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Quote:Total Domination is actually fairly skippable. I did take it on my Mind Dom, but fairly late in the build and I don't get a lot of use out of it. It's mainly a tertiary panic button, Terrify/Mass Confusion/Mass Hypnosis being my main big spawn mez powers.[...]
Im really struggling on which Mind powers to prioritize or expect to get mileage out of in the later stages. I just got Terrorize, which I love, as Im a fan of fear powers.
Total Domination is not giving me much of a warm feeling, the poor acc might be the present problem, as its poorly slotted for me now.
The thing about Mind is that it's fantastic at locking down small spawns, with Levitate, Dominate, Confuse and Mesmerize you've got all the tools you need to ensure a solo spawn is totally shut down as you kill them.
Quote:Not sure if its worth thinking about taking on AV's or even EB's with this combo, and if so, which of the single target powers, Confuse, Mezmerize, or Domination will prove most useful late game.
Quote:Teaming I dont use any of them, solo I use them all, and find each useful in its way. I even wonder if Lift might not be worthwhile, though I already have a decent single target attack chain.
I've got all of the ST controls from Mind, because they're all useful and ST Domination (pardon the pun) is Minds forte. I don't really use Levitate as an attack, so much as a backup temporary mez while Dominate recharges.
Solo I can Mesmerize one target, then use Dominate on the other and kill it. Teaming I'll Dominate one mob, then use Levitate on another while Dominate recharges. You want to be cycling Dominate through to mez the troublesome mobs in a spawn like Sappers, Surgeons, etc.
Quote:Im comfortable with the Energy powers, as I have many hours on my lvl 50 Nrg blaster. The Mind powers, even after reading the guides, seem more a matter of taste.
Further opinions on them, and what types of hunting they are each good for?
Mesmerize: much more useful solo than teamed, comes in very handy if you're sleeping the Freedom Phalanx in the RSF.
Dominate: bread and butter hold. Slot it, use it, love it. It cuts through ranged defense since it's only typed as psi, animates fast and is generally great.
Confuse: Useful soloing, more niche use teaming. Can be put off till the 30s/40s.
Mass Hypnosis: Your soloing "I win" button. Take ASAP, love it.
Telekinesis: eh, gimmicky AoE hold. I skipped it. Huge end cost for something I didn't really need. For big spawns I have Terrify, Mass Confusion/Hypnosis or Total Domination.
Total Domination: can be put off till later, good panic button. Stats are pretty poop though, needs a fair few slots to be good.
Terrify: fantastic power, teamed or solo. My default go-to power for big spawns on teams. Fear the minions/lts, ST the bosses.
Mass Confusion: hilarious power. Another good AoE control power.
Mind has a whole lot of awesome powers, which unfortunately means there's not much I'd recommend skipping. Telekinesis is fairly skippable, Total Domination sorta but I like having it. -
Quote:Good call, it's a very strong combo both teamed and solo.Hello all,
After trying several /Nrg doms, just by chance and lvling luck, the Mind/Energy has come to ther forefront and will be what Im going to work on. Im not even sure I think its the best, but I need to stick with one for a while, and he won.
Quote:So to keep my spirits and interest up, I have been thinking of builds and direction with guy. I have no real Dom experience. I have been reading everything I can and getting atleast a theoretical feel for them. Practical experience is coming slowly. Im suprised to find that the mind is both fun and effective at this point (lvl 26) both soloed and teamed. The team is what most suprised me, and that the group sleep is actually useful on fast moving teams.
I mostly play him like a ranged blaster, and is what I will continue to do.
Quote:On to the questions. It appears I have three general ways to go. Build for defense, recharge (heading for perma dom) and pure damage.
Considering my choice of Mind/Energy, what is the pros and cons of these plans for team, solo and cost.
My general guess.
I think I can fairly cheaply Perma Dom him at 70% or so recharge with use of the KB sets. This lowers my damage, as the set of six only gives 68% damage increase. This build seems best for soloing, fairly cheap, maybe second best team build.
