Tocharon

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  1. Quote:
    Originally Posted by Two5boy View Post
    I am thinking of re-rolling my controller to Dom as well but the draw of having fluffy is keeping me with it. Dom suits my playstyle a lot more but having haunts, beast and fluffy is too good to give up
    One of great thing about Dark Assault is Lifedrain
  2. Quote:
    Originally Posted by Blue_Fenix View Post
    If you can remember to use Haunt every time it's up, it does incredible damage to Bosses and AVs.

    Umbra Beast is going to be fixed in the next patch or two. It's currently a known bug that it is stuck in 'defensive' mode.
    I have Haunt, and I like it, I admit I do reserve it for either hard targets( Bosses, EB's, AV's), or Oh Cr#p situations, and for those purposes its fine, I could see maybe making them perma and trying to keep them out as much as possible on a Controller, but on a Dom there really isn't any point trying to keep them out as much as possible.
  3. On the side note, even with the recent changes, I'd rank Grav as the worst primary for Doms
  4. there aren't really any bad choices anymore, it all depends on what you want to do
    Dark Assault is a fairly decent set, but right now, there are a lot of DA's out there

    Do you like melee? Try Earth Assault

    Do you want to stay in range only? Energy Assault for ST, or Psi with more AE options

    Do you just like damage, and don't care about any secondary effects? try fire

    Both Ice and Thorns are middle of the road sets, thorns you do have redraw, it all depends on how sensitive to redraw you are

    Of all the sets, I'd recommend the least maybe Elect Assault, its not a bad set, I'm not a fan of getting Voltiac Sentinal instead of a true tier 3 ST ranged attack, and Thunderstrike while a great ST attack, only has a splash damage effect with other targets
  5. I agree, even in beta I realized Dark/Dark was going to be a tight build, much less thinking of what set bonuses I want. So far my Dark/Dark is only 28, so far a few more levels before I need to start to consider set bonuses( he's still on standard IO's, I prefer not to bother with sets until I get a power to 5 slots, and the 30 something level values)

    My opinion of the ATO sets as a whole, and each sets proc varies, but IMO the Dom ATO set is a given, esp its proc.

    Fearsome Stare, I can see very valid reasons loading it with a to-hit debuff set than a fear set
  6. I don't know, I like the Umbral Beast, its actually selling point for me on the set for me. Also if recall correctly haunt takes recharge intensive pet sets, meaning you can get the both flavors of unique +Def and +resist IO's to help toughen up the pet some giving you an extra +20 resist and +10 def, combine that with Cardiac to increase his innate resists
  7. a support/melee I think would make a decent AT,
    It could be done a couple ways,
    from a Dev Perspective, a support/melee would be most attractive as a Preatorian EAT( or some other flavor of EAT),
    or they could just create a brand new AT, the difference being from their perspective is how much work they want to do, even if their recycling and tweaking existing powers.

    Some requirements:
    Mez Protection for Self, some sets already have this, others like CM are usable on others.
    -This could be done simply by making CM and other target only mez protection powers, a PBAE( either the click or toggle variety), change AM to mez protection from mez resist, or change or add powers to grant mez protection, or alternativetly a couple of other possibilities, either give them SOA style low mag status resists, or have their AT ability to self target for targeted buffs & heals

    -Buffs see above

    -Debuffs and control powers should be fine as is, maybe have their values tweaked

    Personally I'd go with the ability to self target heals/ buffs

    -Finally work out the animations so they don't clash to much, if weapon sets are used, maybe have the debuff/buff powers come from the weapon rather than the character
  8. Its a step forward IMO,
    What I would like to see is the to-hit debuff on smoke arrow increased to the same range as Darkest Night or RI. It currently it has a value compariable to Smoke Grenade in Devices, and even more critical in a set w/o a self heal.

    I haven't logged on my TA/Arch defender for a while, but what about the various IO sets PGA takes? It does take their accuracy enhancement values, correct?
  9. lets be honest, yes possess has a longer activation time, but is much cooler looking, and unlike confuse, it is obvious which mobs are confused, not a bad thing when you have a lot going on
  10. my baby Dark/Dark is only 11, but I'm thinking of slotting FS with a to-hit debuff set, when I get enough slots, its base duration for Fear is fairly decent. and it has a decent debuff value. The point is, if the mobs are being debuffed by FS along with whatever else your hitting them with, them attacking back is much less of an issue
  11. Terra Nova = Earth 2 = just plain bad stuff
  12. the mez protection issue isn't unique to blasters, many other AT's face the same problem, and to be specific here, its really in an issue in the 40+ game, you can get around it before then.
    Looks at Malta for example,
    -Sappers - ok, they are at least PIA to everybody
    -Malta Stun Grenades, it wouldn't be so bad except for the 45 sec durations
    -Malta Gunmen, their ST Holds also being on the longish side

    I do understand why maybe you do see a lot of mez in the 40+ range, back before CoV, the devs I'm sure noticed that once a scrapper or tank got their mez protection, being mezed was a non-issue for the most part. So I can imagine the thought was increasing the number of mobs who could mez, as well as their durations. It would force scrappers and tanks to need CM or some other mez protection buff, while making everyone else needing to team with a melee to absorb the mez, remember States( the dev, not the NPC), was very kean on making people team, thankfully I think the current team has grown beyond that.

