biff10426

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  1. [ QUOTE ]
    [ QUOTE ]
    Just like Ice armor apparently wouldn't work for brutes because of the -recharge, but apparently having a defensive set with two mez toggles does work for brutes.

    [/ QUOTE ]

    Stalkers are not Brutes.

    the slow wouldn't come from chilling embrace, when i think of ice for stalker i think ice patch would take chilling embrace place on the armor side and chilling embrace and icicles would be taken out completly
    ah heck, it'd look like this in my world

    ice melee ---------------------- ice armour

    frozen fist ------------------------- hide
    ice sword --------------------------frozen armor
    frost breath -----------------------glacial armor
    assassin chill----------------------wet ice
    build up----------------------------permafrost
    placate-----------------------------hoarfrost
    frozen touch-----------------------ice patch
    greater ice sword-----------------energy absorbtion
    frozen aura------------------------hibernate


    in my dream world

    sorry . . .

    [/ QUOTE ]


    ...I know they're not duhhh, just relating the two because they both haven't gotten it yet. A reason was specifically given (retardedly) for brutes I don't think there was one for stalkers.
  2. Just like Ice armor apparently wouldn't work for brutes because of the -recharge, but apparently having a defensive set with two mez toggles does work for brutes.
  3. Come on now, wouldn't be fair if they didn't stick to it: Heroes are the exception to this rule, not villains.
  4. Here's my crack at it. While I'm not an expert on controllers/dominators, I don't think my version is Dark Control is too overlappy with either Miasma or my Dark Assault (unless you count Miasma's fears OP'd to be combined with control primaries I suppose)


    Dark Blast-Blasters

    Dark Blast
    Gloom
    Torrent
    Aim
    Petrifying Gaze
    Moon Beam
    Night Fall
    Dark Sentinel (Like Voltaic Sentinel, just...darky)
    Blackstar

    Dark Manipulation-Blasters

    Touch of Fear
    Shadow Punch
    Mire (no -spd/recharge or +dmg/tohit, just a moderate pbaoe)
    Build up
    Smite
    Shadow Maul
    Death Shroud
    Dark Consumption
    Midnight Grasp

    Dark Control- Controllers/Dominators

    Soul Freeze (single target hold, -tohit)
    Murky Depths (single target immob, -tohit)
    Dark Snare (AOE immob -tohit, no -rech/spd)
    Black Cloud (AOE -tohit/perception like Smoke)
    Dark Pit
    Black Rain (like rain of fire animation, only dark-ish and reverse [from the ground to the sky]. AOE hold)
    Banish (like Dimension shift)
    Dark Step (like hot feet)
    Soul Hunters (Meld of Photon Seekers and Dark Extraction, summon 3 Soul Hunters (like Photon Seekers, from a defeated foe)


    Dark Miasma-Untouched

    Twilight Grasp
    Tar Patch
    Darkest Night
    Howling Twilight
    Shadow Fall
    Fearsome Stare
    Petrifying Gaze
    Black Hole
    Dark Servant

    Dark Assault-Dominators

    Dark Blast
    Smite
    Gloom
    Shadow Maul
    Powerboost/aim/build up (probably Power boost)
    Sunless Mire (take away -recharge/spd and dmg/tohit buffs, add -tohit)
    Moonbeam
    Midnight Grasp
    Dark Sentinel (Like voltaic, just dark-y)
  5. Hey how comes we can't have an open beta for all like issue 15?

    Or was that because there wasn't anything to TEST in issue 15?
  6. biff10426

    Claws 4 Brutes

    youre coming down so something is pushing you that way.

    They aint gonna change the animation, not for the time being at least. Unless everything goes well with SS/Ma. And even then if they do it'll still have the same cast time.
  7. biff10426

    Claws 4 Brutes

    Its the downward momentum. Slashing < > as your coming down. Sides it has some range, might be some half [censored] energy wave like focus/shockwave that only goes like 9 feet.
  8. biff10426

    Claws 4 Brutes

    Only problem I see with claws for brutes is Shockwave; unless it gets changes from KB to KD or something I dont think I'll be taking it.

