Vidszhite

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  1. Quote:
    Originally Posted by Residentx_EU View Post
    How different do the powers work in PvP? I've been in recluse victory, etc? Is it that different? I may try this once just to see.

    But I understand the big picture, there's no sense in head to head if you don't have to. It would be unfair probably. In the last month, I gotten apoc damage, apoc negative, and apoc end/recharge, and Ragnorak damage.
    PvP and PvE are completely different. First, there's no such thing as mez protection in PvP, just resistance, and since all mezzes last 4 seconds, they're not that big a deal anyway. Every AT gets resistance bonuses in PvP; Dominators get a damn 40% to everything just for showing up. Every time you get healed, all the next heals are diminishing returns unless you wait 8 seconds.

    The damage numbers are all totally different, such that they look nothing like they do in PvE. The formula in PvP uses animation time instead of recharge to determine how much damage a power should do, so Total Focus will do more damage than Energy Transfer, despite ET still having the self damage component. Blaze does almost the same damage as Fire Blast. AoE powers basically don't do any damage at all.

    PvP was dead before because it wasn't balanced. PvP is deader now because it still isn't balanced and it's also too damn complicated.
  2. Quote:
    Originally Posted by Talen Lee View Post
    Sure, you can put go-faster stripe on your Veyron if you must.
    You go ahead and laugh, I'll keep the ability to hold everything in the area for 52 seconds.
  3. Being a Mind/Energy who loves his job, I am going to sell Energy to you.

    It depends on how often you foresee yourself using AoE controls, and how much you want AoE attacks. If you use AoE Controls a whole lot, Power Boost's usefulness cannot be overstated. It's quick-recharging, and basically once you use a control with it, you can forget about whatever you mezzed ever coming to. Solo, I use it lots with Mass Hypnosis. It's basically Domination without the Mag boost. If you want to skip most of your AoE mezzes, and rely on TK and Terrify for your mezzing needs, Power Boost will sit there unused most of the time. I have used Mind/Energy every which way I could think of, and IME, it works best without TK, and with Total Domination and Mass Hypnosis. Mass Confusion is mandatory.

    Beyond just Power Boost, though, it also depends on how much you want to solo. Energy is by far the safest set to solo with because you have so many safety nets. All of your best attacks have a high-to-100% chance to either stun or knock back, in addition to doing great damage. Power Push is not only extremely accurate (+40% accuracy with no slots), it does good damage (Bone Smasher pre-revamp), and is insanely fast to animate. It also serves as your primary boss-tosser, enabling you to sleep-push-hold-sleep-hold for safe, effortless mez stacking out of Domination. Mind has Levitate that can also do this, but Levitate has lower damage, does its damage slowly, and doesn't have a whopping +40% accuracy bonus.

    Energy's not going to beat Fire in terms of raw damage, but it comes damn close in Single-Target output. Total Focus can one-shot minions, and what it doesn't kill gets stunned (barring bosses).

    It also depends on what you want to play the set as. Energy can do all-range, but it shines in melee range, especially with Combat Jumping to help you joust. Fire is the best all-range set there is, bar none, but it lacks the safety and utility that other sets provide. Psi is just a beast all day long, but when you find enemies that resist Psi, it gets resisted hard, and oftentimes you will see enemies with both Psi resistance AND defense, so since your Holds are also Psi, you'll want a secondary of a different damage type so that your character doesn't have a single point of failure. Energy and Fire are far more reliable in that regard, being uncommonly resisted types that are rarely defended against, while a whole enemy group that you commonly see from the 30s till the end of the game has Defense against Psi.