    What I think is needed is a new power pool, lets call it Discipline. its powers would grant low level passive mez protection and resists( I'm thinking at the level SoA get)
  13. One thing, I do like about the SSA's is that they are a good tool for fleshing out some of the NPC's, existing content is a bit uneven in that respect.
    IMO,
    Ghost Widow is fairly well developed storywise

    vs.
    As mentioned most of the Freedom Phalanx are bit cardboard( and actually their Preatorian counterparts are bit more interesting)
  14. I'm conflicted here.
    I want to do Dark/Dark, but I know they will be a dime a dozen for a while, and to a lesser extent maybe Dark/Fire and Dark/Psi

    So come time, I may either
    give in and do Dark/Dark,
    or maybe do Dark/Earth, Dark/Ice, or Dark/Thorns
  15. Quote:
    Originally Posted by slythetic View Post
    Low damage as compared to? My elec/psi is 28 now.

    Single target: Never really felt low...okay...sorta low, mostly because I'm not slotting psionic dart and was waiting for subdue. Also slot starved at the moment.

    Aoe: Here my damage feels lows I'll be honest. Fire or the like probably would improve this as it gets its aoe earlier, though I'm not sure static field and combustion would play well together. But I know it will get better. And because I'm a masochist with patience I've been running at 0x6 for the last few levels. It's possible, just a bit slow, still, elec makes its very safe. All in all outside of robots I've never felt totally weak.

    Just from a glance I'd say elec assault across the board is weaker.
    he might be thinking of Psi Assault 1.0, originally the set was extremely back loaded. Since then they have spread the damage accross the set, Psychic Shockwave is still the best PBAE doms have, but not quite the fast recharging, crashless, mini-nuke it once was. Psi for the most part is a solid set, its only shortcoming really is the all or nothing Psi resists you see in mobs, and thats not unique to Psi Assault, but hey every set has its shortcomings and strengths, and its not a bad choice.

    In terms of secondaries, there a lot of good choices, although I may hold for Dark Assault to come available if he rolling a new Elect/* dom

    Earth Assault - Hits like freight train, nice control options, but more melee oriented

    Dark Assault - overall a nice set as it stands now on beta, but as mentioned its cone is long and narrow, and will need range enhancements to give the cone an acceptable width

    Energy Assault - Very good ST damage, and secondary effects, will require you to learn how to control knockback, kind of weak in AE damage, and IMO works better with the Epic Sets than the Patron Sets, in that they give you two AE's vs. one, which helps out a lot here

    Ice Assault - good middle of the road set, its main down side, is that its always has been good about emptying your end bar, Elect/* might actually balance this out pretty good

    Fire Assault - Good news, lots of damage, bad news lots of damage, that is no secondary effects to help mitigate damage

    Elect Assault - its an OK set I guess, its ST damage is decent( when combining melee and ranged attacks), but while Thunderstrike is a fine attack for ST damage, it is not the best for AE, and while Voltiac Sentinal has its fans, I'm not one of them, I'd have much rather have had a tier 3 ST ranged attack instead

    Thorn Assault - a very solid middle of the road set, but depends on how comfortable you are with the redraw

