Tangler

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  1. Quote:
    Originally Posted by AegisWolf View Post
    Ok, here's the template I planned. Still I have some doubts about the travel power, do you think SS is good or maybe another is better? Any other suggestion will be welcomed.
    I use SS all the time, though that's because I always pick up Hasten anyway and I have the Jump Pack. Keep in mind you can always go to GV and buy a raptor pack if you ever need one. As for some general comments on your build:

    What is your budget? I'm seeing a few fairly pricey recipes here, but at the same time it doesn't look like you're trying to stack any particular type of set bonus.

    I agree with MinMin, you really should take Seeds. That's like Plant's signature power, and my head is asploding that you still haven't taken it.

    You don't need an end red in SS, put a +run speed in there or if you can afford it, put a stealth IO in there and save yoursef taking stealth.

    Replace the def IO in CJ for a Karma -kb, you're going to need it since you are not perma.

    You need more acc in your Creepers.

    I would recommend 6 slotting Seismic Smash, it's your best move and worth another rech in there.

    I don't know what you're trying to do with Flytrap, you can slot to the same effectiveness using 4 lvl 50 Exp. Reinforcements recipes in place of Call to Arms and still retain the +rech bonus, and you free up 2 slots that you can fill with procs.

    Fissure is your best AoE attack, don't slot it as a stun power.

    Seems a bit odd to slot Poisonous Ray as an attack. I don't think even Earth Assault is that desperate for ranged attacks.

    Your Disrupter Blast is one Posi's Blast away from a +rech bonus. I would recommend swapping it where Scorp Shield or Poisonous Ray is so you can add it.

    Again, use the Exp. Reinforcements instead of Call to Arms for the PPP pet.
  2. Quote:
    Originally Posted by Lord Mayhem View Post
    This is pretty much how I do it too. I fit the concept to the build I want to make, so I've rarely run into a situation where concept clashed with playability. When that happens then I go with what I need/want for the build, then challenge my imagination to modify the concept/bio to fit, as the main reason I write bios is for the creative challenge and fun of writing them - and, like Adeon says, concept is mutable. Rarely the concept comes first, often because I've deleted a character but wanted to re-use their concept (or a major part of it) for something else.
    Same here, it can be pretty cool trying to think to think of a concept to whatever you just made, and it's even easier now thanks to power customization.

    I've also had several "broad" character concepts transfer over to completely different ATs, such as one I have from my Mind/Thorns dom onto my Arch/TA corr. The character concept was just "vain world-class thief with a demon motif", so it's not like that's tied down to a specific powerset.
  3. Quote:
    Originally Posted by Perfect_Pain View Post

    Quote:
    however, the trademark feature of this power set is the ability to attack enemies with a hellfire whip that deals fire and toxic damage.
    full of win.
    Does make me think though: not many people take MM attacks outside of the cool factor (which will soon become obsolete come DP), so if whips are going to be a defining trait of Demon Summoning, does that mean we might be seeing a pet set that trades some pet damage in return for increased personal MM damage/attacks?
  4. Tangler

    Scythe Class!!!

    Quote:
    Originally Posted by blackjuggernaut View Post
    So I have played a few lvls on Dante's Inferno and even watched the Animated Movie. I got to the thinking. Why isn't there a Scythe class in this game. I mean its perfect. It would be much like a Broadsword rather instead of Smashing it would be more Lethal Damage, probably a little bit less damage though than a Broadsword to account for its Speed being faster than a Broadsword.
    Have you ever used a scythe? Those things aren't exactly "speedy". And Broadsword is all lethal damage, unless you were thinking of Warmace.
  5. Quote:
    Originally Posted by Silas View Post
    One thing to note is the def debuff -res proc is actually from the Achilles' Heel set, not the Lady Grey set. The Lady Grey proc is a negative damage one.
    Woops, you're right. :s

    As for Caltrops, I like to use them on chokepoints such as corners or doorways, so that enemies bunch up nicely for the Acid Mortar and Mines, though you'd probably only bother with this trick when you are soloing.
  6. From a quick glance it looks to be a pretty rockin' build. My only notes are:

    This build looks to be pretty pricey, so I'm not sure if you have the funds for it redside.