    However, Energy has crap for AoE, even now that Whirling Hands is better. Whirling hands is still the only AoE attack it has, and it's not a good AoE attack on its own. With APPs, it becomes a good part of an AoE chain, but I advise against using it you only want one AoE attack. Fire and Psi both have far more options for AoE attacks, so if that's important to you, don't pick Energy unless you don't mind waiting till the 40s to get an AoE chain.
  4. Quote:
    Originally Posted by Carnifax_NA View Post
    It's been noemalized, so its 15 foot like the other PBAOEs now. It's a fine PBAOE nowadays, pretty much middle of the road domi pbaoe.
    Which I did not know, since I've been gone too long, but I know that now. It's decent as a part of an AoE Chain now, but I wouldn't take it on its own for AoE damage, and I definitely wouldn't take it and slot it for the disorient.
  5. Quote:
    Originally Posted by finalround View Post
    I find Mass Hypnosis absolutely invaluable on my 50 Mind/Energy Dominator, Telekinesis is highly situational and takes great skill to use correctly, I do not have total domination in my build as Mass Hypnosis and Mass Confusion provide all the mitigation I need. If terrify had the to hit debuff component it's dark counterpart had I may have included that in my build as well.
    Basically, this.

    Mass Hypnosis is incredible. Permanent with 6 slots. Total Domination is good with power boost, but not totally necessary. TK is one of those love-it-or-hate-it powers. I personally hate it.
  6. I'll submit The Rise of the Immortal King - A Tale of the First Invasion [#479103]
    @Vid-szhite
  7. I completely re-made the second mission, so there's more at stake, and you can actually care about the fact that the aliens are here. The end boss now makes more sense, as well.
  8. I have upgraded the costumes considerably. The minions, LTs and Bosses are now far, far more distinct. It was difficult to do it all without cutting anything! Surprisingly enough, a few of the changes I made look better and use LESS space than before.
  9. I just checked my missions. None of them have anything that says you can't exit right away. Maybe it was an old version on the server after all. I'll still have to do everything else you said, but maybe I don't have as much to do as I thought.
  10. Duly noted. Thanks.


    Quote:
    Originally Posted by Supicous Glenn View Post
    Review: The Rise of the Immortal King - A Tale of the First Invasion

    Arc ID #479013

    39 Ice/Psi Dominator

    Deaths 3: Lt. with Electric Powers, The first encounter with the large mech, fighting the emperor

    I have to say this is arc is challenging but doable. This arc suffers from an odd enemy set, bland story and severe pacing issues.

    Story – I did not really understand the story. The aliens seem to lack motivation. They are not trying to kill, enslave or conquer the world they are just there. To me it felt like the aliens just appeared one day and nobody cared. This is most likely because of a lack of scripted events like battles, patrols and ambushes. It also might be your map choices as well. You might need more maps that look more damaged. Overall, though I think your story lacks a cohesive theme. What is the point of this story? What did I learn from playing this arc?
    There are plenty of scripted events like those you mentioned, but the maps can only handle so much, I'm afraid. Not only that, but Patrols remove actual spawns from the mission maps in order to work. The first map could be more damaged, I'm sure, but my options here are "not damaged at all" and "completely fraggin' destroyed" and I didn't want to go the latter route. The last map is the only outdoor map with a Front, Middle and Back distinction, so until I get more to work with, it stays.

    The story bit I won't disagree with. I'll work on tweaking that.

    Quote:
    I would play some alien invasion arcs to try to get a better a feel for your story. Casualties of War Arc ID 241496 is an excellent place to start and the Apex Task force is another good example.

    There is a typo on your cover page. It reads, “drive back the ir invasion”. If the ir is invading than it should read Ir Invasion if not that, it is just a junk word. In addition, Moment of Silence’s dialogue should be written as … and not a blank space. That way players don’t think his text is bugged.
    I hate the MA's text editor sometimes. It's supposed to be "their" invasion.

    I was a bit sad about the invisible space having no height to it, so it looks bugged. The blank space is supposed to be the joke, but that part ruins it.

    Quote:
    Gameplay-The gameplay is awkward. It was frustratingly hard at times while at other times almost quit boring. The hard parts are mostly the large amount of elite boss encounters. This is particularly true of the third mission when you have an elite boss chained to a lt. chained to an elite boss. Why would I want to fight two elite bosses in a row? They are supposed to be difficult challenges that drain a player of resources (Inspirations, tier 9 powers, pets, etc.). So having two practically right after each other means I am facing the later elite boss with very little to tip the fight in my favor. The large Longbow mech has serious pathing issues and at times will shoot through walls or get stuck in doors. He really is not meant to be used in an indoor map. In fact he really isn’t meant to be used as boss but as pet for players to use to break bases in Recluse Victory. Why not just replace him with a PPD Mech or Malta Mech. He also is well way too hard in my opinion to take on alone without help. The last boss is difficult as well but since you can take with you some elite boss pets with you into battle it’s not a big deal. I still felt relatively useless throughout the final battle.
    I'll tweak those. Thanks. I was afraid of everything you mentioned.

