-
Posts
1727 -
Joined
-
It's the untyped/unresistable damage. With phantom army's recharge as-is, they really need to make the decoys immune to it as they certainly aren't smart enough or controllable enough to pull them 'out of danger' easily.
-
The 'real' concern I would have would be asuaged by swapping group invis for a limited AoE control. Give it a huge cone sleep in group invis' place and your'e good. I wonder if it also needs something control-ish in the place of spectral wounds, but if that power hit with Doms' numbers, you KNOW it would find a use.
(As to group invis vs. superior invis: I know some prefer group invis to superior invis, but I think the way superior invis give JUST you a -threat level, with unsuppressed stealth, would help dom survival better)
Though in all honesty I could see the devs giving doms a phantom army on a quick(er) recharge with minor damage. This would mean doms have superior (aggro)control with illusion, but lose what controllers get but they already have in their secondary: damage. -
There were a few:
- Dark Diviner (1 year ago)
- Sir Bastion (6 years ago)
- Watchman (3 years ago)
- Scarlet Archeress (last month)
- Cremator (2 years ago)
- Pyrolator (1 year ago)
- Dr. Atomo (1 year ago)
- Thundershroud (1 month ago)
- Malicient (1 year ago)
- Captain Nimbus (1-2years ago)
-
If you are willing to put a bit more investment into it, a fire/fire/fire dom is probably one of the most powerful 'full fire' characters I've made. The ancillary fire pool literally gives you rise of the phoenix, which somehow might work well for the phoenix theme. Whithout a lot of +recharge it's still strong, you just have to be more tactical about timing power use and how much aggro you get. Trust me, my fire/fire/fire dom can grab aggro off of just about anything. If you do this, you reeaally want flashfire/cinders ready.
The fire/thermal corruptor will be less directly powerful, but will be capable of offering better team survival and will offer far more reliable SO performance, and a greater range of distance attacks faster. You also get rise of the phoenix for others, which works.
If you want to go pure 'ranged' on a blaster, I might suggest Fire/energy, coloring the fire more light-like and the /energy more fire-colored. /Energy is a great secondary for 'pure range' blasters, giving a variety of boosts that can be used from any location. -
Quote:The OP asked specifically about Fire based characters, and referenced a ranged fire dominator. Immobilizes are handy at times, but early on draw aggro far more often than a fire dominator would like. A 'young' fire/fire dominator has no healing, no soft control to stun/sleep/kb or such, and only one readily available control that actually stops damage. As such, when playing a ranged fire/fire dominator against enemies that will always out range you, I find holding off on immobilizes in favor of picking up the needed secondary attacks and maybe even the couple of powerpools you want to be better. Picking up immobilizes after flashfire (level 12) is just safer, even if you must deal with melee foes at times. If you fire cage a whole group before flashfires they all shoot at you at once, and you only have one power, (char) that can stop one of them from countering. It's safer to start out single-target based and have a smaller aggro footprint until you can handle more./Time is amazing on any character, but a Corruptor will benefit from it very much.
I second the "Fire/Time" advice.
I also advocate a Gravity/something Dominator or Gravity/Time Controller.
Gravity Control is awesome since they buffed it, and I find Gravity/Time very powerful and fun, though very active(which is rough on fast teams).
Edit:
Immobilizes are useful at low levels for every character for 3 reasons:
1) They keep foes out of melee range.
2) They recharge faster than the hold powers.
3) They don't "break", as in turn off early or temporarily due to damage.
Do not underestimate the effect of immobilize on survivability.
I love my Gravity/Time Controller, which has high damage for a Controller, even though the main control it has is immobilize, including its only AoE before 35(not counting the amazing singularity pet as ghetto-AoE at level 32).
