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Posts
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But, why should a villain care? if youre breaking the law already does a regime change matter? heroes already want villains dead, a new ruler can only benefit villains.
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Quote:Ive got the t4 IDF core(both damage dealers) on my dom just to diversify my damage types(plant/psi/fire) and because the npc versions of those guys usually tear me up if uncontrolled. I'm usually in melee/cone range and have mobs locked down normally so they are safer, plus I use the +hp rebirth.From a multitude of posts I have gathered the following (possibly subjective) information ...
Warwarks: Best single target damage.
Clockwork: Best AoE damage.
Seers: Least resisted damage type - Psi.
IDF: Meh.
The orbs do not give a constant buff. Their toggles go on and off and on again, so the protection they offer is not consistent.
The heals from the various pets are nice to keep you fighting a bit longer but nothing that will save you from imminent death.
Hope this helps =)
My defender(cold/dark/mace) has one of the seers radial t3 for the mini-fortitude and the little bit of psi damage to use versus marauder, outside of that fight they are useless imo. I cant remember a time they have healed me and I think its less than what a respite does anyway, i may go for warworks core t4 if i get lucky on drops but im currently just saving up for i20.5 in case something better comes out or if reactive gets nerfed.
I dont think i'll ever use the clocks even if they were the best, I just think they look really stupid and I never played far enough into praetoria to care about them one way or another. -
Quote:cant stop laughing... you obviously have not played with a good dom on the new trials. in the endgame doms are high damage dealers with consistently high mag controls. if you can hop from mob to mob with dom-boosted seeds of confusion there is no point to having defense. controllers are buffers with light control ability, they should be buffing doms and controlling what the dom misses. sorry to be blunt but its the truth, alot of controllers dont know that they should be filling this role. i blame the fire/kin farmer mentality for boosting their egos too much.I'll go a different route. Don't play a Dom or Troller. With incarnate stuff, controls are mostly irrelevant (this coming from someone who has leveled almost every combination of controller to 50) in the end game. Either you are strong enough to slaughter it outright, or the game doesn't allow you to hold it long enough to make a difference.
Basically the game has devolved to those that can cap defense, and those that can debuff. Really nothing else is needed. Sure Damage is nice, but survivable damage is much much better and close in numbers to squishy damage.
As for farming... well that's another story. There are plenty of builds which do fine minion killing. There's no threat from minions.
Go with the Crab.
to the op: play a veat 1st because once you go dom it will be hard settling for anything else. -
everyone in this thread needs to read themselvs some Howard Zinn(or pm me for a pdf of it).
also: ibtl -
i wish it had its old range back but the damage and end/rech are fine imo, but my perspectives may be skewed since i play mine IO'd or otherwise on steroids(read:buffs).
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[Power:Rebirth Partial Core Invocation] adds to heal credit even if the targets are at full hp. I tested it in pocket d around random trial runners and gained over 5k credit per pop. Trying it around only 1 other person I gained 1374 credit. On my dom, who has never had a heal, I have more than half way into the 2nd heal badge.
Im thinking maybe you could go to a hamidon or mothership raid and get quite a bit of credit for non-heal toons.
sorry if this has already been posted, im not really a badger. -
have you guys ever considered just using smoke? you can slot it for a little s/l def and its a non agro to-hit debuff too.
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if a significant change is done to this(or any future incarnate ability) can we expect salvage refunds? there isnt a simple way for people to just respec out of these powers or resell them like an IO that gets nerfed. you'd think they would have tested this stuff more since they are bound to a character forever and take significant grinding to earn.
