Vermain

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  1. Vermain

    Human only PB?

    Quote:
    Originally Posted by AF_Bill View Post
    My question is, will these bonuses really make much of a difference?
    Not especially. The biggest problem for PBs has been the fact that their whole jack-of-all-trades schtick was superceded by a lot of the Villain classes, and, more recently, VEATs, but they never received anything to compensate for it. Musculature can somewhat compensate for the lowish damage Human-form Peacebringers can pump out, and Clarion Core will eventually be able to give you the mez resist you've always wanted, but you're still going to lag behind Scrappers/Brutes/Blasters, and your actual group support is still lackluster. You're pretty good at surviving (depending on team composition), but so are Brutes, and Brutes are far less reliant on perfect team composition to do good damage and survive well.
  2. Quote:
    Originally Posted by Sloshed View Post
    Hrrm... how does a Plant/Fire compare to a Mind/Fire? Mind/Fire works a bit better for the theme I have in my head but I could probably work up something for Plant/Fire if it is that much better? What makes a Plant/Fire Dom so much more powerful?
    Basically:

    -Seeds of Confusion is (for non-specialized circumstances) the hands-down best Blow Up The Group Of Dudes control power in the game. It's a huge cone Confuse that lasts a long time right out of the box. Due to how the AI works, most creatures will inherently bunch together to melee eachother, which lets you throw down Roots and then blow them up easily.

    -Fire is the best AoE damage-dealing set that Dominators have. Combine bunching everything up into a tight ball with your massive AoE damage and things will die super fast. You also have the advantage of having an offensive secondary that comes without any controlling effects, meaning the Confuse effect will be even more pronounced.

    /Psi also works great as a secondary, since Drain Psyche in a full group can knock your Regeneration up into the 160 HP/second zone, and you get some good AoE once you hit Tier 9.

    That's not to say that Mind is bad, by any means. It's got a lot of great tricks and, as mentioned, is highly welcomed on the two major Strike Forces. It's lackluster on normal map-clearing teams because it doesn't have the cool up-every-fight AoE control powers of every other set. Most of your strength on map-clearing teams will come from being able to stack up Confuse on a boss really, really quickly.
  3. Fire's great because it's really superb AoE damage. Mind is okay soloing, but it's not the greatest. It's mostly Confuse stacking and the AoE sleep that lets them solo Strike Forces, whereas these powers tend to have more limited uses as far as soloing goes. I mean, you're one of the safest soloers out there, but you're also pretty slow and it's a lot more dangerous if you want to up the ante. By comparison, a Plant/Fire Dom will rip through everything and be basically invincible.
  4. Sands of Mu owns a lot for early levels as a Dom because it'll be one of the only energy-efficient AoE (well, cone) powers you can get that does good damage.
  5. Quote:
    Originally Posted by Psylenz View Post
    Ohhh, that is a great way to eat a lot of unmitigated aggro strikes. Open with alternating howling twilight and fearsome stare, both if available. The feared and stunned are easy to manage. Also, I don't see anything critically wrong with black scorpion or the dark mastery epics. Actually the dark mastery might be favored if you care to nuke at all.
    Scorpion is probably better defensively, especially for someone without a lot of IOs. Tough + Weave + Maneuvers + Scorp Shield + Shadow Fall will get you to around 40% S/L and 20%~ resistance to everything except Fire and Cold. Softcapping after that would be easy and cheap.
  6. Honestly, if you're not looking to duo AVs, I'd go with two Forts just because (with enough recharge) you'll be able to cycle mass CCs enough to trivialize just about any mission you go into.
  7. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Remember, this is all opinion and shouldn't be presented as fact.
    Isn't that true with everyone's opinion of powers, though? Aside from the ones with blatantly inferior numbers, of course.
  8. It's mostly a matter of utility versus damage. If you want to do the best possible damage out of the various Widow builds, Night Widow's superior (as well it should be). What you get out of going Fortunata is better AoE and lots of really solid AoE CC. Teaming-wise, both are incredibly solid, with Night Widow having a slight advantage pre-IOs in being able to perma Mind Link relatively easily (whereas you need a pretty goofy amount of recharge on a Fort to get it to be permanent).
  9. I'd skip it. It's an extremely lukewarm single-target Hold. You'll be too busy doing other things to notice it.
  10. Quote:
    Originally Posted by Linea_Alba View Post
    Defense: 29% Defense All to the Team, Mostly Single Target, with AoE Controls
    Don't forget Vengeance in there! Letting someone eat it every 120 seconds is actually a perfectly viable strategy if you have Vengeance, because Nerve Radial plus all of your passive +Defense will amount to something like +90% team positional Defense.
  11. It really depends on the cooldown on Clarion, honestly. I have the sneaking suspicion I'll still be carrying around 5 trays worth of Break Frees.
  12. Quote:
    Originally Posted by Timeshadow View Post
    Fortunata: An excellent blend of control and damage. Primarily a ranged focused variant but can be viable in melee if built for it. ST damage can be a bit lackluster as there's a focus on AoEs. Mind Link is on a longer (+100s) recharge so its more difficult and more expensive to perma.
    Their ST melee damage is pretty exceptional thanks to Follow Up/Aim stacking. I honestly think melee is superior for them, barring heavy resist situations.