    Quote:
    Honestly, I would like this arc a lot more if you just downgraded all the elite bosses to bosses. I understand you are making a challenge arc but you can reach wider audience if you can reduce the amount of orange flags on your arc.
    Awesome. I'll scale it back then.

    Quote:
    The enemies lack details. Some enemies are just reskinned versions of other enemies. I do understand that aliens would have similar uniforms especially if they were in a military but there really isn’t anything to differentiate them from each other.
    I was also afraid that this might be a problem as well. There are subtle differences, but they're just that: subtle. The minions are two-tone and have no capes, the LTs have red facemasks and have shoulder capes, and the Bosses have unique Auras and full capes. I'll work on it.

    Quote:
    Their names are quite confusing as well. I have no idea what what a WN, SJ, etc means without looking at the descriptions. Why not just call them common names like medic, commando, etc. It does not even make sense story wise. Why would I know aliens rank and honorifics if they were well aliens?
    I can't change most of those for lore reasons. XJ are the Naturals; they have no powers, but they use weapons. VM are the lower-ranking powers division. SS-J is actually a play off the Nazi "SS" and the Japanese abbreviation for Super Saiyan (SSJ). WAFN SS-J is a play off of the Nazi rank "Waffen SS".

    Quote:
    I would vary the size, costume pieces and overall look of the aliens. Look at the Rikti. They have armored aliens, unarmored aliens, small drones, monkeys, floating mechs, etc. You need that kind of variety to help the player immediately understand the threat they are facing.
    I succeeded in doing this with the High Command, who look awesome, but yeah, the Invaders need work.

    Quote:
    Objectives- Your objectives are all over the place. If you are going to chain objectives off each other make sure you have them marked as front, middle, rear, etc.
    I do. They are. Sometimes the maps just break. =/ On my first live playthrough, a Front-flagged spawn in the second mission got moved all the way to the very back of the mission, right next to the end boss. It was humiliating.

    Quote:
    A great deal of the boredom in this arc comes from having to look through a cleared map for a newly revealed objective.
    I may just remove the final glowie altogether. It serves no purpose but to tie up the loose ends, but it can be assumed to happen offscreen with no issues.

    Quote:
    I would have allies spawn in the front. That way they can help you with the numerous boss fights. Have secondary boss fights in the middle and your final boss fights in the rear.
    In the third mission, I can't spawn him in the front for story reasons, but in the fourth mission, the allies are SUPPOSED to spawn in the front, and about half the time... they don't. I'm terribly sorry about that. Looking at the map I chose, it turns out there's a "Front" spawn right in the back-*** end of the mission. I might just have to give up on that map, even if it's the only outdoor map with a Front and a Back.

    Quote:
    I would also consider making the lay dynamite in mission 2 optional. Finding 5 places to lay them in a large office building took me 40 minutes of running around the map. I almost quit because of it. I would also make some of the elite boss encounters optional.
    Making the dynamite optional wouldn't make sense, so I'll just remove the secondary charges and make the primary charge the only glowie (it's already flagged to be the in the Back). The only reason they're even there is to discourage stealth runs, but no one stealths MA missions anyway, so I'm not sure what I was thinking.

    I'll downgrade most of the EBs. I agree that the Longbow Heavy is way too powerful. The only way to beat it is to mez it or KB-lock it, and the latter option looks very buggy.

    Quote:
    Also always give the player the ability to be able to exit the mission at the end of a mission. That is unless you put some ambushes or patrols to fight on the way back. Backtracking 3-4 floors with nothing happening is well dull.
    If at the end of any mission, you can't just click the exit button, then it's a bug caused by a mis-click. Thank you for pointing it out. I'd say you were playing a weeks-old version that shouldn't even be up there, but I reduced the glowies in the second mission to 5 very recently, so I must have accidentally clicked a button.