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wasnt trying to dismiss you, its a good build but i would never take barrier personally nor will i ever have a glad armor proc so its invalidated in my head.
so you know you arent alone, here is a build i had saved for something similar on my fire/energy dom using psi mastery, nerve, and power boost to get 45% def to s/l and alot to everything else while also having ~90% +rech and a s/l/psi resist armor:
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if you pop powerboost before using link mind you get that extra 3-5% def(cant remember the actual number) for the softcap but also will have all the powers worth taking from all 3 sets. -
Quote:no, he meant enzyme. its a bug but its been around since forever and the devs are too busy to fix it. iirc castle acknowledged its existence before he left. 2 enzymes cap out defense slotting because they use the defense debuff schedule for defense buffing(33ish% vs 22ish%).Actually, that doesn't work. A Cyctoskeleton (assuming this is what you meant instead of Enzyme) which I typically love in defensive powers is actually less defense than a pure defense IO. The LoTG is 25.5% defense while a Cyto is only 20%. The benefits to Cycto is that is has endurance reduction as well.
That last nine one-hundreths of a percent really bothers me too, but I couldn't find a reasonable way to fix it in the hundred or so variations of the build that tried without giving up perma-Dom without Hasten or some other equally important goal.
one thing i dont understand about your build is that you sacrifice so much to get fireball but skipped fire breath. its a nice mathematical feat but imo if you have to include barrier(an extra click every 2 mins) you might as well just get some other temporary power like cryonite armor for a more meaningful defense buff for cheaper. -
Quote:before the patch i had a toon with more than 5 of each uncommon that i eventually had to break down into 8 threads each to buy some commons(so more than 2 uncommons to make one common...). if i wasnt already done slotting out my mains i'd be slightly annoyed as to the timing of this change.6 Runs for me on my defender...6 uncommons. Sigh...at least they can be downgraded now.
im glad i got what i wanted before this patch, so far ive gotten threads and commons twice each when before i only got a common once(in enough runs to get two toons all tier 3-4s plus having alot of leftovers). -
On my cold/dark/mace defender I went:
Alpha-Spiritual- my patron pet is now nearly perma and heatloss is pretty much always ready. also lifedrain benefits from the heal bonus a little. my pve build was mostly just what i had lying around so its not really ideal for set bonuses so the extra recharge is really noticeable.
Lore-Seers- this one i didnt think through but having a little extra defense is welcome, though they seem to be pretty dumb as pets go. if i did it all over again id go with warworks vickys, although i like how the idf looks asthetically.
Judgement-Cryonic- mostly chosen for theme/concept but i am partial to cone powers over targetted aoe/pbaoe anyway.
Destiny-Clarion- +special and +range on top of the mezz protection was too good to pass up with my cones from /dark and cryonic.
Interface-Reactive- its too obvious not to pick, damage procs make me happy in the pants. i have both 75% t3's as of posting but i will eventually go for the 75% dmg 25% -res proc t4 if i ever get another very rare. -
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Quote:I tend to agree with this line of thinking.Generally, I'll aim for the strongest. Being weak in this game is more often than not an issue of playstyle rather than build, and improving someone's defense or damage isn't going to turn him into a better player.
To look at it another way, buffs are force multiplier. I'd rather multiply a ten than a two.
However, in situations in which the team is already steamrolling (which is, let's face it, often), I'll buff the weakest. Might as well improve their experience and let them have some fun.
One buff noone seems to mention is fulcrum shift/heatloss. I often see casters move into melee to use these powers just to maximize their own buff when there are several people at range that could have used the pbaoe buff portion. Its short sighted since one person benefits while sometimes several get nothing. -
Quote:you will love it, just make sure you double damage proc it out.I only built for ~ 32% ranged def in my build so I could hit 45% with one small purple. You make a valid point about Roots and dmg-slotting, so I will take a look at that and see how it affects my +rchrg time for Domination.
