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It's not as bad as it sounds. Consider that 95% of that can come from enhancements and it's down to 155%. Hasten will take a nice chunk out that as well.
Just some napkin math, but 95% enhancement, Hasten, and 90% global recharge should bring Haunt's average recharge down to 59 seconds. -
I wouldn't be terribly surprised if they're simply delaying the respec. There are still some proposed changes to Gravity and Dark Affinity that didn't go live. I was actually surprised that i22 hit without those being implemented and tested.
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Quite a few. Without a significant amount of defense, it's tough to pull off more than once a fight and there are, for some sets, better options for opening a fight (Kinetic's Burst, for instance, which has a 100% critical rate from Hide or Lightning Rod, which doesn't break Hide, but does draw aggro that can break Hide). I personally went without it on my Kin/Nin, using Hide/Placate for extra AoE via burst or to recharge Build Up with Concentrated Strike. The Assassin's Focus mechanic has changed it from a once-per-mob power to something people will use at almost every opportunity. That alone means sets that were light on end. reduction, which served well if you only used it here and there, may be desirable to switch for more endurance efficient slotting.
But the addition of Assassin's Focus doesn't just affect AS. With a reliable method to get good damage out of AS, many people are considering dropping Placate from their build. -
The change to Assassin Strike is enough to warrant people respec'ing into it. It's a pretty major shift for the power.
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Some members of my sg have commented wondering when we'll get the Slinky power. Perhaps even a Mr. Hoppity travel power...
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It's a toss up between Dark and Time for me. I'm leaning toward Dark/Dark, having just recently done an Elec/Time.
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I have my chain fences slotted for end mod which I found helpful in sapping things just a bit quicker.
My tactics early on usually consisted of placing Static Field under the mob (from out of LoS when possible), moving in with Conductive Aura on (which costs no endurance so there are very few reasons to turn off), then taking out tough mobs with Tesla Cage. After that I alternated between Chain Fences for extra end. drain and Jolting Chain; many mobs are reslept before they pick themselves up from JC. -
The Fire APP is good for more AoE damage particularly when paired with Fiery Assault for Embrace of Fire. However, the Ice APP is also a very attractive option, offering a defense based armor, Sleet, a self-heal/hp buff, and a decent AoE attack. Overall, I think it shores up weakness in a dom build a bit better than Fire does.
Of Psi and Electric assault, I personally prefer Psi better. I'll admit though that a lot of my preference hinges on Drain Psyche, which is potentially the strongest -regen in the game. -
I'm attempting to do this as well. I'm still a very long way off though. I've only done controllers, doms, a mastermind, a warshade, and a stalker so far.
One thing I had in mind was that I would do the melee classes in order of how enjoyable I thought they would be, from least to most. Judging from others love for the ATs my order was to be stalker, tanker, scrapper, brute. Turns out I really enjoyed the stalker. The tanker, though not as interesting as the stalker, has surprised me by being enjoyable. The scrapper so far has been the most dull (punch, punch, yawn, punch). A brief foray with the brute inclines me to think it will be fun as well. -
Quote:If I've setup my spreadsheet right (which I'm a bit uncertain about, calculating the average buff from Hasten is a bit difficult) the very, very bottom floor for permadom is 66.5% with 95% enhancement in Hasten. However, I wouldn't call that comfortable in any sense. Domination would recharge in 88.29 seconds. You would just be able to activate it in time, as in Domination-bar-drops-and-shoots-back-up close. A 75% global bonus would let you sit in more comfortable territory with Domination recharging in 84.40 seconds. However, you'll still have to watch Domination and Hasten very closely and you may occasionally have a crash due to debuffs.Interesting data chart thanks. So, based on your math (looks right, so lets call it 100% correct) there is an obvious decline in return after the 145% global recharge mark. But the chart is a few fixed data points, and therefore let's delve between the points.
So, considering a build with Hasten, what is the floor for comfortable global recharge so you are PermaDom, and what is the mark you want to shoot for to be "comfortable" before you turn your attention to other build goals?
I personally find about 85% global recharge with Hasten 2-slotted with level 50 IOs (155% recharge with Hasten active) around the bottom of my tolerance for maintaining Domination and Hasten.
I want to briefly mention another interesting break point; at 110% global recharge you can perma-Hasten with 95% enhancement. Once you've got that there's not much point going beyond unless you really want to dedicate fewer slots to Hasten. With perma-hasten you'd sit at 180% recharge and Domination would recharge in 71.43 seconds. -
Quote:My mileage does indeed vary. With a 16 target cap and 95% accuracy on common every spawn controls, there are times when controls simply can't contain all the mobs whether due to over-aggro, ambushes, or tightly knit mobs. Running solo at +4/x8, you'll quickly notice how often a single uncontrolled boss can ruin your fun with 2-3 lucky shots. Defense helps provide a buffer against that.With that level of perma dom, all my abilities (I have multiple doms with it) also recharge so fast that I don't need to worry about getting hit. My doms can pretty much lock things down within seconds period.
Perma dom at that level pretty much means my dom is facing statues most of the time.
YMMV
There is no doubt that perma-doms are certainly survivable, but perma-doms with softcapped defenses are markedly more survivable. Also, as noted before there are diminishing returns on recharge buffs.
For a concrete example, let's look at some powers from Mind Control at three different levels of global recharge. We'll assume 66.6% (two SOs worth) of recharge in each power; that's a middling value between what some commonly used sets offer. I've tossed in Stalagmites for an example of a more common every spawn control.