    I swear to God, if a mob named Captain Beers is still in the final mission, I'm going to punch something. The MA server always seems to revert my changes even once I see that they took for two hours!

    Quote:
    Well this is probably my longest review. A good two hours of writing…sheesh. This arc has potential but it seems to fall short in many areas. I originally rated it two stars but since it looks like you are going for a challenge arc, I upped the rating to three stars. If you don’t like the rating republish the arc. I am your first rating so you won’t lose any numbers.
    Well, that's fair. I don't know if I'll republish, but I may have to with the rating system the way it is, and the way the MA servers never seem to update anything. Thanks for the feedback, it's appreciated.
  11. I don't foresee you having any problems if you can solo AVs without any help. It's designed such that my Emp/Psi could solo it with AVs off.
  12. Je saist, I deleted my old post because I realized the OP was talking about redraw, but some of the others were not. In that context, your post is actually informative.
  13. Quote:
    Originally Posted by dhaunae View Post
    I figured that it probably has and that bugs me. It seems like it'd be as simple as not requiring secondary powersets to be barehanded, but as it is the powerset is just not as good as my Fire/Rad Corruptor in any way when I like the idea of dual pistols immensely.
    Sounds like a simple solution on paper. The problem is, to avoid redraw, they'd have to make a whole separate set of animations for every secondary power in every secondary powerset, for every primary with a drawn weapon.

    Since that's just not a good use of dev time, all secondaries must instead be barehanded, and the only attacks that get the above treatment are brawl and some of the starting Origin powers.
  14. Huh. The only things I would change about the Live build are a matter of taste anyway. Granted, I've never played Ice/Fire, but it looks pretty solid. Power Selection-wise, it looks good. Maybe it needs Fire Breath and Ice Storm? I'm totally stumped.

    Maybe slotting is the problem. Can you show us your current slotting, if it's not too much trouble?
  15. Great little thing you're doing here! I'd like to offer my latest arc up for your last slot. Its ID is [#479013] and its name is The Rise of the Immortal King - A Tale of the First Invasion. Global is @Vid-szhite.

    It's designed to be soloble, but it's a 35+ Strike Force Mission Arc. There's an AV fight in each of the last two missions, as well as an optional Elite Boss and a non-optional Elite Boss. I suggest that you turn off AVs, but I solo'd it with AVs and everything on my 26 SS/Inv Brute, even if it took heavy insp use, so if you feel comfortable with your level of power, you can leave AVs on, which results in the best overall experience.

    I also request that you do it last. I still have a couple bugs I just remembered that I need to fix later tonight. Do note that none of the mobs are designed to flee except for a couple of Lieutenants in the third mission, but for some reason, the AVs in the last two missions still like to run away when they get low on health. I can't do anything about that, I'm afraid.
  16. Long name, I know. All the mobs are custom or custom versions of standard mobs, and there are so many of them that I can scarcely believe I fit all of them into a 4-mission arc! There were cuts, yes, but not to my favorites.

    Unfortunately, I don't have one of every AT at the suitable level to test my arc (It's a 35-50 arc), so I can't account for every AT's weaknesses. It's designed to be soloable, but challenging for teams as well. So far it's been a blast to solo for my Emp/Psi Defender, SS/Inv Brute, my Rad/Sonic Defender, and Mind/Energy Dominator, so I think it's ready to go, but I need outside feedback.

    Arc Name: The Rise of the Immortal King - A Tale of the First Invasion
    Arc ID: #479013
    Faction: Hero
    Creator Global/Forum Name: @Vid-szhite
    Difficulty Level: Challenging, but fair.
    Synopsis: The unstoppable Veluszhi Empire has swept across the galaxy in a chain of one conquest after another. Earth is next. Your mission, should you choose to accept it, is to drive back their invasion, and make sure they'll think twice about ever coming back.
    Estimated Time to Play: 15-45 minutes, depending on luck and reading.

    Missions 1 and 3 are really good. Mission 2 I like, but I want feedback on the end boss. Mission 4 is the one that I want the most feedback on, since I need the opinion of someone that doesn't know the mission to determine whether it's too hard or not.

