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Posts
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Quote:i'm going nerve on my controller's melee build. the additional defense from the uncommon has pushed me very close to soft-capped and the rare should get me there if not the ultra-rare. the hold and potentially confuse boosts will help as well. the only other one i could go is spiritual as i'm kinetics - musculature and cardiac don't really help much - and i'm using spiritual on the teaming build.On a side note, everyone I know has either gone radial for the recharge or cardiac for the end reduction. I have yet to meet a damage/accuracy person at all. Sadly some of these bonuses just don't excite me or are even wanted outside of the uncommon slot but you gotta do at least the rare to get the level shift.
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unless you're kinetics, where now he constantly runs into FS and transfusion range. timing is the key issue but at least he has a chance to be buffed and healed before he knocks them out of range again, instead of just keeping them from ever getting close. he does die more often, but i just resummon...
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how about a revamp to the assault rifle set? one that has a parallel powerset of similar or equivalent energy/laser blasts with appropriate damage and effects complete with separate animations (maybe even have the option with separate guns for both or a single one that would eliminate redraw). choosing a power of a particular tier would block out the same tier on the other half (so choosing laser pulse would lock out slug and vice versa). or maybe some more complicated lockout mechanism.
so you could have your fancy fifth element style uber gun, your original assualt rifle, or a pure sci-fi style energy blaster. -
run tips at whatever difficulty you want (+0), based on kill speed/wanted tip speed, and every 2 alignment merits, trade for a Luck of the Gambler Def/7.5% Rech IO proc (i use lvl 25, but i think lvl 33 is the sweet spot), or whatever level is selling the highest, and craft and sell it. i've gotten 150 million each time, and the most expensive purples last time i checked were around 400 million (apocalypse - maybe the melee set is more expensive). for cheaper purples, like confuse, you can get the whole set from selling 2 LotG procs or 1 and a lucky drop.
you will get lots of other drops in the process. sell common IO recipes to the vendors for 100K each (stick to acc, dam, rech, end redux for best sell values, delete worthless ones like range, intangibility, etc). don't craft them, you'll lose money. (if you have a portable workbench, you can craft lvl 50 accuracy and damage IOs and ususally make money if you already have the salvage anyway - craft for 250K and sell for 300K-500K, depending on the market).
then sell anything you don't need at the market and look for recipes that sell for more crafted than the recipe + salvage + crafting cost. sell any recipe with more than 50 stock with no one buying at the vendor for a few thousand extra (tohit debuff, defense debuff, sniper sets, fear, etc - i don't vendor unless there is sufficient market supply). basically, sell everything you can as you clear, and maybe you'll get lucky and get a purple drop too (which unless you need, sell and get the money for the ones you do need - like an armageddon proc which i sold for 400 million XD). -
Quote:interesting, as my necro/poison that i created at the start of CoV is a dark mage that embalmed himself and now is using his body fluids to poison. i thought he worked really well, at least for small mobs and AV killing. the ST heal and ST debuffing makes larger mobs less efficient and more dangerous, but it was my first villain 50 and did it very quickly (like right after issue 7 dropped). i ignored bodyguard when it was introduced as it was always more efficient to use the "Attack my target" command after/while debuffing.I went Necro/Poison on my MM actually....Maybe not the best secondary to min/max in, but since i made it at the start of CoV i felt it was the best fit RP-wise..
(An undead former hero betrayed by her friends returning with her zombie hordes to exact revenge on those who wronged her called "The Embalmer")
So far it's not too bad imho...Probably could do a lot better in other secondary sets but as long as you have fun playing, i think it doesn't matter what you pick. -
any advice for this build? it would be for running +0 mostly, so the accuracy on the attacks shouldn't be a problem. how will my end be?