Code:BASE 0% 145% 175% 205% Dominate 8 4.8 2.57 2.34 2.15 Confuse 8 4.8 2.57 2.34 2.15 Mass Hypnosis 45 27.01 14.44 13.17 12.11 Terrify 40 24.01 12.84 11.71 10.76 Total Domination 240 144.06 77.02 70.26 64.59 Mass Confusion 240 144.06 77.02 70.26 64.59 Stalagmites 90 54.02 28.88 26.35 24.22
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While I look forward to i22 there are still many things that I think need to be tested.
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Dark itself is a solid control set so it should pair well with anything really. Ice and FF both pair their defensive buffs well with Dark's -to hit. Shields of any kind could help keep the Haunts up for their duration. Debuffs, of course, are going to help speed up damage and further to hit debuffing potential. The only set I don't see any particular synergies for is Empathy.
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Quote:Well then... in the spirit of nit picking. Most is not always more than 50%. If we go back to my bag of M&Ms with 50% blue, 25% green, and 25%, blue would be the most common; if sampled randomly, blue would be the most frequently color chosen. In neither case, however, would it exceed 50%.Actually, "most" is more than 50%. For a 4:2:2 grouping, you might say that the largest number are in the 4, but not that 4 are "most." We can't add in Dark because it is subject to change -- it is not a current control set.
And picking nits is what I do . . . I'm a lawyer who does a lot of business law contract work. And this is the Internet where it is our job to threadjack whenever possible over the stupidest and most microscopic details as though they were vital to all of human existance.
But re-addressing the original topic, the changes that have been made recently to Dark Affinity have left a better impression of it in my mind than it initially had. Fade has been given resistance in addition to defense and is permable with a significant investment in recharge. My initial attraction to Dark/Time was mostly to pair powerful to hit debuffs with powerful defense buffs courtesy of Power Boost. That may be a bit of overkill. DA's mixture of buffs may prove more potent in the right build. -
Let's just nip pointless semantics in the bud here.
Most - greatest in number; greatest in amount, degree, or extent
Four sets can spam their immobilize to minimalize knockback, two sets cannot spam their immobilize to minimalize knockback, and two sets lack an immobilize. That's 4:2:2. If that doesn't satisfy one's qualification for most you can add dark to the mix and look at it as 5:2:2 or simply 5:4. -
Mez protection from PToD does show up if you look at combat attributes via the Power Analyzer. You'll see it granted by the power Resistance if you look at any of the mez protections. Rank based protections, on the other hand, are not displayed by the combat attributes.
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C'mon now, let's not nitpick. If 50% of my M&Ms are blue, 25% are green, and 25% are yellow, it's valid to say most of my M&Ms are blue.
One area where I would give Dark/Storm some consideration is how Hurricane may help position mobs for better usage of the cones. -
Tornado and the AoE immobilize are a given for most control sets. However, Dark/Storm may have a more difficult time pulling it off because its immobilize is a cone. Fire, Plant, Earth, etc. can more easily cover a very large area of foes to negate Tornado's knockback by simply spamming their immobilize while Dark has to consider their positioning for better coverage.
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Quote:Sleep clearly breaks on damage. Try sleeping an Elite Boss with Mesmerize outside of Domination. It just isn't possible. Heck, buy a combat analyzer and you can monitor the magnitude of mez on the enemy and you'll see that damage removes any magnitude of sleep.I am REALLY not sure about this. I routinely stack multiple sleeps after damage. I would suspect from my experience that sleep has its duration and its magnitude...while the 'sleeping' duration is cut short by damage, the magnitude remains (however ineffective) for the duration until another sleep is applied later, undisturbed.
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I'll see your Lusca and up you one Sally. -
Quote:You're correct. And thank you for stating how stacking works a bit clearer. I should have noted that each mez only stacks with it's on type.one note on Lockdown and Devestation, I don't believe Domination looks at either.
Here's a look at how those procs will work.
Devastation: 15% chance for a mag 2 hold
Lockdown: 15% chance for a mag 2 hold
If you slot one there is, naturally, a 15% chance for it to add an additional 2 magnitude to your hold. (The duration is limited, but I can't find that information off hand.) If you slot both there is 27.75% chance that either will fire on an individual target and a .75% that both will fire on that target. -
Quote:Just you hold. It might be possible to confuse the green Mitos though. I'm not entirely sure, but you are trying to overcome their hold protection.Despite my Mind/Fire dom being my favorite character, there are a few things about Mind Control I've never really been sure about and never actually asked anyone about:
1. On a Hami raid, we Doms and controllers are told to "Spam [our] holds," against the green mitos. Does using my sleep, fear, and confuse powers do any good, or are only by two actual Hold powers contributing to the fight?
Quote:2. Do any enhancements or set bonuses increase the magnitude of a hold (or sleep or fear or confuse) power, or just the duration?
Quote:3. Do multiple instances of a hold, sleep, fear or confuse power stack? I am pretty sure at least some of them do because I think I've hit a boss with a hold only to have him continue to attack me, and then when I hit him with my second hold, he's held.
Thanks for any replies in advance. -
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I think you'll be very pleased with Wormhole after i22 hits, especially if you're solo. It will soon be aggro free. As a soloist an aggro free, mag 6 stun will be fantastic.
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It will take 200% recharge to make Creepers permanent. Depending on your slotting of Creepers you could achieve that with as little as 105% global recharge and 95% enhancement. Permadom requires 123% recharge minimum (which can include Hasten but you must account for gaps in its recharge). If you reach permadom it isn't terribly difficult to keep out Creepers all the time.