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Posts
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Quote:Actually, that Fortunata proc doesn't work at all. I once tested it in the AE versus a number of Council robots. The robots are immune to sleep so the chance to placate should still be evident. Testing against a single robot, I never saw a pause in its attack chain. Unfortunately, the proc was broken in PVP for some time as well and would proc 100% of the time, which made it easy for some psi blasters to exploit in Will Domination.How does that proc work? If they are slept, they cant attack you and when they are placated on top of the sleep they still cant attack? My only thinking would be to slot this into an AoE sleep and then follow up to break the sleep and keep the placate?
Am I wrong in this thinking?
As for proc's in Jolting Chain, things are a bit complicated. Proc's that affect the caster, such as Decimation: Chance for build up, will only fire on casting. Jumps after that, if they do fire, would affect the pseudo pet and go to waste. Procs that will affect enemies such as Devastation: Chance to Hold or Energy Manipulator: Chance to Stun will fire on every jump. -
Quote:Yes, Stalagmites requires you to be grounded in order to use it. It would be a bit of a pain to drop out of Hover every time you wanted to use it.
Then again, Earth/ does have psuedo pets that don't benefit from domination, anyway. And the ranged defense + hover build does work wonders (I have an arch/dev blaster that does this with only 43% defense and rarely gets touched). However, don't you need to be on the ground to use some of Earth's powers? -
Ah, that's the beauty of the Ice APP. You can get Hoarfrost and the same amount of smashing/lethal defense with Ice Armor that you get from Scorpion Shield. It also has a nice AoE in Snow Storm and a handsome debuff with Sleet. I'd say it's, hands down, the best epic for doms.
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What is your epic/patron pool? I use Ice on my earth/fire, which caps hp most of the time with Hoarfrost. That gives me two ways to heal myself and takes better advantage of the +regen in the Radial Branch. Just a point of comparison as well, an HP capped dominator has 1606 hp vs a scrappers base hp of 1338 hp.
Looking at the other branches you can rule out Clarion, domination covers your mez protection and gives you excellent control duration, and Barrier, more defense would only be useful in limited situations. Ageless is a bit iffy as well, presumably you already have excellent recharge and domination again takes care of many endurance issues.
I'd say Rebirth is really the Destiny power you can take the most advantage of. The choice between Radial and Core is dependent on what you're using for you APP/PPP. -
Quote:Of course, you could reach perma-dom with IO's alone and keep hasten. While 123% global recharge is nice, Hasten is still going to keep you long recharging mezzes coming up faster, likewise for useful utility powers such as Drain Psyche or Sleet. So even reaching this level of global bonus, I'd still keep Hasten.Stacking dom doesn't really help much but it does look nice seeing those 2 to 3 dom icons.
As to permadom, presenting once again (whether some like it or not) in DBZ style the Three Stages of Permadom:
You're also missing the more impressive perma-dom, perma-hasten, softcapped builds. It's a difficult goal, but totally worth it in my opinion. -
Quote:The adds being full spawns of bosses has soured trials on my controllers a bit. Dominators, however, really shine. I have always felt the escapee phase was a bit... unappealing.Finally got on a BAF and that was one of the more humbling experiences I have had in game and likely on the level of dealing with some issues on my namesake way back in the day. It was interesting to see how little of my build actually worked on the escapees. No IOs, or anything in terms of alpha so I was going to struggle anyway, but it felt like at times if I even looked at combat I got killed. We failed the trial and that's a first for me so maybe it wasn't in the cards, but I'm getting an idea why I see so few controllers do the trials. Hard is one thing, powers being useless is another.
Anyway, I'm find all plant control dom loves the Reactive Interface. A 75% chance for a nice damage proc in Creepers? Yes, please. -
I've played all the control sets to 50 with the exception of Electric (I'll get to it). Gravity to me was the least enjoyable of them all. While Dimension Shift is certainly a sore spot in the set, I also had trouble with its bread and butter control: Wormhole. It has a full 3 sec animation vs. 2.3 and 2.1 secs in Stalagmites and Flashfire. It also has a significantly smaller radius, 15 feet vs 25 feet. There's also a very brief, .75 sec, intangible after the teleport, which usually goes unnoticed. Frankly, I think it needs its activation shortened, its radius increased, and the intangible moved to the beginning of the power rather than after the teleport in order to prevent enemies from firing back. Oh, and it would be nice to get the power at level 12 when other control sets are getting reliable AoE.
