domination is active, your domination bar stays full. It empties when domination goes down. As such, if you get enough recharge bonuses, you can re-activate domination so long as the "old" activation is still up. Thus, you can keep doing this making it permanent.*

    Note: domination is differently built than fury. It goes up when you use a control, even faster when you use an attack, and even faster still if you have team members nearby. You do not get domination for being attacked.

    *You lose it when you die, though.
  7. Quote:
    Originally Posted by BenRGamer View Post
    You forgot Sound Resonance for MMs.
    Doh! right. Edited! I can't believe I forgot that one, it's actually probably the easiest port of them all.
  8. Illusion would work well for dominators, in my opinion, not because they have domination but because they have attacks. An illusion controller can put out a great deal of damage, but if they lack an offense-friendly secondary much of that damage goes away. A dominator? high damage makes this less of a problem. With their damage, spectral wounds would be obscenely damaging.

    That said, developers seem to lean toward the easy ports first. The finicky sets would be things like ninjitsu for anything non-stalker, illusion because the damage/AT fit might need tweaks, Super strength for scrappers because of the rage+high damage mod might work out, and so on.

    The easy proliferations:
    Cold domination for masterminds
    Sonic resonance for masterminds
    Energy melee for scrappers
    Psy blast for corruptors
    Energy aura for tanks

    More finicky:
    ice/ice for stalkers
    /poison for corruptors
    /ninjitsu for scrappers
    Illusion/ for dominators
    /Dark for controllers
    Dark/ for blasters
    /kinetics for masterminds (you think controlling your ninjas is tricky NOW? Try giving them crack!)
    /radiation for masterminds (!!!!)
    /regen for brutes/tanks

    *edit: forgot /sonic for mm's, and /regen.
  9. Hm. I agree with the OP.

    The anniversary badges have two possible uses, in practice: checking how 'old' a character is, and checking how 'old' the account is. If someone only has the 51 month vet badge but is on a character sporting the '1st anniversary' badge, you know (a) their character is old, and (b) their account, though perhaps not active the whole time, has been around for awhile.

    I'm more than okay with losing the character age marker, just because it's a weak one at best. I have villain alts that date back to issue 6 but lack the badges just because I forgot to log them in. Thus the badge isn't even good at showing how long a character's existed.

    As to the 'badge creep' argument, no, just because you make some character-specific badges global does NOT mean all can or will be. Many badges relate directly to a character accomplishment. Defeating an army's worth of longbow, sorcerers, etc. It tells you what kind of things the character has been used for. An obvious example are the SF/TF badges. If somebody has a lot of them, you can tell that character specifically has been used for a lot of them. It's actually handy when checking out team members on said tasks. ("Oh, so-and-so has the badge for this on their tank, so they kind of know what to expect when tanking.")

    The anniversary badges? It just means the player entered their code, selected a server, and logged in to the character. The character doesn't really have to go out and do anything. Heck, at least the day jobs require you to move. When the events hit, I do this with my alts. Why? it is, as mentioned about, a time marker. But I'd be more than fine with adjusting it to be account wide, as the activity is far more account-centric than character centric. (The badge is awarded for the act of logging in, not anything else.)

    As to weapon unlocks: that's a bit trickier. Most unlocks relate to something 'found' or earned by a task. I can understand those who might use a nemesis backstory wanting the rifle, but for 'Super Gunner Man' sporting a nemesis rifle just because they can? From the lore side it doesn't make a load of sense.I don't know, that one's tricky.
    That said, some things like the tommy gun and epaulets are general enough that forcing them into a badge seems unnecessary. Leave the badge as a sign of the character's accomplishment, but you don't need to kill mafia types to get your hands on a tommy gun, or save the world to find shoulder do-dads without spikes.
  10. Want to remember? Just do those ouro challenges that turn off bonuses. Goodness, it smarts. I do have to catch myself, at times, when giving dominator advice. (As that's the one I slotted like mad.)

    Thankfully, most of my other characters are kept simple, or frankenslotted at best, so I'm less biased on them.
  11. Quote:
    Originally Posted by EvilRyu View Post
    ....Right now mind only has 2 things going for it and thats the single target confuse and 1 shot sleep on a boss/av with mezmerize. Outside of those 2 things its really lagging behind.....
    Heh. Hahahhaaha.

    Sorry to you, sir, but that just struck me as funny.