That may be different for a character with another toolset, but trust me: there's more danger a fire/fire dominator will be in using ring of fire/fire cages at levels 1&2 up through level 12 than if they opted for early powers that take down enemies or help with more direct utility, (hover to stay out of range, hasten to speed up attacks/the hold, stealth to stack with smoke to sneak, and so on) even if they lose the ability to lock a foe at range or lock a group out of LoS to minimize return fire. -
Quote:Hehe. Dominators and corruptors are two entirely different animals. Corruptors will almost always have more AoE options than dominators, at least until you get to the ancillary pools. Corruptors start as medium damage, but hit high damage once foes start getting hurt. They, like defenders/controllers, can make that damage higher through buffs/debuffs in their secondary. Dominators start high damage, and if you go /fiery, only get higher. Their problem is a bit different: all their powers are high damage, but their attacks come late and they have fewer of them, splitting attacks with controls/utility powers.I already have a Robotics/Time Mastermind.
I was looking for a Fire themed (story about the Phoenix and such), ranged character. I understand that Dominator, Corruptor and Blaster are all not very high on survivability. I'm just a bit disappointed in the Fire/Fire Blaster, because of all the melee in the secondary powerset. I have no use for a Fire-Sworc-Circle and similar powers. I really like Rain of Fire and Fireball for their AoE effect.
Is this any different for a Corruptor or Dominator? I have several Corruptors, although not very high level, but no Dominators.
Corruptors, especially if you go fire/thermal as your fire theme would suggest, positively shine on a team. Solo some secondaries lose utility, and except for /traps and /sonic, they lack a way to work around mez. So pack break frees, elsewise you will find yourself often rendered helpless by controls. Corruptors do decent damage, but since they have a higher % chance to double it with scourge based on low hp, they shine vs. hard targets. The larger hp pool of those mean they spend a longer time being hurt but not dead, which means more double damage.
Dominators work the same way whether on a team or solo. They control foes, then kill. Due to their high damage, you can just kill the stuff that will die in a couple hits, control that which won't. Dominators are as safe as you build/play them, and reward canny decisions...but if you aren't aware of foes and let them go uncontrolled, your low heath will dwindle quickly. Dominators rely on an active inherent power, domination, far ore than corruptors do for staying alive/reacting to circumstances. It fills endurance, grants near mez/knockback immunity, and boosts your own controls to the point that they last 50% longer and control bosses in one hit. This power can be accessed based on recharge and a bar that builds from using attacks/controls. (Attacks build it faster, and dominators build domination faster near allies) Because +recharge set bonuses/powers boost how fast it comes back, many will tell you that using +recharge IO sets will greatly increase many dominators' performance, depending on the primary. Hasten is also uniquely helpful.
If you are considering going fire/fire/fire on a dominator, I can tell you early on it's tough because dominators get their attacks slowly, and you should avoid immobilizes from the primary until later. Controllers like these early on because the do double damage and don't have attacks, but on dominators they do little damage, and simply tie down an enemy, essentially saying "Stay there and shoot at ME!" Later they can be handy, but only once you have more attacks/controls that halt return fire. Early on a fire/fire dominator plays like a weaker blaster with holds. Flashfire is your MAIN survival tool, and once you get it slotted well your true power starts to show. After you can stun an entire group, then you may consider the immobilize the hold them still. Hotfeet from Fire/ will give you lots of trouble and not much return on a ranged dominator, so it's a good way to skip extra aggro/endurance drain. (I love it, but I tend to play close) So your ST hold/AoE stun are the mainstays for openers, then you go nuts with your fire blasts. Then you get imps,blaze, and if you go with the fire APP, rain of fire/fireball, and you become a blaster than can at times stun/hold an entire group of bosses single-handedly, light them all on fire as your pets tear into them, blasting them to death as you cackle maniacally at how unfairly fun it is. -
Quote:Confuse doesn't cause foes to generically "change sides." It causes them to target and attack any faction flagged as 'enemy' to players, and not target any entities flagged as 'ally.' So if they confuse a target, the target just attacks more of the player's foes.What happens when your confused clones use their confusion power on each other? Does it reconfuse them and effectively cancel the prior confusion or does it just increase the confusion magnitude?