    If anyone is willing, I'd like feedback on a few of the mobs as well, if you see them: SS-J Frostkeepers, SS-J Shadowstalkers, and VM Motion Captors. The formermost, I think I've finally balanced, but I want to know if they're too annoying to fight solo. The second, I haven't had a chance to test at length. The last are my favorite mobs, but I'm afraid that they might be too hard for Masterminds.
  17. Vidszhite

    New AE Maps

    Had no idea these were new. I saw these, and I tried out the Atlas Park Time Capsule, but it's horrible for placement of anything. Plus if you haven't played the mission you have no idea how you're supposed to enter the underground floors without something to point you there, and unfortunately an Escort that leads you to the end boss is SUPPOSED to be in the front, but is nowhere to be found. The only reason I found the door to the underground was I teleported to an objective behind it in test mode, then ran back out.

    If someone can find a way to un-break APTC, let me know.
  18. Quote:
    Originally Posted by berrycola View Post
    There should be some way for doms to finish something without having purple ios and permadom a must.

    Thanks for all the good suggestions. I'm going to dust my dommies off and give all them a try.
    No, not purple IOs, purple inspirations. Pretty much just give up on mezzing them and just straight up fight them like a Blaster would. Permadom isn't that much of a help against solo AVs unless you're Mind Control and you want to cast confuse a thousand times.
  19. Quote:
    Originally Posted by crayhal View Post
    All right, I concede that your build didn't require all those purple sets or Lotg 7.5s. But how much did it cost you? I am guessing at least 1 billion to perma.

    Just reading the posts from before make it sound like doms are great out of the box. However, there's itty bitty fine print:
    only when perma dom, which costs a lot of infamy and will have to save to slot it.

    I also have a dominator, but it's been shelved in favor of corruptors and brutes. I found corruptors cheapest to outfit and am using my corrs to fund my dom IOs even though my dom got to 50 before my corr.
    My Mind/Energy isn't even halfway to permadom and I think he's pretty awesome. He can one-shot two minions back to back and lay the smackdown against harder targets, all while stopping pretty much any damage from getting through. He even has a pretty bitchin' AoE chain from Damage/Mez HO-slotted Terrify > Energy Torrent > Whirling Hands > Explosive Blast. Doesn't matter if we come up against 4 Spawns at once, I'll mez 'em all. Terrify one, Mass Hypnosis another, Total Domination the third, Mass Confuse the fourth. Anybody dies, I get Power Boosted Vengeance. If I need Domination right the hell now, I have Frenzy.

    If you aren't feeling the awesome from your dominator, I suggest respeccing into the Ice APP and getting Sleet. That seems to change everybody's mind.
  20. Quote:
    Originally Posted by Selenir View Post
    Awesome. I assume Assault would be a strong choice for Plant doms then, right?
    Assault is just a flat out strong choice, if you have the end to use it. Only reason I didn't get it is build space because I want to min/max set bonuses, and Assault can't use any.
  21. Quote:
    Originally Posted by BlackBellatrix View Post
    I appreciate it. Sorry if it sounded otherwise. I think I am going to take a step back and go with a less expensive build for this toon, anyway, since I just remembered how much I love my SS/Shield Brute. I'll tweak up a less expensive build, probably with Hasten, and throw it up in a little while.

    I am thinking, however, that I will lose the Scorpion PPP and go Fire. I plan on keeping my Ranged Def, because currently, at level 30, I'm liking the Hover and blow **** up style of build, but I think I'll focus less on getting Perma-Dom without Hasten. I have 30 Def on my current build and doubt, with good recharge and control, that I'll really need much more. One luck from soft-cap is probably plenty, in most cases. Especially if I stay airborne and stealthed.

    So, really, yeah, thanks for the help!
    Anytime. We wish you well.
  22. Blast you, now I want to make a Fire/Thorn...

    I'm away from my CoH Computer.
  23. Quote:
    Originally Posted by Crindon View Post
    Any suggestions?