    the various utility powers the sets have are all decent and depends on what you want
  16. I don’t mean simply new members of the Freedom Phalanx, but who shall become for lack of a better term, the new lead hero in the Paragon Universe. The fact is, States occupied the same role, as traditionally occupied by Captain America in the Marvel Universe, and Superman in the DC Universe. That is all three were/are the unofficial leaders of the hero community in their respective universes.
    Some options,
    1) States gets better from being dead. The fact is, over in Marvel and DC, a lot of A-Listers, as well as some B-Listers and C-Listers, have been known to cheat death. At this point every member of the Silver Age Justice League has been dead at some point, only to get better from being dead. And Jean Grey over in Marvel has a frequent customer card with death( appropriate maybe given her codename is Phoenix).
    2) Statesman’s granddaughter, steps up to the plate either in her current role or different role. I could see a scenario where she takes the lead in resolving the Wade situation (and let’s face it, she is the only person with more motivation than Manty, having lost both her mother AND grandfather to Wade). And I could see this scenario ending with her recovering Statesman’s powers, becoming Stateswoman.
    3) Some other A-lister becomes the new first hero. The best candidate here, I can think of is maybe Positron, or possibly Manty.
    4) Finally, some brand new hero emerges to take up the role of first hero.
    One point I should make, while power is part of it, that is both States and Superman are among the top powerhouses of their respective universes, with all due respect, Capt. America isn’t. What all three had in common is their ability to inspire other heroes, and to provide some sort of moral standard.
  17. with regards to sleeps and high end content, is the AE sleep mind control has thats generally valued, it doesn't have damage, and has a reasonable duration and recharge when slotted( not to mention domination, and set recharge bonuses).
    I haven't been on either a States or Lord Recluse Task/Strike Force in a while, but the trick was to sleep the AV's while your team beats up on the one not slept. W/O going into PTOD, AV's and EBs are more vulnerable to sleep and immobilize effects than other status effects( with some exceptions)
  18. Quote:
    Originally Posted by dugfromthearth View Post
    there are 2 types of resistance to mezzes also (unless i am totally confused myself)

    one increases the magnitude required for the mezz to take effect
    the other decreases the duration of the mezz

    so you may think you are stacking 4 holds on a mob, but the durations may be so short that only 2 are stacking.
    Mez Resists and Mez Protection

    Mez Protection = magnitude required for the mezz to take effect

    Mez Resist = decreases the duration of the mezz
  19. Quote:
    Originally Posted by Muon_Neutrino View Post
    I dunno if I'd go quite *that* far - at least wormhole is halfway decent now, when you finally get it. But yeah, the rest of the changes don't do much, especially for doms.
    to me the gravity control changes are more geared to controllers rather than doms
  20. Quote:
    Originally Posted by Muon_Neutrino View Post
    Yeah, some mobs have protection to one or more types of mez. It works just like player protection - you end up needing a higher mag of mez to overcome the mez protection. it's not necessarily that some mezzes flat out don't work, but that you're just not applying a high enough mag to affect them. Of course, some protection is high enough that it might as well be complete immunity - you're almost seeing this with the huntsmen, where you're only managing to stack enough mag for a couple seconds at a time before one of the stacks wears off.

    Apart from experience, sometimes the enemy group entry on paragonwiki will note the mez protection in the list of powers available to various foes. It doesn't always show it, though.
    Just waiting for the subject of the much dreaded Purple Triangles of Doom come up, he he
  21. Quote:
    Originally Posted by mousedroid View Post
    Thanks for all the responses!

    As for this...



    If I understand that correctly, hitting the same foe with Mesmerize twice will not increase the magnitude of the sleep component since the power also has a damage component. Right?
    correct,
    mezmerize applies the damage componant first, then the sleep portion
    the second hit with mezmerize breaks the sleep on the first hit, and then applies the sleep
    on the second hit

    contrast that with dominate, damage doesn't break the hold, and the second hit does apply the additional mag from the second hit
  22. Just making a wild guess here, given the proc is a potent proc, and using logic here, I imagine they do want it to proc less with AoE powers, even if it is capped at three applications, that is, they'd rather not see 3 damage boosts with a single application with the same rate as with ST powers.
    Given that,
    if on ST its 100%
    logically for AoE powers to achieve approcimately the same effect
    -Powers with a 16 target max, 100%/16 = 6.25% per hit
    -Powers with a 10 target max, 100%/10 =10% per hit

    Alternatively, they could base it on per activation, while keeping it 100%,

    I'm not going to actually test myself, but it wouldn't suprise me, if on roots it does turn out to be 6.25% per hit.

    Like I've said before, just put it on on some ST mez power( ST hold, confuse, sleep, or immobilize), your going to spam anyway, and you don't have these problems.
  23. one note on Lockdown and Devestation, I don't believe Domination looks at either.
  24. Quote:
    Originally Posted by gSOLO View Post
    My understanding is that the proc is penalized for being in an AoE because it assumes that the proc affects the target and not the caster. That is, the number of targets is taken into consideration (lower proc rate for more targets), even though the number of targets has no effect on the chance to proc. Does that make sense? It may not be a bug, just something the devs hadn't thought about.
    I'm inclined to agree with this, looks at it this way, if you were to put it in something like Artic Air or Hotfeet, and it had the same chance to go off as it does in ST powers, it would be a situation where that proc becomes a ghetto fulcram shift like power( assuming no cap on the number of instances of this proc).

    Just put it in your ST Hold, it works well there, you use the power a lot( I hope!), and its not that hard ot have 2-3 instances of it up at a time.
  25. Apologies in advance for the wall of text