As for the question at hand: I'm HIGHLY biased, my main character being a Mind/Psi dom since doms existed, but that'll tell you just how much mileage mind/psi doms can give you. Blasters got a slightly modified version of psi blast, which lost the extra range it had in the hands of defenders. Aside from that it's a decent set, and along with /mental can be pretty safe. Just know that it won't be anywhere near as safe as the Mind/Psi dom, as that has superior control, drain psyche, and mez protection. (The last gained via domination) If you are looking into investing IO's into the character, the dominator will benefit far more from that. -
I find masterminds work well on SO's many times, with the exception of maybe using a few 'effect' io's here and there (pet +def/+res, -kb and the like) masterminds do just fine with powers/power pools. Especially since the pets can never get +recharge, and bonuses from sets stop with the mastermind, never carrying over to minions.
-
Ohhh, yeah, I have a few.
- Tankers' gauntlet does damage, (all attacks AoE) and uses the highest damage scaler, but have diminishing returns to ANY +recharge enhancements/powers/set bonuses. They do, however, all have a high accuracy bonus. End result? Tankers can hit entire crowds with every blow, (doing high burst of damage with each hit) but their attacks all have slow windups, and their attack chain would ALWAYS be slow.
- Remove any and all target caps, but have enemies actively avoid any AoE powers. (They actively scatter when they see an AoE headed for their buddy) NPC's all prefer range against melee archetypes, not wanting to get close enough to get pummeled to death.
- Remove all travel suppression, and all melee powers if out of range have a 'seeking' mechanic that also honors active travel powers: so if you are way out of range of an enemy, triggering a melee power will have you leap to that enemy until you can hit them as you execute the power. So hitting 'knockout blow' as you are flying would have you to fly straight to a foe as you swing and punch them. BUT....damage delivered would be based off of the weapon/fist/foot actually connecting. As such, if your enemy ducks out of the way or you try to swing as attempt to 'kite' a foe, the enemy will take no damage at all. Likewise all ranged attacks, particularly ST ranged attacks, would have far faster projectiles and far longer range, but the blasts would have to hit a foe, and would not 'seek' them. as such, blasts could both be walked into or dodged by foes.
- A 'manual' mode to all powers. players can choose to either allow their abilities be based off of chance-based rolls, or they can manually target. In the roll-based case, the engine would calculate chances, and if successfull, you punch would connect. In manual modes powers execute based off of character position, and will hit based entirely off that, and will not 'track' at all. Example: 'ice blast' fires a blast of ice straight forward. if a zeus titan is there, it WILL be hit. If a council soldier is there, it will get hit. if it's a tsoo warrior, and they move out of the way, the power will not hit. Accuracy enhancements act as 'reflex' boosters for manual mode players, causing blasts to travel faster and all powers to activate more quickly, lowering the chance for a foe to move out of the way or dodge.
- Tankers' gauntlet does damage, (all attacks AoE) and uses the highest damage scaler, but have diminishing returns to ANY +recharge enhancements/powers/set bonuses. They do, however, all have a high accuracy bonus. End result? Tankers can hit entire crowds with every blow, (doing high burst of damage with each hit) but their attacks all have slow windups, and their attack chain would ALWAYS be slow.
-
Quote:If done correctly, having a cross-server system would solve the problem of finding a pick-up team at the drop of a hat at the largest level. If the SG/VG problem as well as naming issues, and one could have unlimited transfers, you'd go from having access to one pool of players to being able to 'swap pools.' If you could access ALL servers, you are not just limited to one pool at time, but all at once. Unlimited transfers would be like this:....Of course, now as I type that, I'll bet you it's the SG Problem and the Naming Problem that are leading to the Cross-Server Teaming solution, but that seems like an awfully huuuuge (and time and money intensive) hammer to use on such a wee little proud nail.
Player #1 starts on server A- find things are slow
- Transfer to server B
- (a) find things more populous, or (b) find things are slow as well.