    The really great thing about Fortunatas is:

    -Three AoE lockdowns for group combat (Aura of Confusion, Psychic Wail, and Total Domination).
    -Group Defense buffing (about 34% with Mind Link, which is super good).
    -Solid boosts to team damage and to-hit.
    -Great single-target control with Dominate and Scramble Thoughts.
    -Excellent single-target melee damage and good AoE damage.
    -Stealthing around is super cool.

    They're a Stalker/Dominator/Defender crossbreed. A stominender, if you will.
  13. I've generally noticed that high-level teams only really steamroll stuff if there's a cool Controller/Dominator dude making sure they sit in one place, so that's always helpful. I kind of gave up on my Mind Dom because of the lack of really hard, consistent CC that all of the other sets seem to get, but Mind Doms do still have their place (mostly with Mass Hypnosis/Confuse).
  14. Vermain

    How is Ice/Ice?

    Quote:
    Originally Posted by Miladys_Knight View Post
    If you want a controllerish blaster Sonic/Ice/Leviathan is the way to go. No blaster more controllerish out there.
    I'd be tempted to say that Elec/Elec/Elec's a bit better, if at least a close second. Short Circuit + Power Sink will shut down nearly everything with the right SOs, and anything left standing can be chain held with one of your three Mag 3s.
  15. Quote:
    Originally Posted by TwilightPhoenix View Post
    Oh great, I just remembered. I took Fitness on my Grav/TA Controller as filler powers, going so far as to take Stamina at 49. Now where am I going to use those power picks? Awesome change, but going to bring a lot of work with it.

    Ok, let's see... already took Group Flight for concept...
    Finally, everyone who secretly wanted to take Flurry but could never quite slag a good power for it will be able to live our their fantasy.
  16. Might I recommend an Elec/Elec/Elec Blaster? You have a horseload of soft control with all of your End-draining and some decent hard control with your three different holds, and you hit like a truck since you're a Blaster. Eventually never runs out of Endurance, either. Elec EPP will let you temporarily hulk out and turn into a gremlin, too, just to make it goofier.
  17. I have, quite literally, never seen a MA/Dark Armor character aside from my own.
  18. I'd kill like a zillion people for two-handed Broadsword/Mace/Axe animations.
  19. It's, unfortunately, nothing to really write home about. They're still both great powers in their own right, but I never really noticed the scaling resistance bit helping me out that much.
  20. Stun Grenades are hilariously powerful if your character has any kind of AoE Disorient. I've been locking down huge groups left and right on my PB.
  21. Vermain

    Tricks to EA?

    Quote:
    Originally Posted by _Krom_ View Post
    As the proud owner of Pretty and Strong (WM\EA)...one of my favorite brutes now...I can say that I see why some might not like EA as I've leveled him up...especially looking at the numbers. But it goes exceptionally well with sets that offer up some good mitigation (and decent investment in IO's), in particular in levels 30+, before that it's a long road.
    I guess my big thing about it is that it's got essentially Shield levels of defense and resists, but instead of having absurd damage and a super-powered charge ability, it has a cloak and essentially unlimited endurance. Shields is undoubtedly easier to softcap, though, since you don't have to worry about dancing around with a whole handful of different sets to hit softcap on each Defense type. The cloak's got interesting tactical possibilities, but... I dunno. It seems like you give up far too much for what you get.
  22. Vermain

    Tricks to EA?

    Quote:
    Originally Posted by _Krom_ View Post
    EA = Energy Armor .... not Electric Armor (that's ElA)
    I should probably actually read the thread instead of repeatedly punching myself in the face.

    EA's still pretty buggered. Pairing it with Dark Melee does help considerably, though, since the Life Drain heal shores up a lot of your otherwise unimpressive defense. I never really used it much, though. It always felt like Super Reflexes' wimpier brother.
  23. Vermain

    Tricks to EA?

    Quote:
    Originally Posted by Nethergoat View Post
    it's not that EA is terrible, it just worse than anything else you can choose.
    I wouldn't really say that. EA's problem is that it has the rough protection of a fart cloud early on because you're a resist set with no heals and no HP buffs. Then you get Energize, and it's a little better... except it's on a 120 (technically 100 with Lightning Reflexes) second cooldown. You have to pray to God that every mob drops a Respite or you tend to drop like a rock.

    The big change comes when you can get Power Sink and have Lightning Field running at the same time. Fully slotted with endurance mod enhancements, EA will zap 80% of everything's endurance bar, and Lightning Field can help to clean up the rest of it. This is some amazingly good soft control, and it only gets better once you can grab the Mu AoE immobilize. It might not have the pure "oomph" of Dark Regeneration or a softcapped Invulnerability, but it's still able to stand toe-to-toe in most situations. There's obviously some better sets, but I'd still place post-buff EA on reasonable standings with things like Dark Armor. It could stand a bit more of a buff (like, say, slashing Energize's cooldown and moving it to some time below level 26).
  24. Quote:
    Originally Posted by Rigel_Kent View Post
    Pair it with your favorite aggressive secondary. You won't need much utility on top of full-strength Defender Dark Miasma. No real bad choices, though /Rad, /Psy, /Ice, and /Archery may be particularly good fits.
    I liked my Dark/Sonic quite a bit for my Defender. Works well for soloing and you can crank your team's damage up to absurd levels.
  25. Quote:
    Originally Posted by Warkupo View Post
    I'm going to guess that when it was implemented there was some sort of design limitation or something, but I'm only guessing. Maybe PM Arcanaville, Castle, or BaB, they're the most likely people to know.
    I'd vote that stylistic reasons are more likely, given that Grounded has that same quirky ground requirement.