Wiggz

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  1. Quote:
    Originally Posted by Fulmens View Post
    I don't have time for six minute 1970's guitar solos and I don't have time for Rain of Fire.
    Seriously considering making this a sig quote.
  2. Playing around with a Fire/Mental here.

    I'm looking for some accurate numbers on Telekeinetic Thrust - range, damage, casting time etc. - as the power currently exists. I've been a touch confused about what I've seen being used by others and I'm trying to decide if it is a legitimate replacement to Flares as my third single-target attack.

    Thanks in advance.
  3. Very helpful - I was unaware of Paragon Wiki. Thanks.
  4. Again, please... exactly what benefits do we get from Domination? +2 Magnitude and +50% duration or what?
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    That's because the damage bonus was removed from Dom and plonked into the powers themselves. You do Domination damage all the time now.

    So Domintion is "worse" but your character overall should be much better (unless you're a perma-dom I guess), especially if your has any sort of build-up.
    Looks like I might need to revisit my Mind/Fire then...
  6. Thanks for the responses - I imagine I didn't really notice th edamage buff because I've ben playing a secondary I didn't have any experience with...

    So, what exactly does Domination do for your mezz powers? It increases the magnitude, correct? Is their a duration increase as well?

    It seems like the old way, you were basically just drudging through between Domination bursts, whereas now, it seems that you can hold off popping Dom until you really need it.
  7. I've been away from the game for about 18 months or so... and I enjoyed Doms very much, leveling an Ice/Ice, a Plant/Psi and a Mind/Fire all up into the 30's and 40's...

    I started a Plant/Stone called Earth Lore and I'm loving the animations, love the character concept... figured Earth would let me get in and mix it up at close range while Seeds and Creepers did their trick, and the AoE would allow me to take advantage of the clustering that Seeds often causes...

    ...but what has happened to Domination? The search is doing much to help me, but I don't think I'm getting any damage buffs and the mezzes don't seem to be lasting as long either... can anyone tell me what the 'new' benefits from Domination are and how they are better or worse than what we had before?

    Also, any advice down the road on this particular build would of course be appreciated.
  8. Ran a SS/Fire Brute with a Rad/Sonic Corruptor... resistance was almost capped on the Brute which complimented his self heal very nicely... moreover, the -def from Rad made sure the Brute hit more often and the -Res from the Disruption Field combined nicely with Rage and Fury to deal some wicked damage. Fiery Aura was scary, and Footstomp was downright wicked.
  9. /Mental. Give yourself yet another cone for that attack chain among other things... you have to be able to deal with the redraw thing, though.
  10. Quote:
    Originally Posted by Kinrad View Post
    aaah, I can't say for sure. I mean in theory it would be like slotting a -2 SO of extra damage (pre-ED) to all of your attacks, so it should make a noticeable difference. I can't honestly say I have ever been on the receiving end of that buff though.
    Lets remember that -Res is very different from +Dmg. If you boost a base 100 damage that has already been enhanced to 200 (using round numbers), a 30% damage boost makes the final damage 230. A 30% -Damage Res would make the final damage 260. -Damage Res increases the damage they take, not the damage you deal. A fine and significant distinction.
  11. A bump on this as I was very excited about the new SS animations... I assumed that they simply were disabled with Shields due to an incompatibility graphically. Can someone confirm that this is indeed a bug and that they will eventually be working properly?
  12. Quote:
    Originally Posted by Sardan View Post
    One con puppy didn't mention about Willpower: horrible taunt aura. Don't expect to use your taunt aura to grab and hold aggro if you go WP.

    Shields
    Pros: Self damage buff/enemy debuff in Against All Odds. Huge damage AoE in Shield Charge. Grant Cover includes noticeably helps teammates (if they're close). If you can afford to soft-cap, high survivability.

    Cons: Incredibly expensive to soft-cap defense. Weak defense debuff protection so cascading defense failures can happen fast if you're not quick to pop a purple.

    Shields is a great choice if you are a min-maxer but for the average player I wouldn't recommend it. It's pretty squishy without serious investment in set bonuses.

    That AoE Shield Charge is actually one of the best mitigations in the game - almost completely eliminates alpha's and is a great, great way to start a fight.
  13. Wiggz

    The best DPS?

    Quote:
    Originally Posted by EmperorSteele View Post
    I'm just going to argue semantics: the S in "DPS" stands for "second" as far as i'm aware.

    Show me an attack, or a whole CHAIN of attacks, which can be COMPLETED WITHIN A SECOND (that does over 300 damage, to boot), and I'll shush up about it =)

    In the meantime, make up another term to adequately describe what's being talked about.
    So... just to be clear - you are saying its impossible to go 45 miles per hour UNLESS you drive for an entire hour and cover 45 miles?
  14. Something I don't really see mentioned that should be IMO and that's the presence of damage auras (or lack thereof). On most characters I'd rather not waste the endurance, but on Brutes, with Rage (and other damage buffs, self or otherwise), damage auras actually really begin to make a difference, even if you only toggle them on while your fury is high and your surrounded by 3 or more foes.