    Having softcapped S/L and ranged/aoe may be overkill, especially if you're cutting into your overall performance to achieve that.

    Personally I would not take Triage, but it doesn't look like you need Snap Shot either. What I may think of instead is to take Caltrops and keep it at a 1 slot, and put the spare slots into your Acid Mortar for certain choice procs such as Lady Grey's -res proc, or a few of the damage procs.
  7. News to me as well. When was that added? :S
  8. I have 2 doms, one in their 40s and the other a 50, and I also have an Ill/Rad controller in his late 20s. I barely use my /Rad powers for my troller when I solo, as Illusion is just that good. I'm really not seeing any problems trying to survive with it for a dom.
  9. Quote:
    Originally Posted by Coulomb2 View Post
    I've actually run into the problem you're describing - in Purification's third mission I kept having an issue with one of the bosses you had to defeat to "escape" not spawning in, which actually made the mission uncompleteable. The problem was related to me having effectively filled up every map detail with patrols, battles, allies, etc. Played solo, it would work correctly each time - but if it spawned for more than one person, that boss would occasionally not spawn. I could fix the problem by removing one of the patrols, but then when played solo I would occasionally get random enemy mobs spawning in before they were supposed to (the mission's set up to keep anything hostile from spawning in until you click on a glowie). Frankly, I ultimately decided that having to occasionally deal with a few Devouring Earth showing up early was preferable to getting angry feedback about how "my supergroup played your stupid arc, and we couldn't get past mission three. Here have eight 1-stars." - and wrote them in as possible "scouts" that might have arrived at the lab before you did (to stop you).
    That's the first I've heard of this. I'll need to check that out on A Penny For Your Thoughts since that arc is similarly "tight" on how the spawns appear.
  10. I've yet to make a char that has a tail, though in the cases where I was close to using one it came down to a decision of either having a tail or A SNAZZY BELT.

    The snazzy belts win sorry, but hey if the new tails don't take up the belt slot then that would be cool.
  11. Thorntrops is just a re-skinned Caltrops.

    As for mitigation I find that Ice Slick alone works very well for those that can be KD normally (not mu, spiders, etc.), it trips enemies up much more frequently than Earthquake I find.
  12. Quote:
    Originally Posted by BeyondReach View Post
    OMFG you wrote Mercytown!? *loves*
    Yep, and glad to hear you liked it.
  13. Quote:
    Originally Posted by Paradigm_Shift View Post
    I recently decided to try and pick up my first Dominator, and have been exploring a Mind/Psi build, but I've run into a bit of a problem: Slotting. The plan is to take every primary power excluding levitation, and six slot them, while leaving out telekinetic thrust, subdue and psionic lance from my secondary. In addition to two requisite travel pool powers, I'm also picking up three fitness powers, stimulant and aid self, and power sink to top it all off.
    Why would you do this? It looks like some kind of freakish pseudo controller/pvp build that really doesn't go with dom philosophy. D:

    You don't need Aid Self or Power Sink if you already have Drain Psyche.

    Most control powers use 5 slots at MOST, and that's only if you're going for set bonuses.

    Why skip Levitate but take TK? Levitate is a "soft" control that will work on most bosses straight away, TK is an unwieldy end-sucking harpy that will get you killed more times that it will save.

    And please take Subdue.
  14. I'd third One Million Eyes if that means anything.

