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Posts
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For me Spirit Tree feels more like convenience than safety - its regen isn't strong enough to feel like it's really saving anyone (though it certainly does from time to time). It's just super nice to have the entire team at full health at the end of a fight instead of half the team being between 40 and 100% - it just kind of lets the team shrug off the incidental damage that can add up over time... Nice to have, but it makes or breaks a fight pretty rarely. Sometimes I do think about taking something like Aid Self instead.
I initially went with the snipe too, it's a shame the snipes aren't a bit more practical, because the sets really are nice. I agree that they're a pretty awesome way to pad your set bonuses before you've have a character long enough to have the pricier sets. Also, sniping is fun.
You sound like me with combustion - for a week I tried my hardest to like it and I just couldn't do it. It seems like such a good ability on paper, I really wish they would slash the animation time.
The last thing I'll say is that Roots does about the same damage as Fireball if you cast it every cooldown. When you're fighting spawns that are dangerous to approach, or if you're just feeling lazy, root/fireball spam is a really easy way to keep up on AoE damage without sticking your neck out, I think you might like it if you ever give slotting it a shot.
Definitely fill up on reds and spam it a bit and see what you think of it at that level of enhancement, if you haven't already.
Have fun with your build, plant/fire/fire is my favorite character! -
I don't understand your slotting on roots, I feel it's clearly a better AoE than Fire Breath and a unique strength of plant control. Remember that it does double the damage of other root powers. Its animation time is fantastic, its radius generous, and it's a targeted AoE that won't require the positioning Breath does. I honestly feel I do significantly more damage with Roots than Breath because of the time saved on positioning and how much more consistently I can hit an entire spawn. Plus it magnifies the damage your seeds do. Enemies love to just run away when confused, this will force them to stick around and fight each other. With its short recast you really don't have to worry about duration enhancement.
I really think you're missing out by leaving it at 3 slots and putting root duration enhancement in there.
Personally I skipped Combustion and the snipe, but I'm not sure if that's just preference for you. You can build a complete chain from just Incinerate, Fire Blast, and Blaze, so I honestly don't think it should be a consideration for your single target chain. Also I found its cast time and radius to be surprisingly disappointing.
I really like Spirit tree and think it's an under appreciated power. That being said, I'm not confident you'll miss it. With a good recharge though I feel I have it out on most pulls, and it really shines when another player has it too or triage beacon. Also bear in mind you can have two out at a time for a while if you are fighting an AV.
I'm not really trying to sell you on it, just saying that it can be useful depending on what you're doing, but you seem to understand that already.
I really enjoy having the sleep btw. It's one of the best sleeps in the game and it'll save you every now and then. It might not be a staple of your build, but it is a cheap purple holder as well. Also it's kind of nice starting a pull with sleep instead of confuse, makes it a bit safer in my experience. -
With inherent stamina I can't imagine you would need to slot it for endurance. I would personally go for 5 piece Doctored Wounds and then decide whether you want to fill in that last slot with an end mod.
The regen gets really significant with healing mods, I think you'll be pretty pleased with it and you'll be fine on stamina. -
Quote:Gotta agree with this, I can't imagine playing a blueside dom anymore. I built a plant/fire with next to no defense, just damage and recharge and depend on control for defense. If I didn't have a big stack of inspirations, a death in the middle of a mission or just a lapse in dom used to bring me to a halt. Now it's just non-stop, espeically with Rise of the Phoenix, Frenzy dramatically changed my dom, whereas Call To Justice did very little.Domination is fantastic as is. It would be great if it just filled your end bar or just gave you mez protection but it does both !!!! Holy Cow.
Edit: If you want something that could use a buff its the alignment power. The heroic version should do the exact same thing the villain version does. -
I was plant/psi/soul for a while before I swapped to plant/fire/ice and later plant/fire/fire.
Soul Drain is a fun ability, but it won't get particularly close to perma. It combos nicely with Drain Psyche and Psychic Shockwave since you were likely spending a lot of time in melee range anyway with that set.