    They are effective enough on Brutes to be considered when determining which secondary you want to play. A Super-Strength/Fire Brute for example, would be crazy not to have a fury-fueled, en-Raged Blazing Aura running.
  15. Seeds of Confusion is one of the most powerful and effective tools in the game. Generally, it just lets you tank. Use it to absorb the alpha and cause bad guys to cluster together for AoE attacks... but the time it wears off, everyone should be dead or very near to it.

    Use it - possibly with some sort of stealth - and then focus on the Bosses with impunity, benefitting from whatever buffs or debuffs the other baddies offer you.
  16. Um... thanks. That's very insightful.

    Now I just need to figure out if I shouldn't get excited about Rad blast or if I shouldn't get excited about the potential changes to it.
  17. I can't tell you how jazzed I am about Rad blast becoming a Blaster primary... but I'm also getting myself ready for disappointment, because I was equally jazzed about Psy blast and was disappointed.

    That disappointment was due in part because I loved the fast recharge rate of Psionic Dart over on redside, and I really like power sets that play differently rather than falling into generic 'tier 1, tier 2' blast settings. I feel that powers sets should be (relatively) balanced overall rather than individual powers.

    Having said that, I just can't see them keeping Neutrino Bolt as is, and what's more I can't see the entire set not getting hit with a nerf bat before it comes over for oen reason and one reason only... the Achilles Heel proc.

    -Defense ranged attacks that recharge that quickly piling on the defiance AND having the awesome potential of a few Achilles heel procs just seems a bit overpowered - and while I absolutely believe that you should balance a set based on the powers themselves and not how they might be slotted with expensive IO's, I don't have faith in the Devs to put those kinds of blinders on...

    I just don't want to get excited about Rad blast and have it come out as Energy Blast without knock-back. Thoughts?
  18. It would be you. Six slot the attack with that proc and then for damage, accuracy and recharge. Make it part of your atack chain and love the heal/endurance as a bonus.
  19. [ QUOTE ]
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    Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.

    [/ QUOTE ]That's what I thought... so unless AAO is saturated or nearly so, I'm still benefitting more from Rage, even with the Granite debuff.

    I realy don't think I'll have that much trouble dealing adequate damage solo against AV's and such - unless they are especially resistant to Smashing damage. even so, all that Fury and all that Recharge should add up.

    [/ QUOTE ]

    Yes but that misses the point, the rest of the superstrength set is balanced around rage, and the attacks are sub par without it, a shield/something else tank will have a similar multiplier on better damage.

    [/ QUOTE ]

    IF you have the foes around to properly fuel it... foes who will no doubt be doing all they can the entire time to kill you as well. I was unaware that SS attacks had a reduced dps/dpe when compared to other sets to make up for Rage... I take it then that the appeal for most when it comes to SS is the ability to double-stack Rage?
  20. The way I pretty much use the fighting pool is to take Tough without slotting it and never planning on using it, but putting a Steadfast +Defense in its inherent slot, THEN taking, slotting and running weave. Between the two of them you get a defensive boost of about +9% while only using 3 slots and only paying the endurance cost for Weave.

    And as a Brute, you can always use another quick, low-cost attack.
  21. [ QUOTE ]
    I wouldn't rely so much on the FF procs, I'd get your global recharge to at least 60%.

    [/ QUOTE ]

    I bumped Hasten from the original build to make room for the Medicine pool... is that something you think I should find a way to keep in?

    I also forwent Hecatomb and Armageddon 5x in favor of tweaking my defense because I knew I didn't need the accuracy bonus, but that is another 20% recharge left on the table...
  22. [ QUOTE ]
    My comments on this would be that you might be better with the adjusted targeting set bonuses than gaussians in rage, and you might actually want to slot and run tough for AVs etc.

    If you're ever going to play without your pocket kin, 3 slot swift.

    [/ QUOTE ]

    As far as Tough, I figure hitting the defense soft-cap against Smashing/Lethal and about 70% resistance on top of it should be enough, I think... especially with all the extra hit points and the self-heal... running Tough seems like it would add to potential endurance drain issues.

    Comparing Guissan and Adjusting Targeting, I think G's the better choice since I don't need the accuracy bonus. Thanks for the input, though
  23. [ QUOTE ]
    Against All Odds will increase your damage output. When saturated, you're looking at around +65% damage.

    [/ QUOTE ]That's what I thought... so unless AAO is saturated or nearly so, I'm still benefitting more from Rage, even with the Granite debuff.

    I realy don't think I'll have that much trouble dealing adequate damage solo against AV's and such - unless they are especially resistant to Smashing damage. even so, all that Fury and all that Recharge should add up.
  24. [ QUOTE ]
    [ QUOTE ]
    What exactly is the damage debuff from Granite Armor, if anyone knows?

    [/ QUOTE ]

    30%

    [/ QUOTE ]

    So - and correct me if I'm wrong: According to MIDS, Rage provides an 80% damage buff, + my 8.5% from IO sets, minus the debuff from Granite Armor makes my basic damage bonus 58.5%... and if I'm reading it right, a maxed out Against All Odds offers either a 55% or 65% damage bonus.

    So apart from the charge, */Shield doesn't seem to provide a significant advantage damage-wise.
  25. What exactly is the damage debuff from Granite Armor, if anyone knows?