    Other than that, off the top of my head I would suggest The Coldest of Wars #299972
  15. Quote:
    Originally Posted by Clave_Dark_5 View Post
    Take one of your already-made arcs and toss in the line "Oh and by the way, I lost all my super powers too!" at the end of the contact's last speech to the player. =)



    My submission is a self-aware parody--it's win-win!
  16. Just realised the deadline's tomorrow. Guess it's too late for me make an arc for this comp after all.
  17. Am I the only one here who thinks TV ads are a dying media? Especially if we're talking about catering to the audience that would be interested in this game. You're better off spending that money on sites frequented by gamers or even flyers in your local comic book store. Heck you'd probably get more players by doing a special offer on Steam or getting Penny Arcade to write a comic about it.
  18. I have a lvl 50 Mind/Thorns, used to have a Ice/Thorns in the teens but that one's been deleted a while ago.

    What may be the most important thing about Thorns is whether you can stand the redraw, it drove me crazy when I was leveling my dom. Ice/ is less clicky than Mind so it's probably less of an issue, but by the sounds of it you are using your hold + immo as part of your attack chain (at least for now?)

    Also what's important to note is that Thorns is a very melee orientated set, with a shallow but wide AoE cone and a melee cone that is one of it's heaviest hitters. Arctic Air will complement the set well, but if you're planning to stick to range you may want to look at a different Assault set.

    The blasts leave much to be desired. Impale is on a verrrrry long cast time and Thorn Barrage is guaranteed to KB enemies away (which feels conflicting with such a melee focused set). You can use Chillblains to negate the kb, though that won't help you much if you're using it with Ice Slick (Edit: actually, just use Block of Ice).

    Thorny Assault is a beast for proc IOs, later on I would recommend loading up your aoes with Achilles' Heel, Lady Grey's, or Shield Breakers which are generally cheaper and more available than the Posi's Blast procs.

    Aim and Ripper accept a lot of recipes which have desirable set bonuses for a dom, such as increased recharge or defense.
  19. Woot, go reds! I'll be keeping an eye on this thread.
  20. WTH guys? This doesn't even compare to the MA Edition as this is a full-blown, true-blue expansion and we still won't see it on the shelves? It's not the lack of a physical copy that bothers me, but that apparently the only people who will actually know this will exist here will just be returning players and not a fresh influx of new players.
  21. Quote:
    Originally Posted by _Tux__EU View Post
    About the Fire/Kin build earlier if you can tolerate swapping out Rain of Fire and a few switches at what level you are taking certain powers, then this will cap your S/L defence.
    Quote:
    Originally Posted by Silas View Post
    Well, 41% is plenty of defense but due to the way defense works going from 41% to 45% would reduce the amount of damage you exponentially.

    Your call, really. I'd softcap it if you can.
    Quote:
    Originally Posted by Harkness View Post
    I wouldn't skip Aim. Your de/buffs depend upon hitting, so Aim is handy, esp. in AV fights when FS might miss otherwise.

    I suppose you can keep a supply of yellows instead, but I like Aim
    Cheers guys for all the input.

    I'm a bit hesitant to drop my AoE powers, though if I had to I would drop Firebreath, since that would save me from jumping back out to align a cone right after FS. I think I will drop TP Ally in place of Web Envelope at this point after all, and reshuffle some of the slots to slot the power, keeping Aim and my nuke (that I'll have an easier time to set up thanks to the S/L) to boot.
  22. Quote:
    Originally Posted by Silas View Post
    Here's the data chunk. Since the only s/l def I'm getting from my Primary is the Oblits in Atomic Blast you should be able to translate it easily enough.

    Fair warning, its a tad on the pricey side :3
    Thanks!

    Quote:
    Originally Posted by Harkness View Post
    By the time I've slotted Scorp Shield, Weave, and CJ (and put the Steadfast +3% Def in Tough), I usually don't need much to make up the gap.

