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Quote:When the game first came out, Dark Armor had neither fear protection nor endurance drain resistance. I'm pretty sure no set did. There weren't any enemies that used fear at all since it was a very different effect that made affected critters flee (which was just brilliant to stick on a melee AT). Likewise, I don't recall enemies using endurance drain to the degree that some foes do now, e. g. Malta Sappers. I'm fairly certain the fear protection was added to DA when PvP first came out, and the endurance drain resistance soon after.Dark Armor had significant Psionic resistance, when it was designed no other set had any resistance at all to that damage type, only Ice and Stone had any protection for it at all, and it was defense, not resistance. It also had fear protection, and end drain resistance, two other things nothing else had in abundance. Dark Armor also had more control options than any of the other armor sets, that is actually mostly still true.
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Quote:What you're describing is probably due to the ragdoll-lockout time on Knockback/up. Whenever enemies ragdoll, they can't be affected by another KB/U power until they've completed their ragdoll and stand-up animations.I'm talking about enemies that get knocked up by Air Superiority most of the time, then once in a great while they won't. Same deal with Knockout Blow. I have no idea why it happens (or, rather, doesn't happen).
Before ragdolling was added to the game enemies played a fixed flying-back animation. It was possible to perpetually keep stuff down, since there was no lockout time, but foes would get up quicker, so multiple powers or a quick-recharging power was needed to do so.
The introduction of ragdolling effectively increased the amount of time enemies stayed down, making it far easier for them to be neutered by basically anyone with a KB power. The lockout time was added during the CoV beta in order to prevent this from occurring.The lockout time more or less ensures that enemies will get at least one shot off between KBs, which before ragdolling was not the case.
As an example, the power Gale actually applies two pulses of knockback, sending enemies much further back. Before ragdolling, this was easy to see and virtually always worked. Now, however, the second pulse comes too soon after the first, hence it's usually locked out and has no effect. If you hit enemies with a knockback power and then trigger Gale a bit afterwards, they'll often be immune to the *first* knockback pulse but not the second, and go flying as soon as they finish their standing-up animation, during which they may or may not ragdoll or be moved again, depending on the timing. I've seen plenty of enemies bounce back DURING their standup animation before, or while they're firing, so they're bouncing all over while standing upright. The lockout time in Gale's case had the end effect of nerfing the power, like it needed it.
Knockdown and lesser amounts of knockup don't trigger the lockout time, since they don't trigger ragdolling, but they ARE affected by the lockout. So that's probably what you're seeing. -
If you do end up playing a Dominator in this combination, I'd vote for an Earth or Plant Dominator. Some of the reasons for playing Plant have already been enumerated. As far as Earth goes, it offers: another very sturdy pet that (I think) has Taunt on its attacks, helping to defend the relatively frail minion-level pets; the ability to keep enemies organized into fairly tight clusters via Quicksand, Earthquake, and Volcanic Gases, making it easier to exploit the various cone attacks from the thugs and zombies; potential for a modest amount of additional AoE damage from slotting procs in the various Earth powers that can take such enhancements; an AoE control available almost all of the time between the trio of powers mentioned above, on top of your hold and whatever you might get out of your secondary; the variety of effects you'd have means that even if an enemy group resists one status effect, you have others at your disposal, although sleep would likely be pretty useless thanks to all the AoE damage that will be flying around, and rather unnecessary regardless.
Earth starts truly maturing right when Masterminds hit some of their worst levels, around 16-18, which will definitely smooth out that part of your careers. It also has substantial -Defense, meaning that the lower level pets won't have any trouble hitting at all, which they sometimes have due to level scaling.