    Other than that, it doesnt offer any real mitigation aside from Focus's single target knockdown, sooooo i dunno.
  9. biff10426

    KB

    I know I know I know. Fine, throw Koblow out the window.

    All I want to know is, does enhancing the Knock mag of a power beyond the Knock protection of the target allow you to knock them back or not? Or does slotting for knock only increase the distance, if knockback is allowable.

    [ QUOTE ]
    And second off powers that KB get DRed too, so that 7.79 will get DRed a about the same rate as your KB protection... actually its alil steeper for KB powers...

    [/ QUOTE ]

    As it should, if I slot two, say, steadfast protection KB protection IO's in my build (which theoretically should give 8 mag protection) Knockoutblow will no long knock me up. So I guess both KB and KB protection decay around the same rate then.
  10. biff10426

    KB

    So, Koblow has a 7.79 Knock up on it. Versus someone with two -KB IO's slotted, for a 8KB protection, if I slotted Koblow for knockback to 10+ would it punch through?
  11. [ QUOTE ]
    This is a good way to level up lowbies.


    Except for stalkers.

    [/ QUOTE ]


    MA is also another good way to level up lowbies, or anyone for that matter.
  12. biff10426

    down again?

    Maybe they're adding more stuffs to make up for Issue 15's shortcomings


    ....prolly not.
  13. Think you've been playing too much Eve Online
  14. [ QUOTE ]
    I think they need to issue a pamphlet upon entering the pvp zones. It will have all the stuff you need to know. Or just put all that money on Castle's food per diem.

    [/ QUOTE ]

    Donuts can't cost THAT much...right?
  15. biff10426

    Earth/Energy

    Or this: Dropping those KB io's in power push pushes its Mag up to 40 from around 14. Anyone know about how far that'll fling someone?

    Basically, if I were tee'ing off versus a MM, I'd lay an 'quake around him/pets to juggle his pets around, then hopefully power push his [censored] out of his Supremacy aura, powerboost ---> hold for a long [censored] time and smoke him.

    Just wonder if pushing the mag up to 40 on push would toss a MM far enough away from pets for that to work.
  16. biff10426

    Earth/Energy

    [ QUOTE ]
    Power push..THEN hold...

    [/ QUOTE ]


    aw [censored] my head just [censored] exploded! [censored] [censored] [censored]
  17. biff10426

    Earth/Energy

    though, whats the point of stacking up all the KB in power push, aside to get the bonuses, or even taking it when stone prison and fossilize lands a -kb on the target for 12 seconds?
  18. I've been sorta doing that with irons for a while now; buy them all up from anywhere of 10-50k and reslisting for half a mil. You wait a long while and they sell in between gaps when some market hero floods it with cheap ones. but hell, they run out sometime.
  19. What I'm running (When I actually get the money to slot it...)