Quote:However with a /Fire dom, especially Plant/Fire, I do really like the Fire epic instead of Ice. But I'm probably wrong. Someone needs to do the math on whether having Sleet up every X seconds (38?) will, overall, provide a greater damage enhancer (through Sleet's -RES) than having Embrace of Fire do its +dmg with Fireball and Rain of Fire every X seconds.
if ice mastery had some kind of aoe along with ice storm there would be no question i'd use it always but im an aoe addict and cant imagine playing without some kind of ppp/app aoe blast. maybe they could remove hibernate, noone used it except pvpers anyway...
ps. im sorry if you guys cant read my data chunks, i am using mids 1.92 from i19(feb 2011) if that helps. -
Here is some counterpoint to kinrad's build. softcapped(45% in regular content not vs +4s in the new trials) with the use of cheap purples(confuse/sleep) and the ice epic instead of mace and exploiting enzymes. i personally dont think doms need to build for defense once they go perma but at least the ice epic has a sweet damage boosting debuff in it vs mace which only has some energy def. included to help its case.
p.s. full disclosure, i never played plant/fire but i have alot of plant/psi and mind/fire experience and some on earth/fire.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
enzyme-exploit: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 1: Flares -- Range-I(A)
Level 2: Roots -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(3), Posi-Acc/Dmg(3), Posi-Dmg/Rchg(34), Posi-Dmg/EndRdx(36), TotHntr-Dam%(36)
Level 4: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(34)
Level 6: Spore Burst -- FtnHyp-Plct%(A), FtnHyp-Sleep/EndRdx(7), FtnHyp-Acc/Rchg(7), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Sleep/Rchg(31)
Level 8: Seeds of Confusion -- Range-I(A), CoPers-Conf%(9), CoPers-Conf/EndRdx(9), CoPers-Acc/Rchg(23), CoPers-Acc/Conf/Rchg(23), CoPers-Conf/Rchg(25)
Level 10: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(11), Decim-Dmg/Rchg(11), Decim-Dmg/EndRdx(21), Decim-Acc/Dmg(21)
Level 12: Maneuvers -- HO:Enzym(A), HO:Enzym(13), LkGmblr-Rchg+(13)
Level 14: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(15), HO:Cyto(15)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Combustion -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(42), Oblit-Dmg(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 26: Carrion Creepers -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(27), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(29), KinCrsh-Dmg/EndRdx/KB(29), KinCrsh-Acc/Dmg/KB(31)
Level 28: Consume -- RechRdx-I(A), RechRdx-I(34)
Level 30: Kick -- EndRdx-I(A)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
Level 41: Weave -- HO:Enzym(A), HO:Enzym(42), LkGmblr-Rchg+(42)
Level 44: Sleet -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/EndRdx(45), CtlSpd-Acc/Slow(45), CtlSpd-Dmg/Slow(45), Achilles-ResDeb%(46), HO:Membr(50)
Level 47: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Frozen Armor -- HO:Enzym(A), HO:Enzym(50), LkGmblr-Rchg+(50)
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(46)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;679;1358;HEX;| |78DA6593E96E125114C7EF0C4369E9421191EE08B4D045A61035267E31A68BD2802| |131718DE2A49DB493D0190263D2D6F51934B12AD6F80EAE1FF51DDC5E42AD1AE3EE| |78E69C3B403324F0E3FEEF59EFB9B7B036DBC5D8CD234C08CC94955AAD346BAC6AB| |A621A556F4159D6167B547D637D554DAB6B95B2A1993EC658B461529A3174B36A94| |E56259D14D67D5B27FB456532E974D795E53ABEBCE2A98D357D4AAAA9BB2F327503| |420485E5596D46A6D45ABF8717DB2A2AA4B5DCE5645D397BB7131AF2DAF98B01A98| |AB688B726E512D15949A69276824EE833293F03DE661FC6379D86B91B1619678831| |87D47788FF82636EC189B0464D971701548F20A2F50129F131E23624F11892784BA| |60E33B04A29C96E4212F89BCA4678811EE4C5E39B0F57273EF79D196DACE11CE22F| |ACE20464E2316C0DCC76BF25199ED0AEEB45F42EC29112E92F305C40FF8EDE0493A| |EA8014F3DF27DC43ECBE4BD84404214327766E899D8700928775390C63972130E9A| |68862771DC28758CF16E12019FE8455805B04A6B0D2DE1D88438820CF122469D70E| |FCC278D46BC83ED32C1BB5B09FD43FC25FC4C41FC4E46FEA1CC286292C0B53B1099| |0227CB69136B42A40B87E1EBB7F03A5812B84AB88A16B84EB74FA3710768641BC13| |96304845C608A2CFBE4494623886D2094811E5372FBA8DFE7B3F13BE10BE223CE01| |AE7AEF18860C7B1FB1AE3F31AA399246942499A5792A697A2594A10619C9FE4389F| |D384433A829741C6A678BF538F30C9BE878407842D44FA151E7AF63079E7A10799F| |720D3B3997E4BA0B7344DAF6710C2677805199E39EB902A18925A1E98051F166F2A| |D6A46B37E352B22E65BF4B39E052F22EA52835DE351350E9E86DBC59EB831F7685D| |6DD4F4D45104E6133E905C13EF88F2EDBEDA6E21136E95EDE21DC46A46F21E6E062| |67C9CEFA0F6AF8F9B1| |-------------------------------------------------------------------|