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Dominator
Primary: Gravity Control
Secondary: Icy Assault
+----------------------------------------------------------------
01: Lift => Accuracy(1), Accuracy(5)
01: Ice Bolt => Accuracy(1)
02: Gravity Distortion => Accuracy(2), Accuracy(5), Hold(7), Hold(7), Hold(9), Recharge(40)
04: Ice Sword => Accuracy(4), Damage(9), Damage(11), Damage(11)
06: Crush => Accuracy(6), Accuracy(13), Immobilized(13), Immobilized(50)
08: Hasten => Recharge(8), Recharge(15), Recharge(15)
10: Ice Blast => Accuracy(10), Damage(17), Damage(19), Damage(19), Recharge(46)
12: Combat Jumping => Karma Proc(12)
14: Super Speed => SpeedRunning(14)
16: Power Boost => Recharge(16), Recharge(17), Recharge(21)
18: Gravity Distortion Field => Accuracy(18), Accuracy(23), Hold(25), Hold(25), Hold(27), Recharge(40)
20: Frost Breath => Accuracy(20), Damage(27), Damage(29), Damage(23), Recharge(40)
22: Aid Other => Heal(22)
24: Aid Self => Recharge(24), Recharge(31), Heal(31), Heal(31)
26: Wormhole => Accuracy(26), Accuracy(33), Stunned(33), Stunned(33), Recharge(34), Recharge(39),
28: Assault => EnduranceDiscount(28), EnduranceDiscount(46)
30: Maneuvers => EnduranceDiscount(30), EnduranceDiscount(46)
32: Singularity => Accuracy(32), Accuracy(36), Hold(36), Hold(36), Damage(36), Damage(36)
35: Ice Slash => Accuracy(35), Damage(37), Damage(37), Damage(37)
38: Bitter Ice Blast => Accuracy(38), Damage(39), Damage(39), Damage(39), Recharge(40), EnduranceDiscount(43)
41: Sleet => Accuracy(41), Accuracy(42), Damage(42), Damage(42), Recharge(43), Recharge(43)
44: Frozen Armor => EnduranceDiscount(44), EnduranceDiscount(45), Buff_Defense(45), Buff_Defense(45)
47: Ice Storm => Damage(47), Damage(48), Damage(48), Recharge(48), Recharge(50), EnduranceDiscount(50)
49: Hibernate => Recharge(49)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(1)
02: Swift => Empty(1)
02: Hurdle => Empty(1)
02: Health => Empty(1)
02: Stamina => EndMod(1),EndMod(3),EndMod(3) -
this is a SO i19 respec on my dominator, originally from issue 6 or 7.
some questions:
shiver v. arctic air: i had AA on my original build and didn't even use it half of the time due to end cost. i know it has the confuse and fear, but would shiver be a better choice? i use fire breath so i'm not worried about the cone part and i'm always hopping in and out of melee for incinerate.
i had acrobatics and is it still worth it? (i just realized that second slot in assault would be better served in acrobatics in terms of end cost) what should i get instead? (i'd switch SJ -> SS if i dropped acro - maybe a karma proc in CJ is worth it)
do i have better options instead of assault/maneuvers for those power slots/end cost?
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Dominator
Primary: Ice Control
Secondary: Fiery Assault
+----------------------------------------------------------------
01: Block of Ice => Empty(1), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
01: Flares => Empty(1)
02: Incinerate => Empty(2), Empty(7), Empty(9), Empty(9), Empty(40), Empty(43)
04: Chilblain => Empty(4), Empty(11)
06: Fire Breath => Empty(6), Empty(11), Empty(13), Empty(13), Empty(15), Empty(37)
08: Hasten => Empty(8), Empty(15), Empty(17)
10: Fire Blast => Empty(10), Empty(17), Empty(19), Empty(19), Empty(21)
12: Ice Slick => Empty(12), Empty(21), Empty(23)
14: Combat Jumping => Empty(14)
16: Fiery Embrace => Empty(16), Empty(23), Empty(25)
18: Shiver => Empty(18), Empty(25)
20: Super Jump => Empty(20)
22: Aid Other => Empty(22)
24: Aid Self => Empty(24), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
26: Glacier => Empty(26), Empty(31), Empty(31), Empty(33), Empty(33)
28: Acrobatics => Empty(28)
30: Maneuvers => Empty(30), Empty(33)
32: Jack Frost => Empty(32), Empty(34), Empty(34), Empty(34), Empty(36), Empty(36)
35: Assault => Empty(35), Empty(36)
38: Blaze => Empty(38), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
41: Fireball => Empty(41), Empty(42), Empty(42), Empty(42), Empty(43), Empty(43)
44: Rain of Fire => Empty(44), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
47: Fire Shield => Empty(47), Empty(48), Empty(48), Empty(48)
49: Rise of the Phoenix => Empty(49)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
02: Swift => Empty(2)
02: Hurdle => Empty(2)
02: Health => Empty(2)
02: Stamina => Empty(2),Empty(37),Empty(37) -
Quote:Controls in MM APPs/PPPs:My main gripe with MMs is that the APP/PPPs were badly done and ill fitting, they should have been focused on Controls and Shields rather than Blasts and Shields.