    See, you're not playing to Mind/'s strengths if you think it has a go-to control power. It doesn't. It has 8 of them. (I put TK int the 'situational' category.) While power sets like Electric/ have there "use power 1, then 2, then 3, repeat" combos, Mind/ does not. Mass confuse not up yet? Use mass hypnosis. Or Terrify. Or total domination. A hold missed? levitate the sucker, use another ST control on them before they get up. The terrified stuff? Pepper them with more control before they stop cowering. A group asleep about to get woken up? throw some alternative controls in to those you want to stay locked down. Mind control is all about your full arsenal, not one or two 'main' powers. In fact, I could argue that mind control is the best primary for dominators.

    As for electric/ not being as good on doms: I hope they fix the lack of domination on chain powers. That said, it's still a very good set. As has been noted, powerboost, which is available on 3 of the 7 secondaries, makes it way better. Also drain psyche's -recovery is a great complement. It's not a very good 'perma-dom' set as-is, but actually, that's not a bad thing. (To me at least.) I know on my other dominators when I play them I wonder how much better I could do with a BIT more recharge. My elec/elec? No pressure. My powers do what they do, and that's about it. The sapping makes domination way less necessary.
  12. I'm sorry, but what has changed that makes new guides necessary? Certainly there've been a few new additions, but I can't think of much that would invalidate the aforementioned "old" guides.

    ...or were you hoping for a demon/thermal/recent IO take? I'm sorry, but your request seems pretty broad.
  13. Quote:
    Originally Posted by Fiery-Enforcer View Post
    And a combination of both is even more desirable.
    Eh. I find it extraneous when nothing is capable of fighting back.
  14. Quote:
    Originally Posted by SuperFerret View Post
    Another question: What would be the best way to ensure that my Dom can take a punch without folding into a crumpled heap with massive psionic powers?
    always carry 3 lucks to use together when excrement hits the fan and AoE mez/domination is not quite up yet.

    Some players also like slotting IO's for defense bonuses, I just find the survival/utility of +recharged control/domination to be more desirable.
  15. Quote:
    Originally Posted by Durien View Post
    fly is also kind of limited by character concept, running and jumping can just be an extension of being really strong OR have some mystical reason, flight and teleportation HAVE to have a power behind, and even then not all powers make sense for it.
    Heh. funny, I trend toward natural origins, as such superspeed and superjump are the two I avoid on said characters. Why? even at peak training, the level of speed/jump height are...inhuman. Flight can be justified with equipment, as can teleport. I look at superspeed and say "even with special equipment, there's no way a trained human could maintain those strides." The piston boots help with the unnaturalness of the jump height, but I still look at somebody landing a 600 foot leap and say, "Geez, they'd break their legs!"

    So up until recently, it was flight with tech for natural, or teleport. Bless the ninja pack, it really works for the unpowered. (But I still use rocket boots/flight a lot.)
  16. SATURDAY OCTOBER 2nd
    Dr. Quaterfield Task Force - Firebase Zulu
    Start time: 11 AM Eastern (10 AM Central, 9 AM Mountain, 8 AM Pacific)
    The time can change if enough players ask for a later (or earlier) start time. But make sure everyone knows about it!

    All Eight Spots need to be filled to ensure the Task Force can start!
    Name Level Archetype Powers @Global


    1) Force of Oblivion -50- Corr - Fire/Cold - @Force
    2) @Beetle King - either a brute or blaster
    3) @Starfire - Fortunata or DEF/COR
    4) Dreameater -50- Dom - Mind/Psi - @chicagodoodler
    5)
    6)
    7)
    8)
  17. I've had a Mind/ dom as my main since dominators came out, and have tried elec/ in praetoria, but haven't had a ton of time on the character.

    Mind/ is pretty much all direct control/lockdown. It all works even better in domination. Electric control seems the opposite in many ways: lots of soft control, but not much to stop all attacks immediately. Also note that a lot of electric control doesn't benefit from domination. Mind control is excellent with investment, while electric actually doesn't need that much extra, as far as I can tell.

    My electric/electric dom is also a mu, and it's actually pretty nice: Even on DO's he saps enemies dry and keeps them harmless. It's funny because while Mind/ is about as safe as the player is alert, Electric just lets you fire off a few main powers consistently then go to town. Basically, Mind control with experience and investment is far more powerful, but electric is good right off and seems to stay there.
  18. Let's be honest: Only a small subset of a subset of users post builds around here, and the reason they do often goes back to three reasons: to show a well min/maxed build for survival/offense, ("it solos pylons!") to show a lawnmower farmer build, or for PvP performance. In many of these cases, the ability to fly is considered extraneous. Heck, In PvP it's looked at often as almost a liability.