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Quote:its the controller mentality, some people dont understand slotting controls as attacks or using their controls as their defense.Also your playstyles are so foreign to me. You guys focus super heavily on defense, to the point that you pick up Contagious Confusion for 5% ranged defense instead of using a range enhancement to extend your cone far enough to not even get hit by the alpha in the first place.
Honestly I feel plant/fire is a frenetic, very high damage build and that using Rise of the Phoenix a couple times an hour well worth it for the major damage increase you guys could get by dropping your focus on defense.
I mean seriously, SoC has a 16 second or less recharge and lasts over a minute in a decent build. Vines has a recharge of a minute and change, and you have an excellent AoE sleep on a about a 12 second cooldown. To bridge the gaps you have inspirations, your Destiny power, and Rise of the Phoenix, plus who knows what else I'm forgetting about. -
He has a point, for things like +hp buffs or even defense/resistance in some cases alot of builds can self cap with IOs and all the new incarnate slots. Recharge, damage, recovery are things most people will gladly accept if offered even if they have a fair amount already.
I normally buff the strongest just so they know that they can go all out offensive safely. In the long run its better if the weaker realize they are weaker and scale down while the stronger handle the workload. We are not babysitters, afterall. -
Given a large team(like the new trials) and a limited time window for buffing who do you buff first? buffing the weaker players keeps them safe but makes things go slow, buffing the stronger players makes things go faster but you may have people dieing.
whats your philosophy? -
welcome back. alot has changed since i remember seeing you here last. all the old devs are gone except one or two and we have a crapload of new systems for you to relearn. heres a start: game updates
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i am curious how you guys feel about the reactive interface 75% chance for damage proc since it doesnt require a slot and fires with every attack and is basically free. i havent really touched pvp since coming back.
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Quote:this is why pvp is(was) important. fighting AI will get boring no matter how good a story you have to tell and even if it doesnt why bother getting stronger once you are able to just plow through everything already anyway?...All this work, and for what? So I can run a couple of short arcs and be out of ideas once more? I've run papers with him. Run them into the ground. I've run PvE missions in PvP zones. Braun's bar is full. I've run more than enough faceless fill-in-the-blanks repeatable content to last me a life time, and I just so happen to have run almost all the non-repeatable 45-50 content. So what do I do now?...
i went through the same internal crisis you are describing shortly after i13 and then again every few months because my subscription was on and off alot since then. my best suggestion is take a break and come back when you miss something about the game. more than half the reason to come back is friends that still play but theres no sense in sticking around if you arent having fun, you'll just bring people down who were still enjoying the game. -
given what the 1st 5 do, you can assume the next will follow suit. the 1st one increased your AT while the next 4 added powers traditionally associated with 4 other ATs. there are 10 core ATs. plug and chug, do the math.
this round was:
alpha
team buffs
proc debuffs
pets
aoe damage
next will probably include:
ST damage
mezz/some kind of crowd control
some kind of self buff
some kind of direct debuff
omega- probably some kind of mirror to alpha