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Corruptor
    Primary Power Set: Electrical Blast
    Secondary Power Set: Thermal Radiation
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(3), Decim-Dmg/Rchg:40(5), Decim-Dmg/EndRdx:40(5)
    Level 1: Warmth -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(11), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13)
    Level 2: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(7), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(9)
    Level 4: Ball Lightning -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-EndMod/Rchg:50(21), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/EndRdx:50(23)
    Level 6: Short Circuit -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc:50(15), Efficacy-EndMod:50(15), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/Acc/Rchg:50(17), Efficacy-Acc/Rchg:50(19)
    Level 8: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(25), AdjTgt-ToHit/Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(27), AdjTgt-EndRdx/Rchg:50(27)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Assault -- EndRdx-I:50(A)
    Level 14: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/Rchg:50(31)
    Level 16: Health -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(50), Mrcl-Heal/Rchg:40(50), Mrcl-Rcvry+:40(50)
    Level 18: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(31), BasGaze-Acc/Rchg:30(33), BasGaze-EndRdx/Rchg/Hold:30(33)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(34), P'Shift-EndMod/Acc:50(34)
    Level 22: Stealth -- Krma-ResKB:30(A)
    Level 24: Invisibility -- Krma-ResKB:30(A)
    Level 26: Voltaic Sentinel -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(36), C'Arms-Acc/Dmg/Rchg:30(36), C'Arms-EndRdx/Dmg/Rchg:30(36)
    Level 28: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(45)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37)
    Level 32: Forge -- AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-EndRdx/Rchg:50(46)
    Level 35: Heat Exhaustion -- Acc-I:50(A), Acc-I:50(37), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg/EndRdx:50(A), AnWeak-Acc/Rchg:50(40), AnWeak-DefDeb/EndRdx/Rchg:50(40), AnWeak-Acc/DefDeb:50(40), AnWeak-DefDeb:50(43)
    Level 41: Power Sink -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Acc:50(42), P'Shift-EndMod:50(42), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(43)
    Level 44: Charged Armor -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45)
    Level 47: Electric Shackles -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Acc/Dmg/Rchg:50(48)
    Level 49: Super Speed -- Zephyr-Travel/EndRdx:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]19% DamageBuff(Smashing)[*]19% DamageBuff(Lethal)[*]19% DamageBuff(Fire)[*]19% DamageBuff(Cold)[*]19% DamageBuff(Energy)[*]19% DamageBuff(Negative)[*]19% DamageBuff(Toxic)[*]19% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]2.5% Defense(Ranged)[*]4.5% Max End[*]45% Enhancement(Accuracy)[*]51.3% Enhancement(RechargeTime)[*]9% Enhancement(Heal)[*]10% FlySpeed[*]140.6 HP (13.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 5.5%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]17% (0.28 End/sec) Recovery[*]30% (1.34 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.78% Resistance(Energy)[*]3.78% Resistance(Negative)[*]10% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Decimation[u]
    (Charged Bolts)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 12 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
    (Warmth)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Decimation[u]
    (Lightning Bolt)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 12 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
    (Ball Lightning)<ul type="square">[*] 12 HP (1.12%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.45 HP/sec) Regeneration[*] 2.5% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
    (Short Circuit)<ul type="square">[*] 12 HP (1.12%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.45 HP/sec) Regeneration[*] 2.5% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
    (Aim)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
    (Tactics)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Miracle[u]
    (Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 20.1 HP (1.87%) HitPoints[*] 5% Enhancement(Heal)[/list][u]Basilisk's Gaze[u]
    (Tesla Cage)<ul type="square">[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 2% (0.03 End/sec) Recovery[*] 7.5% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
    (Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[/list][u]Karma[u]
    (Stealth)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Karma[u]
    (Invisibility)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Call to Arms[u]
    (Voltaic Sentinel)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 16.1 HP (1.5%) HitPoints[*] 6.25% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
    (Forge)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[/list][u]Analyze Weakness[u]
    (Melt Armor)<ul type="square">[*] 10% (0.45 HP/sec) Regeneration[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 11% Enhancement(Accuracy)[/list][u]Performance Shifter[u]
    (Power Sink)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[/list][u]Titanium Coating[u]
    (Charged Armor)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 16.1 HP (1.5%) HitPoints[/list][u]Thunderstrike[u]
    (Electric Shackles)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[/list]
  20. biff10426

    /Thorns for PvP?

    [ QUOTE ]
    Ah, see, now biff is getting alot warmer to the explanation that the OP wanted I think lol, and thanks to that, we're able to have a real comparison discussion:

    [ QUOTE ]
    /elec also gets buildup. /thorns attacks do largely lethal damage, which is more resisted.