- If (b) is true, transfer to server C
This starts a new problem as well. Player #2 on server A- they want to team, but things are even slower with player #1 gone.
- Transfer to server C, since it is the busiest populous at the moment.
I'm pretty darned sure that any cross-server system would use an opt-in crowd gathering system of the LFG tab, which means the devs get much fuller use from that system and allow for a much more direct means of recruitment. Example: it's 2 in the afternoon, Player #1 wants to form a BAF. only 10 50's are on, and half don't want a trial. Rather than telling the half that do want to to transfer to the next server for a larger group to coalesce, they all hit the LFG, and every player from every server who wants in gets dropped into the trial, stopping at the limit.
Yes, I know that brings up the issue of a blind invitation system, 'unblanced' teams, and all that stuff that people don't like about the LFG engine. But it does solve any pick up teaming complaints by taking an immediate account of all logged in and willing players at once, as soon as they join such a queue. -
To me, it's this:
- I have characters in personal and social villain/super groups. This is a reason to stay on one server.
- I also like the name I have on my servers. The names are NOT available elsewhere.
But.....
- Despite how much I like my home server, it's quiet and mostly a late-night server. If I'm on at an odd time and wish to play content that is gated behind a larger group, this content is not accessible.
- Also, I have friends on several different servers. I can team with them if I transfer characters, but those transfers are limited.
- Also, I have a main character I play most of the time, and several others that I play regularly. I know some like playing tons of alts, (me too!) but it's not a huge priority to get them all to 50. I do like taking some of my 50's out for a spin, which is far less time to level a brand new character on a new server.
- Additionaly, when I want to play one alt, and the time/place/people do not align to my desire to do a quick PuG, I don't want to choose between playing that character or switching to something I'm not focused on just because people aren't around, or are soloing, or on their own team.
- Speaking of 50's....with the rise of the endgame, it's tricky especially on smaller servers and at off hours to have people in odd level ranges available.
- I have a group of reliable friends in certain circles, but many of them have a different schedule than I and do not play this game as often as they once did.
All that combines to a VERY good reason for me to look forward to a system that allows me to maintain characters on my main server, in my VG/SG ranks but still be able to team from a unified pool of players from any server for quick pick up teaming when the mood hits, then go back to my server with my same characters once done. Some of the above concerns could be assuaged with lots of recruiting, waiting, and by going to a more populous server, but a cross-server system would allow more access to what I like about this game with far more options without sacrificing transfer tokens, names, SG/VG access, and limited play time just to play the way I'd like. - I have characters in personal and social villain/super groups. This is a reason to stay on one server.
-
Yeah...time has flown.
Let's see:- got off of dial up
- got my own computer
- got my own account!
- went through college
- got a new job!
- finished college loans
- struck out on my own
Heh, I've played this game more than a quarter of my life, edging towards a third of it. -
I was actually thinking about this earlier, but in a slightly different direction. What if there were a way to make crafted IO's into attuned IO's? This would have a couple effects:
Low level IO's would be more valuable, as they could become attuned, gaining the "level-less within their range" aspect of attuned IO's.
To balance, These enhancements would become account bound and immune to boosting like store-bought attuned enhancements are. So 'Natural' crafted IO's would be good for boosting, low-level IO's could become attuned for those who want to hang onto them and still get good use.
The attunement converters could be gated so as to not allow overlap from those who don't have the IO license to bypass that limitation. -
I do play my crab here and there, it is fun. That said, it's not "the best."
It's very strong, doubtlessly. With more investment, I'm sure it could be even better. That said, with its strength come weaknesses. Crabs can obliterate masses with easy, without even thinking about it. But especially on SO's they slow down with hard targets. They are extremely tough, until they face something that debuffs defense or sports high tohit buffs. This used to be limited, but as devs start to counter all the softcapping going around, it has become more of an issue. The large swaths of damage is cool, but the lack of burst damage mean your foes get to fight back. They also lack any control to stop nasty debuffs from problem targets. ...And let's be honest, a crab will run into endurance issues pretty quickly. This means that if you want to make them tougher with =defense powers and powers faster with +recharge, you also have to find a way to balance the high endurance usage.