Leviathan - 2 holds, 1 cone immob, 1 shield
Mace - 1 hold, 1 AoE immob, 1 AoE blast with KB, 1 shield, power boost
Mu - 1 hold, 1 AoE immob, 1 melee AoE stun with KB, 1 shield
Soul - 1 hold, 1 cone immob, 1 melee AoE stun toggle, 1 shield
Chill - 1 AoE sleep, 1 shield, hibernate, dull pain
Charge - 1 hold, 1 AoE hold (EMP), 1 melee AoE stun with KB, surge of power
Heat - 1 hold, bonfire, rise of the phoenix (stun)
Field - 3 attacks with KB, 1 shield, force of nature
from my understanding, they do focus on controls/shields more than blasts/shields. the APPs have a little more blast and not all of them have a toggle shield, but they either get a self rez or a god-mode power.
i took mu on my necro/poison MM, regularly use my AoE immob and ST hold to either pre-control a mob before my minions get there, or to supplement the lich's controls. -
if you're looking for just a little more defense, you can go for the nerve uncommon alpha for +acc/+def, which may bring you to the soft cap, since it will buff the defense on frozen armor, weave, hover, and stealth, even if you're ED capped on all of them, which you probably aren't.
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either with decent recharge bonuses or a secondary that buffs flash, it can be useful as an every other spawn mitigation tool, although solo (at x0) there is little point to use it besides stacking with blind to quickly hold a boss.
however, with larger mob sizes, flash helps more as it will take longer to finish the spawns, and even with its short duration, it provides containment and allows for at least a few minions to be cleared with spectral wounds-blind-etc, on top of what your pets are doing, before you have to resort to ST or blind+deceive. power-boosted flash can last a long time and is great on teams fighting harder enemies.
on my ill/kin/stone build, flash is awesome as it provides containment for fissure. flash-FS-fissure-seismic smash-SW-blind-etc-fissure-kill makes him seem more like a dominator than a controller. -
i would like to thank the other 7 people who made running a PUG LRSF possible with no melee ATs at few nights ago. i have the screenie somewhere but just wanted to say thanks!
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please cater to DOOM. i'd love to see a space marine AT that can go fight the minions, lts, and bosses of hell on the moons of mars.
in all seriousness, i agree w/ the OP too. people don't like change. people especially don't like change to their characters (nerfs, which are usually completely justified - at least in this game). i'm all for rational discussion, just complaining for the sake of something new that might screw up their game experience is really unhelpful.
although, its totally become a meme on CoX forums. posts of 'DDDOOOOOOOOOOMMMMMMM!!!!!!!!' are now obligatory, and kinda funny depending on context, but other than that, its kinda selfish. -
Quote:perma-domination was never essential. don't get me wrong, i like the dominator buffs, but they were fine before. it just required more strategy and awareness of the battlefield. perma-dom is easy mode :P, although less so now.Yes its real very very real. Dominators are one of the games best kept secrets. many people hwo play a lot on blueside have never played a dominator and many people remember all the complaints from YEARS ago about how dominators functioned especially when domination was not active making Perma-Dom almost a necessity.
They have been completed changed and not even recently.. they were changed a while back and now Perma-Dom while still very desireable is not longer a necessity. Contrary to popular belief Dominators are the damage class redside and the combination of controls and damage are very lethal. -
in the revamped preatorian arcs, there is a mission where you can find seers. i can't remember which of the two contacts give it, but i got most of them that way. if i realized how hard it would be to find them anywhere else i would have just reset the mission.
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Soul Stormer - Illusion/Kinetics Controller
broke 1000 by getting all of the villain explores.
its not really fair to jump to the +1100 badge club just because its the closest multiple of 100 to the current max. getting 1000 badges is still a huge achievement, and will be even after they add the next 1000 badges. having the +1100 badge club is fine, but limiting recognition to just the few that get that many is silly as when the next badges come out, you'll all race to re-recognize yourselves for the +1200 club.
i think the +1000 club should be the recognition for being dedicated to badging. any more is just icing on the cake.