    Also, people focusing on builds in such ways hang in groups that exchange their ideas. If you're looking to find out about the game, and your group tells you SS/SJ are best, in time you will think that.

    Personally? I take fly all the time. more than two third of my characters use it,as it's often the best for my characters. Magic users hovering/flying? Makes a bit more sense than superjumps, by theme. Natural character? Rocket boots, and I'm good to go. Classic superhero? Few things are as iconic as flight.

    After flight I have teleport, ninja run, and superjump as travel in equal measures. I have one character that I made with superspeed last year, and I've been here since launch. It really did take me that long. It just really didn't interest me that much...I did use it for a fire character where it looked right, and only after buying the jump pack when jetpacks became easy to obtain. The hard to quantify side of flight is that it really is safer/easier for getting around, but that comes from gameplay experience rather than numbers. I also don't dig the yellow glow, but some do.

    ...Not to mention the fact that those who like those powers are not bothered by the slight inconveniences that come with them. I'm used to flight, and don't find the speed that bad, but those who only want to get from here to there pronto are bugged by it.
  19. For what it's worth, my 'team tank' took provoke as well. Why? When I fired taunt on one group and more still bother a squishy, but I don't want to go near them with aoe's hitting me to punchvoke.

    All in all, if you're a tank playing bodyguard and have a spare power pick, provoke is nice. You can throw an accuracy in it and use it perfectly well as-is.

    *edit to the above* for the record, confuse adds more xp for time than it subtracts. Why? Even damaged by a confused foe, a player will get a disproportionately larger amount of xp per damage inflicted. As such, you mow through more mobs faster- (due to confusion damage) confusion helps you level faster.
  20. Quote:
    Originally Posted by WittyLibrarian View Post
    Here's the Sign-up Thread for
    SATURDAY OCTOBER 2nd
    Dr. Quaterfield Task Force - Firebase Zulu
    Start time: 11 AM Eastern (10 AM Central, 9 AM Mountain, 8 AM Pacific)
    The time can change if enough players ask for a later (or earlier) start time. But make sure everyone knows about it!

    All Eight Spots need to be filled to ensure the Task Force can start!
    Name Level Archetype Powers @Global...
    I'd be very interested in the Saturday morning run. That's my best time, but few seem to be on. I'd be game, if real-time responsibilities don't pull me away. (Which they do far too often for scheduled game events. )
    ...But I'll do my best to make it.

    Dreameater, level 50 Dominator: Mind/Psy @chicagodoodler
    Secondary skills: invisibility/teleport capable
  21. Just a note on this: this is a great way do down play what some players cal 'confuse xp stealing.' In that they assume because baddies are smacking each other, they're losing rewards. Well, freaking out the confused mobs makes them smack each other less, so your misguided team members stop freaking out as you explain that confusion xp loss can be mitigated by killing confused things.

    I don't know why, but the folks I've met that complain about confusion are the same that wait for it to wear off to engage.
  22. Quote:
    Originally Posted by Biospark View Post

    Tier One: Single Target Fear and AoE Taunt
    Tier Two: AoE Fear and a Placate power (New)
    Tier Three: Single target Confuse (New)

    What do you think ?
    Getting rid of challenge? It makes sense, actually. There are no situations I can think of where challenge would do anything better/differently than provoke. But I could be proven wrong.

    Placate? It might work as a tier 3, but that is freakishly strong in game practice. Few enemies resist it, as it's rare. (And given to one AT that's built around anti-aggro.) So much so that I can imagine a great many of the game's 'tough' encounters being changed if a team all could placate with ease.

    Confuse? No, sorry; confuses are some of the most game-changing powers in game when it comes to dealing with enemy groups. Many have 'problem targets,' and letting anyone recruit those makes things just silly. Tsoo? Sorcerers are no problem. Longbow? Nullifiers are your handy group debuffers! Sky raiders? Order me a shield, please. Malta? Sappers, point your ray gun thatta-way.