Crabs are great, but actually more balanced than you would think. -
Quote:I'm a bit of a spaz in combat. Partly to line up cones, (even sands of Mu) partly to hit as many things with pbAoE's, partly to gain/lose aggro, partly to jump-cancel long animations, partly to just, well, move. Perhaps because I'm so used to the dominator playstyle (fire cones from outside combat, jump in the thick of things for AoE, fire blasts as jumping out to line up for the next cone) I just feel bored unless I'm giving chase or maneuvering to best effect.So does your character move around in combat and do you care?
*edit*
Jump canceling and midair animations actually allow you to bypass the limitations of a stationary animation and allow the character to be in a better position so you can immediately follow one power into the next, in situations where you would usually have to take time to move between attacks. as mobs jostle with each other in crowded environments, mid-combat movement allows you to keep as many in range for your next power. Standing around means you are at the mercy of fickle AI that may run outside an AoE, run away, or suddenly move to the wrong side of an obstacle, thus not getting hurt. This is of course more likely to happen on large teams or when set for large spawn sizes. It's actually best to position for your next power, not your current one. -
Hmmm..
Max team size reduced to 4
Sorry, while this game may have many great qualities, it remains one of the, if not the most enjoyable cooperative multiplayer experiences of any game, and I play it often with a decent-sized group of friends. The teaming experience alone is the main reason CoH/V stands over similar MMO's. And while the SSK system and shared mission completion are huge, the ability to fit the entire group on one team in most cases is a huge difference. -
I was very active at first making arcs, but stopped after the enemies I made were invalidated time after time, as I had to rebalance their powers, run the arcs again to make sure the new powers were fun to fight, then find some rule had been made that reduced/nullified rewards and rebalance again to reward people for playing the arcs.
After revising my main arc well over a dozen times, I lost interest in the AE. Nobody played the arcs, and at any moment a new patch could break my stories. Making sure one or two stories remained functional and testing the changes is a chore. Making more? It's work, not fun, and work put into something that few will touch, much less enjoy.
The rewards for making an arc aren't there. The devs don't care if quality content is being anywhere near as much as they are concerned about damage control over someone abusing an exploit. This has been made abundantly clear by all the real arcs they break when they find a new loophole is being abused. If they choose between keeping player content and killing it along with and exploit, the choose to squash exploits every time. And to be honest, there's no almost nothing in it to reward an author. It's all stick, only a tiny carrot. (If that.)
Why don't I play it? The UI doesn't let me find a good story mission besides the few hall of fame/dev choice arcs amidst the slew of invalid old arcs that are broken, old farms, or new farms. When I do find an arc, it is more often than not highly uneven, with either boring/slow/easy gameplay or huge spikes of damage and tough foes. And in the end, the experience for going through all the ups and downs is less than that of a paper/radio mission. If I come here to level up my characters, and have a good time with friends or solo, the devs have far too many incentives for me to go almost anywhere but the AE. The worst dev content is far more reliably enjoyable and rewarding compared to the worst AE arcs.
In the end, it's a great system suffering from a UI that doesn't allow proper differentiation and parsing of its content,a dev team that seems to see AE content as much as a hotbed of potential exploits than anything else, and a system which has its rewards scaled back below much of what the game offers. -
*Cough*
It's true the melee powers don't work as reliably with archery if used together frequently, but boost range more than makes up for this. No archery power needs you to be close, so boost range greatly helps archery, more so than almost any other attacks set. The range can be so great that you get 2-3 extra attacks in as they try to close, often ending with them dead rather than hitting you. and once they get close, power thrust them back and fill them with pointy sticks.