    [/ QUOTE ]

    Thorns get's Aim, which while it isn't build up, is still a decent damage boost and an awesome tohit buff. Furthermore, Thorns get's a ton of -defense attacks which means that after you start landing attacks with Aim activated, you'll be alot more likely to "continue" landing attacks even after Aim expires, which can substantially affect how much damage you put out on your target.


    As far as the "lethal" damage goes, it doesn't really matter in pvp anymore, as all resists hover within about 3-5% of eachother (in zone) now anyways. So whether it's psi damage or lethal damage, it's all almost the same as far as "resistances" go. Damage type can help determine "somewhat" a situation when it comes to +defense sets, but that's what Aim plus your array of defense debuffs are for

    [ QUOTE ]
    From Detailed info taken on test, these are the pvp damage numbers at level 50, unenhanced:

    Electricity Assault:
    C.Bolts: 115
    C.Brawl: 125
    Bolt: 173
    Havoc: 190
    Zapp: 303
    Static: 96
    T.Strike: 336

    Thorns:
    Darts: 138
    Skewer: 208
    Fling: 198
    Impale: 236
    Burst: 196
    Trops: 125
    Ripper: 227
    Barrage: 216

    [/ QUOTE ]

    Great info, and are these the official figures currently on test? If so, then it hasn't supported the case of Elec&gt;&gt;&gt;Thorns still, and here's why:

    [ QUOTE ]
    So while T.Strike does have a long activation time, it's an attack you'd use once someone was held anyways. Whereas your highest damaging attacks as /thorns (Impale, Ripper, Barrage) all have an act time of around 2 seconds, and you'd be using those as part of your attack chain. Elec's other attacks animate in about a second or less. That and /elecs snipe allows you to intentionally interrupt it to gain domination faster.

    [/ QUOTE ]

    Going off of the activation times for Thorns and plugging in the damage values you've pointed out above....that means that Thorns can actually achieve "higher" damage than Elec within the amount of time it takes Elec to pull off just "one" Thunder Strike.


    [u]Thunder Strike[u] = 3.3 sec activation and = 336 dmg (base)


    This means...that Thorns can use either of these attack combos and get roughly the "same" damage, and in less time in some cases (meaning that even a "3rd" attack could be firing off for more damage just as TS would be finishing).


    [u]Darts[u] = 1.33 sec activation and = 138 dmg (base)
    [u]Skewer[u] = 1.63 sec activation and = 208 dmg (base)

    [u]TOTAL ACTIVATION TIME[u] = 2.96 seconds (.34 seconds faster than Elec)
    [u]TOTAL DAMAGE[u] = 346 dmg (unenhanced)(that's 10 pts. more dmg than TS)

    *As we can see, this chain provides even "more" damage than TS while also having a shorter activation time (which means a 3rd attack could be firing off for more dmg to this total). Half of this chain includes a ranged attack which has it's obvious uses as well, especially with the shorter durations of mez's these days in pvp.

    [u]Thorny Darts[u] = 1.33 sec activation and = 138 dmg (base)
    [u]Thorn Barrage[u] = 2 sec activation and = 216 dmg (base)

    [u]TOTAL ACTIVATION TIME[u] = 3.3 sec (the exact same as TS, but ALL from safe range).
    [u]TOTAL DAMAGE[u] = 424 dmg (unenhanced)(this is a whopping 88 pts more dmg than TS, and ALL from range!)

    *This, imho, is a pretty large damage difference for roughly the "same" animation time if you ask me. What makes it even more appealing is that it can all be done at pure range, versus having to close into melee.

    [u]Skewer[u] = 1.63 sec activation time and = 208 dmg (base)
    [u]Ripper[u] = 2.17 sec activation time and = 227 dmg (base)

    [u]TOTAL ACTIVATION TIME[u] = 3.8 sec (only 0.5 sec longer than TS)
    [u]TOTAL DAMAGE[u] = 435 dmg (unenhanced)

    *So while this chain is a tad bit longer to finish than TS, you can pull out almost 100 pts more damage with it. This chain is also pure melee, just like TS.