I would guess that Sleet is probably going to be a bigger damage increase for you in most cases though. -
Not perfect, but here's what I was able to import from his build:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1380;670;1340;HEX;| |78DA6593EB6E125110C7CF2E0B140A02D60A6D6911684B5BEC16A2C6C42FC6B4566| |9A02131351AA3B8693774232E845DE335EA336862D5AAF11DBC7EF51DBCBD845A35| |C6BBEBECCC594AB324EC6FCF7FCECC9C99D953B9341762ECE6412644661B8A61D4E| |69AE7355D319B6D6F45A96BCBFE25FD9CDEBCA8FB1963A98EAD36DBD4CD76B32157| |1B8A6E3AAB2EFB21C3502E344C795E53DB979D55ACA4AFAA6D553765E725586D429| |0632D555D09E16B59555A9A5E0FE3625EABAF9AB08A38A615B56DAC6AADC1C32D6D| |592E2DABB58A629876824EE2041C730CFE473C8CFF2C0F7B2D3236CCB26F10A3EF0| |8EF11DFC4CE3EC6A6004576145C0592BCC24B94C417842788F43344F629615DB0F1| |1D02514E4BF29097445ED273C4087726AF12ECF5F2EDDE53A22DF92CF831DF495C2| |44E2046505B80CD7E7E223F1DB247417BCF59C4CE1AE10CF99E46FC806780A708AC| |03722C789F700FB1E32E610DB104C7E9C5BA2DB117D386BA9E0A58C3DC1A46651B3| |DF7812479D84F4816A16462248F478C6E41060A88F10D3192B66FC12F88D0C78BEC| |B35B5964A3161692FB47F88B98FC8398FA4D2543D87E3EBFFE7E9C4416A43897E23| |EDC558170033CF6C0159406AF12AE2192584CF23A35FD06C24E30845F82250CD119| |D304D16F7F3A9461388DD2226448F1EF2DB581FEBB3E13BE10BE223CE09AA13EB24| |C5CB0E3D8658DF1398DD12CC66932E334A7719A5A8E66284184093E8989FDD4FD49| |87D48104343ACFCBCD3FC624BB1F111E101E22A65F61CF8B07C8BB0C35C8BC06992| |ECBCC5B02DDA019BA338B51C60A7C94059EB9E8904E9094BAAE15F636B3A958532E| |6BC1A5145DCA1E97B2D7A5945D4A55EADC6626A01288766EAAF5210856A1DBFA695| |31184E358CCF4826037FEA36BEFC6A6E211D6E8B3BC43B88D98BE85F80F40A71061| |-------------------------------------------------------------------|
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Quote:This. One of the often overlooked perks of Plants is that our AoE root does double damage, making it a very respectable attack. Enhancing its duration is unimportant because you're going to be recasting it so frequently anyway. I also like the freedom to let Roots expire and allow knockback/down effects to resume if I so choose.you will love it, just make sure you double damage proc it out.
Quote:sleet is a force multiplier in that it really shines on a team, if you solo alot it makes less sense to spend all that activation time and endurance for less of a net damage increase for yourself. -res and +damage are pretty straight forward to compare unlike to-hit or defense buff/debuffs.
I do miss it on AVs, but I really think that it's only more effective than fire when you've got at least 6 players in one place attacking a cluster of bosses. In most missions players split up and/or do other things like buff/heal/debuff, so you're rarely seeing the entire team's damage increase as much as you'd expect.
Also it's just interesting to think about how because doms have high base damage but low multipliers, we are the kind of class other classes exist to buff/debuff. We're the intended recipients of those effects and oftentimes it makes sense to spend time positioning to take advantage of them instead of spec'ing to provide our own.
Quote: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...
Quote:ps. im sorry if you guys cant read my data chunks, i am using mids 1.92 from i19(feb 2011) if that helps. -
I assume so. I guess it comes from being accustomed to eating an alpha from all the bosses every time you use an AoE mez on a new group.
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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. -
I can't believe you guys are using Gravitational Anchor in Roots.
Roots does nearly half the damage of Fireball and has 1/4 the cooldown. You're not maxed out on 6.5% damage enhancement slots, so you're really only getting 3.5% global recharge by going Gravitational Anchor and you're losing what is objectively your most versatile AoE attack, not to mention in some cases, your strongest.
If you're using the Reactive DoT it makes Roots even crazier. It basically increases the damage by 40% if you don't have significant external damage buffs going. -
Quote:Does anyone know just how much higher though? Oftentimes you can end up spending as much time finishing a boss as it took to wipe out every single LT and minion. There's a major speed increase when you don't fight bosses, so it'd have to be a pretty major drop rate increase to make them worth it.No, except that if the enemies are lower level than your combat level, they won't drop shards, and if they're lower level than 47, they won't drop purples. A -2 enemy has the same chance to drop an item as a +50 does. However, you'll kill lower level enemies quicker, so setting your difficulty to +0 is usually best (-1 gets faster kills, but many recipe drops will be 49 instead of 50, which cuts their value WAY down).
Rank however, does affect drop chances. Lieutenants have a higher chance to drop items than Minions, and Bosses a higher chance than Lts. So if you can handle bosses, turn them on in your difficulty. -
Quote:I have to wonder how many people overlook doms because of how weak the class is pre-permadom.The thing with dominators, is that you have to actually do A LOT to make them high damaging. Perma dom is a must, and then you have to lead with your controls, or else things will kill you faster then you kill them. granted, in a full throttle IO dom builds, your bound to have at lest 1 AoE control power up every spawn, so you can really just wreck stuff. It'll just cost you an arm, a leg, and half of your house.
If doms were more popular it wouldn't be as fun to play them though. They make my controllers seem so slow and frustrating. -
Every time the devs release new content I would assume they hope you'll spend a certain amount of time on it. I would assume any new pets would require you to start from scratch, but I doubt there will be new, unique salvage for them.
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Quote:Why would you use this tone? Please allow me to rewrite your post for you in a way that would make your point and not just turn the reader off when they read the first line:....