    MIDs has a Set Bonus Finder that gives works pretty well, but a few sets I find handy to bear in mind:

    Enfeebled Operation (immob) - 6-slotted - 4.06% S/L Def
    Kinetic Combat (Melee ST) - 4-slotted - 3.75% S/L Def
    Rectified Reticle (to-hit buff) - 2-slotted - 1.88% S/L Def

    (EO is one that MIDs doesn't report on "conveniently", because you're actually getting two smaller S/L bonuses in there instead of just one large one).

    If you plan on using Tough (rather than just having it as a set mule), then the Reactive Armor set is the way to go, but its 1.25% S/L Def isn't really worth the four spots if you don't intend on actually using Tough.

    I'd vote against slotting Brawl, but mostly because I don't think you'll need to.
    Heh, all this time and I never realised Mids has that feature, thanks for the tip.

    The current build I've made is just over 41% def. Granted I could probably get closer to the cap if I took out Recall Friend for CJ (though I would rather not), or I could replace my nuke or Aim which I think are the other expendable powers. That said, is getting that extra 4% really worth it?

    Here's my planned build for those curious:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1406;674;1348;HEX;|
    |78DAA593DB6E12511486F73050CAA9F4600B2D3D1F044A3B2D771E2E4C5A35A92D4|
    |A0F46A34642E8944ED20C04A689DEF900F6E0B57AE133A8D1E82B68D4E8DB78C0B5|
    |D6BF5BEAB513F8BF9935EBDF6BEDBDA0F0E86A54A9275794115FDE2B379BA5E55AA|
    |3B15FF76A8D40A15C752A2AA8944A9D064B1B65B76A6F5BD79D865D5A22839768BF|
    |5BDADFD9B1561DD7F69C4AB367C5DDB51BB6EB592737D162ADB6474ECFB59BCDB03|
    |C6CD66D7B3BA6E3D55DCF71ABBDF2B465EFD9F55AC32B7B4ECD4D5DAB3B15AB5DA7|
    |50AED8244DCF6E3C4E527B59FAA67D4A5FAD807A45C8ABF9678449357F0C1C09160|
    |E8103C127E38C6BD560577A4D902D08666F02B7802159F8333D188AAD2DD340C8A7|
    |9113A4810CF564EAD5CDD712F2BF01DE0AA69137FD0EAEF7822CB902DA1580AB03A|
    |E0EB846E19A806B1AAE597205B52B0857275C9D704591D70557D7ACE00B6D22A477|
    |12C216C21A2812053A68E9889C554B4532120A5228A643B11B74935693148A23E48|
    |BC3D8FD0FE6A8C91EDD640F26D08B79F4623A49CC2A89C90D638EDF68C93EB8CCBE|
    |71099DD3C02E06804E2ADF8FF2463F120680297A93D0BD26423E0E19141AD48B0E6|
    |E49B9A122B08EE21B0293F252DA9A4AD2CD88F25368446F73641423D1E8979F8945|
    |15C6F436C77E4AB9F15FC06FE08F60A205F08F24AFBE1B5C0F1D4D1ECA9BA963E00|
    |83810FCA0BC193DB3190CEBBC46EE2CEAB46A066D9A19F497D5084B9B79749BA355|
    |73BA6EEEB98FCF7AEE05A0A7067CA56C0B79CA4AC849CCD0492CEAD0E284640DFB4|
    |FFF51A6C2B92EE024F338DE3C8E77AD9D471FBA54D1AF94A123864456DA39FF757D|
    |889EAC135A0F936EB2DC66B9C37297E51ECB7D96072C0F594A2CAD8FA7EEF8056EE|
    |822CB2596CB2C4F3929182189B04459622C5D2C71966E963E9601962196972CADBF|
    |5507F82F|
    |-------------------------------------------------------------------|
  23. Yeah that would be cool, I run a Fire/Kin myself but I'd imagine there should be some general overlap for building anyway.
  24. Thanks! Yeah the idea of slotting melee attacks was definitely holding me back, but I've just tried it in Mid's and you're right in that it actually frees up a surprising number of slots.