    So anyways, there's a few examples of what Thorns has to offer, which from what I've gathered so far, actually makes it comparable to Elec in a pvp setting. Sure, once the damage value from Build Up is accounted some of those figures could change in favor of Elec, but Thorns still has Aim's dmg buff to help it as well, and it can't end up that far behind Elec in damage when viewing these stats. Granted Elec still has a pet, Sparky, but while he is very useful, he can't always be readily relied upon for damage.


    Anwho, there's my thoughts on the Elec vs. Thorns debate so far. I'm not standing here saying that "Thorns &gt;&gt;&gt; Elec 4 eva!!!" lol, I'm just adding some "scenarios" and such to the equation. I "also" want to know why the general concensus is that Thorns blows and Elec is so much better, because from where I stand right now, I just don't see it.


    So, help the OP out, is he missing something?

    [/ QUOTE ]


    Ah, I actually totally overlooked that thorns had -def, which does give it some appeal. Some would suggest doms to take Earth/ since THAT has -def making everything easier, or Mind/ since its psi based and easier to hit with.

    As far as the animation times, I did kinda realize that thorns would still be getting better DPA than elec, despite the huge damage T.Strike throws out, just that you're using slightly longer animating attacks more often, therefore either standing in one spot for around 6 seconds to throw out your 3 biggest hitting attacks or at least making it easier for some melee guy to close range while you're rooted during those three.

    That and Dom's base damage got boosted, meaning I'd think you'd get a bigger return from Build up than you did before, where as before using Domination then Buildup would most certainly start dipping into DR cutoff range; you don't have to worry about that anymore.

    Hell, I'd roll a /thorns just to see what it could do, grav/thorns sounds hella fun. Just trying to come up with reasons why so many doms took/take /elec. I'd actually be interested to see if /energy is more attractive over /elec come issue 15; both their big hitters do around the same damage, just /energy gets Power Boost which can turn some holds in some instances into 10 second long ones
  21. biff10426

    /Thorns for PvP?

    /elec gets voltaic sentinel. Coupled with say fire, and the PPP's, you have the potential to run 3 pets at the same time. One that does decent damage, and two that drain endurance along with all your other attacks with the third healing you sometimes.

    /elec also gets buildup. /thorns attacks do largely lethal damage, which is more resisted. all of /elecs attacks drain endurance. Though not a lot, it does add up especially if you take power sink from the Mu pool. That and you should also consider what kind of damage you'll be doing with the revamp doms'll be getting next issue.

    From Detailed info taken on test, these are the pvp damage numbers at level 50, unenhanced:

    Electricity Assault:
    C.Bolts: 115
    C.Brawl: 125
    Bolt: 173
    Havoc: 190
    Zapp: 303
    Static: 96
    T.Strike: 336

    Thorns:
    Darts: 138
    Skewer: 208
    Fling: 198
    Impale: 236
    Burst: 196
    Trops: 125
    Ripper: 227
    Barrage: 216


    So while T.Strike does have a long activation time, it's an attack you'd use once someone was held anyways. Whereas your highest damaging attacks as /thorns (Impale, Ripper, Barrage) all have an act time of around 2 seconds, and you'd be using those as part of your attack chain. Elec's other attacks animate in about a second or less. That and /elecs snipe allows you to intentionally interrupt it to gain domination faster.
  22. Huh okay. So basically stick to level 33's, since slotting out 50's wouldnt benefit me, aside from purps.

    That kinda sucks.
  23. So if I would be interested in rolling a dom out just for SC play, say if I get him to 50 and slot out sets; do all the sets count once I'm in SC? Or just the ones from the powers/slots I'd have at level 30.

    Basically, if you're going to roll a toon out just for SC play, is there any point to leveling them past 30?