Having 2 confuse and 2 sleep powers, you can slot Call of the Sandman and Malaises Illusions for cheap recharge. Depending on your funds, the purple sleep and confuse sets are also fantastic as well as very affordable.
Quote:Defense. Seems expensive, good solo, less needed on teams and maybe less valuable.
Damage. Always good. Best on teams, maybe middle of the road on cost and solo power.
While Doms do have good damage, building for +dam isn't a very effective route to go. I generally view any +dam I get from bonuses as a nice side-effect, but not a main goal to build for.
Permadom is very worthwhile, but you don't have to lose out on damage to get it. You definitely shouldn't either, since a lot of the benefit of permadom allows you to play more aggressively where you'll want as much damage as you can get. -
Quote:Castle (iirc) said that characters who swap sides will keep their APPs/PPPs until they respec on that side.If a scrapper could get gloom, then it could crit off of it. As they can't, it's kinda a moot point.
Edit; just read the post above. It is a burning question whether or not side-switchers will switch epic power options. A crit gloom would be pretty awesome.
So if you've got a Blaze Mastery Scrapper and take him redside, you'll keep Blaze Mastery until you respec, when you'll have to choose from one of the PPPs. For a villain with say, Mu Mastery who went blueside, you'll keep it until you respec over there, at which point you'll have to pick from APPs instead.
AFAIK, it's not been clarified whether the side-swapped ATs will get new versions of the APPs/PPPs or their rough equivalents. I'd say getting their own versions is more likely, since it's mostly copypasta work and there are all kinds of problems matching up the ATs with their rough equivalents.
Brutes and Scrappers/Tankers being more or less the same in terms of APP/PPP stuff aren't a big problem. It's the other ATs that are problematic. -
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Quote:There's no incredible synergy to speak of, but it would be a solid character. Sonic being fairly end-efficient helps a lot with Storm being fairly end-heavy.I was thinking that the combination of debuffs would be pretty awesome, with PvE and maybe slight PVP in mind. It should be pretty good for combat I think.
Anyone have any suggestions?
Suggestions: For survivability, build for softcapped (45%) smashing/lethal defense. With Scorpion Shield, a Steadfast +3% def, Weave and Steamy Mist you need very little in the way of bonuses to get you there. It'll greatly increase your survivability, which helps a lot with the aggro you can draw with /Storm.
After that, build for recharge and recovery. Get lots of end rdx in your storm powers, the Sonic blasts will generally be fine on endurance with whatever they get from a set.
I've got a guide for Storm in my sig if you want to take a look. I personally went with Ice Blast, but you may still find it useful for general Storm stuff.
For PvP...eh, I wouldn't get your hopes up. I know Stormies were pretty good disruption in Arena way back, I dunno about now. Workable, I guess? Not very good though.
I'm far from knowledgeable about PvP but I see the same suggestions for almost all PvP builds. Build for as much +hp as you can (ideally capped or close to), 41+ points of KB prot, proc out your attacks, get Phase/Hibernate, get SS and SJ.
The problem is, unless you dual-build you're either going to have a crap build in PvP or PvE, because aside from the +hp most of the stuff you really need in PvP is largely a waste in PvE and vice versa.
Hope that helps -
Quote:Nope, that's basically how it still is. KBing something from directly above it only minimizes the KB, doesn't fully mitigate it.Briar, my main Lightslinger is a level 50 Energy/Energy Blaster, I have a few questions about your tactics.
Even while hover blasting from directly over the groups, I still find my powers rarely just knock the foes down, they still tend to knock them down and away. Sure, the KB distance is greatly reduced but its still knocking the baddies far enough to be an annoyance to melee teammates. Do you know of a solution to this?
I'm not even sure if this is still a problem (been a while since I've played Lightslinger), but back in the day whenever I would hover and attack directly over an opponent, I got the odd jittery spinning problem, like my character couldn't decide which direction to be pointed in, is this still a problem?