You DO realize that we've only seen half the Incarnate slots...right?
You DO realize that the Devs seem to have some clue how to design and run games, seeing as how this one is going stronger than ever after quite a few years?
You DO realize that Shards can be 100 percent upgraded to threads about as fast as they drop....right?
Relax. All is well.
Also, as for Notices, what is to say those aren't used by the dozens to unlock pieces of the Omega slot, or something? Just because you don't see a use for them NOW doesn't mean there's no use for them LATER.
Quote:Though itt's not efficient to convert a large quantity of shards at once, you can convert new ones at a rate that's about as fast as you'd normally get them.
There's still a lot more incarnate content to come, and the devs have done well with it so far; we'll see what happens. -
Are you sure it's supposed to work on pets? It seems like it'd be absolutely ridiculous with powers like creepers, phantom army, MM pets, etc. If they re-add it then I'll be stoked, but I had just assumed it was disabled intentionally.
It definitely doesn't work with creepers, flytrap, or animated stone. -
That doesn't mean they're good at building CoH characters though.
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Quote:They would be stronger because the 5 players who are normally buffing would be controlling/blasting instead.How powerful are they now because it's possible to do that already.Quote:
I mentioned it on the first page but balancing powers by making them inconvenient to use is a bad idea.
If players were able to cast these powers with fewer actions they would be free to do other things. That means more heals, damage, debuffs, etc., and I think it's a reasonable assumption that those are part of the overall balance equation. To say that it should take less time to buff more players is to advocate for a buff to the archetypes. Do you feel they are underpowered or just annoying?
Quote:If a power is designed to allow 100% uptime on an entire team then is should be balanced assuming that it's going to be up 100% of the time.
Furthermore, I appreciate the option for players to spend the whole TF just buffing if they want to. No reasonable team is going to expect that, but if you enjoy it enough you still have the option. Restricting buffs to teams would remove that option, as well as make building groups far more complicated. Right now you can be in group 3 and still shield the tanks in group 1 and 2, while putting a shield on the reckless blaster or the Scrapper tanking adds in group 3.
It feels like the changes proposed here would result in a loss of player choice when it comes to playstyle or a general watering down of the abilities so they are less potent in leagues. -
Quote:Who has shield powers? Cold has them, and they also have powerful debuffs which affect the entire league, as well as Heat Loss which does the same. Thermal is in worse shape, but still not too badly off with their AoE, Heat Exhaustion, and Melt Armor.They aren't having the effectiveness increased, they are simply being made easier to use. I'll also point out that any buffer with an AoE buff has it's effectiveness tripled when joining a leage. Why should people with shield powers be excluded?
Shields is the only powerset that really falls short when it comes to buffing leagues, so the real problem is that Shields isn't nas good on incarnate trials, not that buffing in general is flawed. That's a much more approachable problem that can be addressed with a far less dramatic approach.
Having played a Kin for quite some time, I can certainly agree that buffing is tedious, but I wouldn't agree that being unable to keep a league supplied with SB makes the character ineffective. Fulcrum Shift and transfusion are extremely powerful in leagues. So again, while I agree that buffing is tedious, I think it's a general game issue, not a problem that arose in i20.
As for the sets that are purely AoE, like Rad, Dark, etc., I'm not certain their powers are unfairly superior to the single target buffers. It all depends on how closely you can really expect a group to stay together and whether you can actually coordinate pulling everyone together for buffs. Furthermore, the most difficult part of Lambda splits the two groups.
Overall I just don't see the big deal. Buffers already got a major improvement this patch because it's now possible for soft capped characters to really take damage without buffs.
Lastly, I ask again how powerful you guys think the enemies in these missions would need to be if they were balanced around characters having a full set of buffs from 5 or more support characters on them at all times? -
Quote:Again, I have to ask why exactly a buffer is entitled to have the effectiveness of their abilities tripled when joining a league?Honestly, I wouldn't mind an aoe-option for buffs for classes whose primary attribute is support. Granted, that just means for defenders, but still. ....yeah, I'm kidding.
The only thing I think could be fair for this would be to add an area-effect component to targeted buffs. Even then you'd just be asking for trouble with a whole new plethora of issues introduced to the equation. -
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Domination doesn't really affect abilities directly. Dominator controls have an additional component built in that checks for domination, and the judgement powers don't have that.
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I was lucky enough to drop in on the last level of an ITF with a BAF team on the first night. We 16-manned Romulus and got full credit for the entire TF.
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Hi guys, I was just curious if anyone here has some experience with the Scorpion/Mace pool. Is there redraw on every attack?
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Are you able to export your combat logs somehow? I love reporting and would gladly post some numbers for the tier 4 reactive proc if there's a reasonable way to do it.
I also think it'd be interesting because it looks like our playstyles are fairly different - I spam roots constantly and the procs really shine on low recharge - medium damage powers like that. I see the proc burning constantly. -
For a change of pace I'm thinking of respec'ing. How good is the Mako pet compared to the lore pets?