    Also note that the contagious confusion proc makes any confuse into a possible AoE.
  23. I'm going to have to go with the 'three tier 1' powers. Why? Though the moving up of provoke is logical, it's usually an 'extra' or replacement taunt. Putting challenge in the way means you have to take an extra or to get an extra. Or taking a fake-fake taunt to get a fake taunt. That's one too many. I have a few tanks/crabs/masterminds who took provoke because it's an extra but useful crowd control power. Operative word being 'crowd.' If you make challenge/provoke/intimidate all tier 1's, you don't shut out current provoke users. It also opens the field for those who want soft control rather than attention.
  24. Seldom

    Cold vs FF

    Looking only at what direct protecion they give, here's how the two compare:

    Cold using artic air, ice shield, frostwork and glacial shield max-slotted for protection:

    defense:
    Smashing:23.4+7.8=31.2
    Lethal: 23.4+7.8=31.2
    Fire:7.8
    cold:7.8
    Energy:23.4+7.8=31.2
    Neg. Energy:23.4+7.8=31.2
    Psy:7.8
    Toxic:7.8

    ranged: 23.4+7.8=31.2
    melee: 23.4+7.8=31.2
    AoE: 23.4+7.8=31.2

    resistance:

    Smashing:
    Lethal:0
    Fire:15.6+31.2=46.8
    cold:19.5+19.5+31.2=70.2
    Energy:31.2
    Neg. Energy:0
    Psy:0
    Toxic: 20

    Note that the 20% toxic res is kinda limited and unslottable in frostwork.

    Forcefield, using Deflection Shield, Insulation shield, and dispersion Bubble

    defense:
    Smashing:23.4+15.6=39
    Lethal: 23.4+15.6=39
    Fire:23.4+15.6=39
    cold:23.4+15.6=39
    Energy:23.4+15.6=39
    Neg. Energy:23.4+15.6=39
    Psy:15.6
    Toxic:0

    ranged: 23.4+15.6=39
    melee: 23.4+15.6=39
    AoE: 23.4+15.6=39

    resistance:

    Smashing:0
    Lethal:0
    Fire:0
    cold:0
    Energy:0
    Neg. Energy:0
    Psy:0
    Toxic: 40

    Note: forcefield also has resistance to end drain in insulation shield, and of course the 8.65 mez protection from immobilize, hold, and stun.

    In the end, forcefield wins on pure defense. Cold wins on its mix of resists and defense. (It does seem odd that it has so little to help allies avoid fire and ice, but since those resists are good, it seems fair.) So if you just don't want to get hit? Forcefields are better at that. Barely, but it is. Then there's the anti-mez thing...is that a fair trade when all the extra debuffs are involved? That's debateable. Especially when cold can cap HP on allies, basicaly making them tougher.

    This doesn't seem to include the knockaround mitigation of forcefield; force bubble is excellent mitigation for ranged team members. Repulsion bomb helps turn off anenemy's clump's damage for a moment.

    Personally? I see few enough of both that it's not an either/or...if one is available, I'll take it in a heartbeat. If both? C'mon, capped defenses, debuffs, mez protection, it's all good.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    Funny. The Architect came out with a "quiet room" for this precise reason. And even back during the Architect boom, I saw precisely one person ever use it. I'm sure more did, but the crowds in the regular rooms were always dense and the crowds in the quiet rooms didn't even qualify as multiple people.

    As far as I'm concerned, the Praetorian Trading House is horrible. Some of my characters happen to be designed to always fly, either via Hover or Fly, and in there they are grounded. Several of my characters run multiple toggles, some of which root me when they activate, and I don't fancy having to retoggle them.

    It's interesting to me that people always reach for the "politeness" hypocrisy, when it's always people with pets and toggles who have to comply, and never people without them who have to put up. So to avoid inconveniencing you, I have to let you inconvenience me, and if I don't, I'm the bad guy? You may be able to see how that idea fails to endear itself to me.

    If it takes having a quiet room for people to be happy, then fine. Drop a below-ground cubicle at Went's and a sewer area near the Black Market and be done with it. But for Pete's sake, stop dropping my toggles when all I want to do is check to see if anything sold. Either that, or sit an Auction House employee in front of the building and count how many people ever bother to walk in again.
    This is where I stand as well, but to be honest I'm running on a 64 bit system and with gigs of memory and my sound turned down low. In such circumstances any toggles/pets/sounds couldn't bother me less; it's easy to forget that some people hear the toggles far louder and their machines have trouble past low graphic settings.

    This is actually why I'll go with the 'quiet room.' In the end, the problem comes from two very different circumstances. Those who have machines/connections that make the extra stuff utterly trivial, (and the complaints to them seem overreactions) and those who are in a circumstance where it can verge on crashing their game. (to whom the 'trvial' is a big gameplay hangup.) If you go with an "all or nothing" approach, you WILL peave one side. Hence why two options would be cool.