Your character will still try to always face whatever you're shooting at, so you will still see the jittery spinning. If you're blasting something that is standing still you won't see it, but if the mob is running around at all (especially under you), which most mobs will do if you're hovering above them, it'll happen. -
One factor I've not seen mentioned, (unless I fail at reading in which case apologies), is that not only does KO Blow hit really hard, it's got several very desireable and strong side effects.
Headsplitter does high damage and high chance for KD. GFS does high damage and more damage, (well, it is Fire Melee), MG does high damage and an immobilize in addition to the standard DM -tohit, Seismic Smash does high damage and has the hold component, ditto for TF but with stun, etc.
KO Blow does high damage, has high MAG KU, has a guaranteed hold as well as 13' range. -
S/L defense protects against any attack with a smashing or lethal component. Jousting or not, s/l defense covers a lot more bases than ranged simply because it is so much more prolific.
The argument of ranged defense being better for mez protection is a good point, but there are also several mob mezzes without a positional component, like Dominate. -
If you want softcapped defenses, you'd be much better off going with smashing/lethal instead of ranged, especially with Ice Armour.
You'll be much better protected using DP/PSW/Inferno and it's easier to softcap. Fire/MM is one of the more AoE heavy sets but if you're staying purely at range you're losing a lot of its benefits. -
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I said that it being too much effort isn't the problem for me personally. I don't speak for everyone who doesn't like Energy Blast.
My problem isn't the amount of effort, it's that any effort is required to begin with. While that does sound super lazy, I just mean that all the other secondary effects are a nice bonus, not something you have to manage. -
huff puff I heard trollthread and got here as fast as I could
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Quote:No, if you reduce the KB mag to <1 you can have the best of both worlds. People who want KD can leave the attacks as is, if you want the KB you can put in a KB IO/SO/Set IO.That's exactly what I'm saying. I enjoy having the versatility of KB AND KD depending on the situation.
If someone is getting beat on in melee I throw all the KB I have at the mobs doing the damage. Likewise when soloing KB is a boon.
On teams that want to 'group things up' or that react poorly to scatter I shift into KD mode.
If you reduced the mag of the EB attacks to <1 making it all KD you would actually reduce my versatility thus making the set less fun.
If you want KB most of the time but KD sometimes as you've said, slot some KB enhancement in your blasts but hover above stuff when you want it to be KD just like you would now.
It doesn't reduce your versatility at all. If you want KB, you slot for it. If you wanted KB so you slotted for it but sometimes want effective KD, do the exact same stuff you do now to turn your KB into KD. -
At work so I can't open the chunk to look at your stats, but to answer your question:
Quote:Most fire/kin farm builds around here will only have melee/ranged/AoE defense in the 20s because with Rock Armor you aim for softcapped smashing/lethal defense, not any of the positional ones. Any positional defense you get while building for s/l is just a nice bonus. Getting softcapped s/l defense will often get you a decent chunk of melee defense.Hey all,
Ive been running around the forums, and noticed something strange to me. I have been running a 50 fire/kin since issue 5, and can say i know the build reasonbly enough. But i have had to take a hiatus from the game, and maybe im just missing something...
Why are all the builds posted here for a farmer only have around 20% or so meele/ranged and AOE defense?[...] -
Piddly damage, end cost of spamming Cages, Bonfire has a slow animation.
Bonfire is there for you to skip to pick up awesome stuff. -
I've only got one Blaster, (Fire/MM) but on my Corrs I nuke all the time as long as I've got some way to quickly recover endurance like Heat Loss/Transference/Power Sink/whatever.
Retoggling isn't a bad tradeoff for instantly wiping a spawn. -
I don't think it's standard to judge a character based on their level 50 performance.
It's probably most common on the boards, since people that come to forums are mostly powergamers.
I personally judge a character on their level 50 and IOd performance, simply because that's where I spent the vast majority of my time playing.
Different strokes for different folks. I enjoy playing with all my powers and IO bonuses. For me, the game really starts at 50. I've got friends for whom hitting 50 means that character basically gets shelved except for events or whatever.