    Im looking to pure fun, and able to solo and team.
    Heh, giving the Dom forum a list of sets to choose from and asking us to suggest a good combo is going to get you a shotgun-scatter of answers, assuming you don't get the generic "those are all fun combos!" Truth be told, you can't go wrong with Dominators. Each set is very different, but good at what it does. As a Team-based AT, any combo you pick will be effective on teams, and I find it easy to solo just about any of them.

    Which is right for you, though? Hard to say. Need more information.

    Fun is subjective. What kind of play-style do you like? Are you more aggressive? Do you like to be in the melee, slapping things while you hold them? Or do you like to play more defensively, keeping things far away while you plink away at them? Do you like to focus on one mob at a time, smashing them to bits in rapid succession, or do you like to kill big bunches of them all at once? Do you want big, loud, total control of the flow of battle, or do you like unique powers that help in more subtle ways? Perhaps you'd like a bit of both and want to watch things burn!

    Are all of those fun for you? If so, which is the most fun?

    If you can't decide which is the most fun, pick Fire/Thorn.
  24. Quote:
    Originally Posted by BlackBellatrix View Post
    Maybe I misinterpreted the AT, then. I had felt, from playing up to 30 so far, that Dominators were at least as much about dealing damage as they are about their control.
    Right. But you're sacrificing both in this build, all so you can have defense. I think you've underestimated just how much you're giving up. We went over controls mostly because we want to stress that those are your Primary powers, which make Defense unnecessary, and which you are going to be using anyway, but I now want to stress the fact that you're also giving up your big damage powers completely. Without Total Focus, or Bone Smasher, or even Poisonous Ray, your DPS is going to be that of an all-range build. An all-range build with end problems. Nothing is worse for your DPS than an empty blue bar. That's why I went Cardiac. You actually have more at stake than I do, though, because your defense relies on your blue bar as well. At least when I run out of end, it's just irritating.

    Speaking of which, why even take Tactics with the build you have? All it's doing is wasting a massive amount of endurance, which you already can't spare. Take Vengeance and give it a LotG. You have Assault and Maneuvers, you have a 66% global accuracy buff, and Tactics is being single-slotted. Only reason to have tactics is the Adjusted Targeting bonus, which you're not using it for.

    Just to hit home how much end you're going to be using up, I went Cardiac Incarnate, and the only toggles I run are Combat Jumping (which uses almost 0 end), Tactics (5-slotted and using up very little end), and Maneuvers. I have Stamina slotted with two Lv50 Common EndMod IOs, plus a Performance Shifter Chance for +End. I still run out of endurance in long fights, and I run dry very quickly if I forget to turn off Super Speed. My Total Focus and Energy Transfer use up maybe 7 Endurance a pop because there's so much end redux in my powers. If you ran two-slotted Telekinesis permanently, that's how much end per second you're using up, and once you run out, your defense all disappears.

    But if you really want this build, I shall reiterate, go for it, but you wanted feedback, so you got feedback.
  25. I've seen Defense builds before, but from what I have seen, everyone that's ever tried them out tend to say it wasn't worth running all the toggles because of the fact that your holds make defense superfluous, so the toggles end up draining endurance that you could be using for other things. That's an impressive amount of defense, yeah, but you'll still need your holds for everything that's not Energy, Negative, or Ranged, and unfortunately, you've weakened your ST Hold considerably by 4-only slotting it with Basilisk's. Yeah, Basilisk's are great for the set bonuses, but you still want to fill two more slots with other sets to amp up its hold duration and recharge to max.

    If you're dead set on a no-hasten permadom with Defense, go for it, it's your game, your money, your time, etc. I advise against it, however, since this is not only a very expensive build, requiring many purples, it's a sub-optimal build. Look at what you had to give up: you gave up Total Focus, Bone Smasher, Poisonous Ray, Tactics is sitting there useless, your ST Hold and AoE Hold are both woefully underslotted, Fly is overslotted, and worse yet, your defense against Melee and AoE, as well as everything that's not Energy and Negative, is not going to do you a whole lot of good against higher-level mobs. Arachnoids will eat you alive.

    Also, I have a Performance Shifter Chance For +end in my Stamina. I barely notice it. It's not worth giving up a second EndMod IO.