As to the OP, I'll have to say EN/Fire is not the best. Energy gives some mitigation, but what it gives clashes with much of /fire. A friend who i convinced to play the game a while back had an Energy/Fire as his first and main character, he quit soon after getting it to 40. (This was back before IO's were available to ease some of the survival issues) -
This is a poor image thanks to the limited options of a phone camera, but you get the idea. (Yeah, it's a little old school. But I likes it.
)
-
Hehe. This is a dangerous question for altoholic. What. I don't have troubles! 40/48 on champion means I still have space! To be honest my Mind/Psi dominator is my favorite, and won't be deposed any time soon. That said, there are several characters I made on a whim for a concept that steal time away from my 'main.'
Fire/fire (now fire/fire/fire) dominator
This one I made for concept, and made the mistake of taking the AoE immobilize early one, with hot feet. I could steel aggro from the best of brutes/tanks. He dies at least twice a mission early on, but it was fun. So I invested a few IO's in him, leveled him up. It was slow, but burning things is fun. Things started turning around when I got flash-fire fully slotted, now stuff died, and I didn't. Then came the late 30's, early 40's. A full fledged secondary, and fiery aoe's...then I finished out the /fire APP, grabbed incarnates, some purples....now it isn't funny how good it is. Well, maybe it is. I still disturb my friends giggling maniacally. Permanent domination, permanent rain of fire, blaze up in seconds, poyronic judgement, this guy is hell on souped up monster truck wheels. seriously, the question that is hard to answer is "what is not on fire?"
on the less overpowered side:
war mace/willpower brute.
This one is still young, but fun. The concept is a lady who's a mean drunk, she spends a night partying and wakes up in the Zig. Somehow she got wasted and hospitalized a third of paragon's police force with a pipe wrench. Arachnos breaks her out, and she runs around town in the rogue isles venting with said pipe wrench. With minFX on /will, she really does look/work like a tough person with a blunt object.
Archery/Energy archer.
I built this for range, and it's a blast. Between boost range, damage/range HO's, cardiac's +range, and clarion's +range, fistful of arrows is snipe range, and she can shoot things past the draw distance. It's a blast. It's fun doing the Lamda final fight and being able to hove rover the court and shoot marauder anywhere he jumps with little chasing.
Crab spiders
Even on SO's, these guys are as tough as a scrapper, and can do full AoE attack chains. It's hilarious how many 'splosions these guys can do.
Zombie/poison mastermind.
Underpowered, but still so much fun. Yes, i'm an immature child sometimes. I laugh when I watch as both the mastermind and the zombies start a fight with waves of slimey puke splashing in volleys against my enemies. Bonus points for using group flight, and having flying zombies rain bile from above.
Robots/forcefield mastermind
Bubble and go, the nothing gets close to scratching the bots' paint as entire missions are cleared out with missile and lasers to the face whilst things are lined up against walls with force bubble.
Those are the big ones. Of course that doesn't mention plant/earth dominators, dark/storm controllers, electric/SR scrappers, rad/rad corrs, rad/rad defenders, beam/rad corrs, fire/rad controllers, EM/dark brutes,ill/emp controllers, Invuln/SS tanks, Will/SS tanks, shield/axe tanks, elec/elec doms, kin/EA stalkers, NB/dark stalkers, fire/fire brutes, BS/regen scrappers, kin/elec defenders, StJ/Will stalkers, Grav/Nrg doms, Stom/ice defenders, tri-form warshades, human peacebringers, Titan/elec brutes, Dark/titan tanks, Elec/Nrg tanks...
...please help me....
-
I like to have 125% recharge minimum before hasten, just so that I don't have to worry about juggling between domination/hasten, as you can't keep both on autofire. This way I can even go afk if need be, and not have to build domination again. Hasten at that point is gravy, but handy for getting the long recharge powers up faster, or buffering against -recharge attacks. With that much recharge, it also makes AoE mez more accessible on steamrolling teams.
This approach means that all your sets go toward +recharge, ignoring other possibilities like +defense or such, just picking up what other set bonuses come in incidentally. This isn't a bad thing, my dominator picked up an extra 20% damage with ease, and it's almost impossible to avoid gobs of +accuracy with those sets.