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welcome to being a 'red name'!
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i have summon tarantula on one of my dominators, and its a decent pet. it does go into melee range as most of its attacks are in melee range. on a controller, it will be a bigger help, especially with radiation emission. it has 10% S/L resist and 40% toxic resist, most of its attacks are toxic damage and it also has some -def and slow debuffs.
as for poisonous ray, i took it as well on that dominator and it generally wasn't worth it on minions and lts, but bosses+ it made a definite difference in takedown speed. it doesn't stack with itself, but i can't imagine it wouldn't stack with other -resist debuffs. i wouldn't use it as a regular part of my attack chain, just as a debuff that happens to deal damage. ideal use for a controller would be right after mezzing for the containment damage and the debuff for future attacks. sadly, its toxic/eng damage, but at least it will bypass S/L defense. -
i like that the purple sets usually don't have a good 6th bonus... that means i only have to slot 5 and i can either use that slot somewhere else or compensate for some enhancement that the set lacks, like accuracy or end redux or rech. when the set contains a straight damage IO that buffs like 52%, you're going to be overslotting for damage with even 5 so i like the option of only using 5 and getting good bonuses.
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... haven't leveled my first character ever to 50.
i almost left the game in 2004 due to how bad my inv/EM tank was (i was like lvl 12 or so), then a friend convinced me to make a illusion/kinetics controller. a dozen 50s later (one of every other AT too!), i respeced my tank, got him into the 40s and am slowly pounding my way to 50 in between badging villianside with my controller. -
on my DM/nin stalker, wraith of smoke, he just took one of the auras (the one with the rising bubbles?) and colored it white (maybe slightly gray). constantly puffs out smoke from his body and makes an outline of him while he's hidden and trails when he moves. so there is always that option. and that was before power customization. now all of his powers are colored too!
i don't believe any AT with fire control gets any type of dark powers, outside of the ghost widow patron pool. but you can always recolor if its a RP issue. -
Quote:Basic answers:But...but...there's no balance! What if I pull aggro? What if I need heals! Who is going to tell me that my damage is the sux0rz and I need to L2P n00b!?
OMG!!!!!!: eek:
: eek:
But seriously...you can have an all damage team or all tank team or etc.. and still stomp your way across their faces without much of a drawback?
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Not to be glib, but how is this possible?
1) most characters can handle spawns larger than the setting for 1 player, which is usually 3 minions, or 1 lt and a minion, or 1 boss and a minion. spawns sizes are pretty linear to team size.
2) many characters are 'force multipliers': anyone who buffs players, debuffs enemies, or controls enemies, multiplicatively increases the damage output and/or survivability of the team. buffs, debuffs and controls are quite powerful, and mainly stack with each other.
1 + 2 = anyone can team with anyone and rock. -
glad to know its a good build. its funny that almost all of the changes you made were in powers i slotted already.
if i was adding purples, the coercive persuasion set would definitely be a must, but i'd have the apocalypse proc instead of the devastation proc if i slot spectral wounds your way - i have it in another build of this guy and it works great.
i totally get your reasoning on the extra recharge, but my problems aren't when PA is up, its usually when PA is down that i am flatlined (or i agro another group from PA or phantasm and i run at x4). since PA is never perma nor does PA keep the attention of everything and what often drops me is either exotic damage or mezes, i think ranged defense is very essential the way i'm playing this build. the difference between the builds is 10.63% ranged defense (TS 2.5, Ex. R 3.13, BoZ 1.25, Blood M 3.75) if i switch for the coercive persuasion set (for the extra 1.87% ranged def).
if i just change the build in deceive from my original posted one to CP, my defense totals are:
S/L: 45.4
F/C: 21.5
E/N: 32.4
Psi: 16.5
Melee: 21.5
Ranged: 38
AoE: 23.7
that 10% ranged might not seem like much, but given it takes me from 28% to 38%, it almost drops my incoming ranged hits by half (with 50% base: 22% -> 12%). i also plan on taking the nerve alpha which will help my defense even more (although the uncommon will only add a percent or 2 at most). i just don't think the 30% extra recharge will help as much as that defense.