Oh, and protip; throw a minter's gift slow/-recharge resist IO in tp friend or another less used minor travel-set accepting power. This resistance to -recharge means when you hit debuffing foes, it's harder for you to lose your permanent domination stacks. -
Blaster: fire/fire
Burn things, blast things- it's the land of the quick and the dead. And you're the quick one.
Brute: Super Strength/Willpower
Smashing in rage all that come into you're path, shaking off any damage just because you could care less.
Controller: Mind Control/Force Fields
Messing with minds while protecting the team. I find mind/ to be the quintessential control set thematically, and forcefield just works with it as the perfect 'guarding people' secondary.
Corruptor: Fire Blast/Pain Domination
Sure it'll heal you, but it'll still hurt. Oh, and the enemy? They will burn in pain, and when they show signs of weakness, burn them harder.
Defender: Empathy/Psyhic blast
Yeah, I know. Defender aren't 'healorz.' But when it comes to a character the reinforces the team while messing up enemies with their attacks, this one is what seems the most obvious.
Dominator: Mind Control/Psionic Assault
Make them helpless then break them as they are vulnerable with your own deadly power. Mind control just says 'mess with their heads' and /psy says 'use the same to break their minds until they collapse.'
Mastermind: Robotics/Force Fields
Disposable, heartless hardware that you make invulnerable as you squash all foes in you abuse technology to gain dominance. Mastermind to a T in my head.
Scrapper: Martial arts/Super reflexes
Sure street justice might work here, but I'm old school. You go into a fight with nothing but your hands, feet, and combat skills, and they all will regret messing with you.
Stalker: Ninja Blade/Ninjitsu
What's that? yes, it's a blade, magically appearing through your chest. A stalker? No, just a puff of smoke.
Tanker: Invulnerability/Super Strength
Plink away with your pointless attacks, then the tanker will walk right up to you and send you to the hospital with a knockout punch. -
Quote:While /psi lacks and damage boosting abilities, it is hardly low damage. To be honest, it's medium damage. True, psychic meets with heavy resistances, but psy resistance tends to be "all or nothing." Psychic/machine, etc enemies are a real pain, but most other targets will take full damage. /Psi lack burst damage, but instead relies on a steady stream approach, and since it has two very good AoE abilities, it most certainly pulls ahead of more single target secondaries in most gameplay. /Psi is middle of the pack for damage, and moves up the ladder when considered against larger spawns....Psi is one of the lowest damage secondaries, amplified more due to the massive increase of Psionic Resistance enemeis since Goign Rogue back in 2010...
So... yeah. It's got good synergy, but it sacrifices a lot of damage.
As to why elec/psi isn't considered great? I can't say, but I would guess because it has indirect rather than direct strength. I can easily make entire mobs helpless because they cannot fight back a dominator, especially a perma-dom, but many would prefer brutes/scrappers/tanks that get continuously punched in the face and live. Control I find to be one of the most undervalued skills in CoH/V. Beyond this, sapping (-recovery+ -end) is very binary. With it, it's awesome. My kin/elec defender has made giant monsters damageless for over 10 minutes. But the instant that tick of end shows up again, the danger is back to full strength. As such, those who aren't staying on top of their sapping and let those ticks of blue show up get punched in the face, and don't feel awesome. In the end, anything that needs some strategy/effort to maintain its coolness but dies when you get sloppy? Not so popular. -
Hehe. This would be awesome. I've actually spent hours going to and from different zones, waiting for the sun to go up or down to ge tthe right setting/lighting for different costume shots.
Actually, what if this were in the icon/facemaker stores? You enter the stores, and see a 'virtual portrait booth.' It drops your character into a scene, and you can activate your powers as you maneuver the camera. In addition, you can change through a library of background scenes (city zones, hazard zones, mission maps, etc) and lighting, if applicable. (day, night, sunrise, sundown)