I will admit Singularity is a very nice pet, but the rest of the set needs touching up. Until it gets some attention, I won't be rolling another. -
Quote:Grow hair and lose eyebrows? I'll pass.
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Quote:Nice ad hominem. Even if Johnny makes some stupid arguments in other places, this is one thing I'll agree with him on.I can't remember - is this the guy that wants his tanker to do scrapper damage so he can make a Superman clone?
There are many powers that have the on the ground limitation for no apparent reason. I'll point to Hot Feet, which use must active on the ground but can then hover around the air with said power still active. To me, that makes no sense. Ice Control suffers this in Flash Freeze as Tex pointed out, and Glacier. Why can't we freeze the air around an enemy unless we're on the ground? Why is it an issue for Glacier, but not Block of Ice? Or why is this an issue for Glacier, but not Cinders?
It certainly couldn't hurt for the devs to do a sweep of the powers and remove this unnecessary limitation from some of them. In places where it must remain I don't think a slight mechanical advantage to compensate for the slight disadvantage wouldn't be uncalled for. -
This was a must have for my magical girls.
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Quote:Cimerorans don't have any default mez protection. However, when one of their allies is mezzed they will use Shout of Command, an AoE mez protection buff that ignores the caster, leading to a great deal of mez protection. If you hit them with a Confuse first they will buff player characters instead of breaking free of controls. Seeds of Confusion and Mass Confusion are always prioritize for me in the ITF.Romans resist a lot of hard controls - holds and stuns for example.
Someone once compiled a spread sheet that detailed enemy resistances and mez protections. Some search-fu may dig it up. -
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Quote:Please note that I did point out the strength of earth's AoE controls. You don't need an AoE hold to stop the minions during the escape phases. As noted, you have a variety of options in Stalagmites, Earthquake, VG, Quicksand, and even Stone Cages. The minions do not attack and only need to be prevented from running. Any of these powers will do the trick nicely and Earth has tons of control at its disposal. The escapee phase should be a cake walk for any Earth dom.The reason why picked Earth/Nrg was due to the strong single target capabilities it has in PvP. I do reasonably well with it in the league that I play in and have done extremely well in zone PvP.
I find it hard to believe with all the APPs and the other powers in the sets that I won't be able to build a medium area dmg, or atleast heavy area hold build that will allow me to hold down the minion brainwashed resistance while being able to do more than just 1/4 dmg to the health of the LTs in one attack chain.
I am not familiar with all of the IO sets that are out there, let alone which ones will work together the best, which is why I came here to try and get some help on that. I know how the sets are supposed to work in PvP but they are essentially two different games at this stage.
Hope this helps a bit more.
EDIT: I'd also like to have leadership in my build if at all possible. The +ToHit from Tactics helps a lot in solo and group content.
More importantly, however, is how you may use domination and your quick recharge AoE stun. The added Warwork and Victoria's (these have a nasty ability to crit at range, near death for a squishy) can easily be dealt with if you have domination up. The longer these adds are allowed to build up the more dangerous they become. You can make sure it's safe for high damage, low health AT's to take them out quickly.
As for AoE damage, the Fire APP is a no-brainer. If it doesn't tickle your fancy for some reason, Ice would be a nice second choice for Sleet at least. -
Quote:FYI, there is only one market across all servers. What you're selling on Triumph, I could be buying on Virtue.I was wondering if anyone would mind providing me with a sample PvE build that would allow me to do group holds and more damage than is alotted with my current build. Also I'd like to try and keep this under 300 mil inf cost. I know server prices differ, but most of the items should be the same on each server. No purples please, those are out of my reach for the time being.
In regards to your earth/nrg dom, how do you play? Energy Assault is a bit lackluster in terms of AoE. I find with my mind/nrg dom that most of my damage comes from using the fire APP. However, even with a less than stellar damage contribution, my dom helps out a lot. In the BAF, for example, use your domination fueled Staglamites to take out adds before they endanger the league; drop your earthquake, VG, and Quicksand on the chokepoints during the escapee phase to bind enemies up for everyone's AoE's. When it comes time for the AV's fall back on those heavy damage single target blasts and melee. Remember, putting out big red numbers isn't the only way to contribute.
As for what you could do for a build I'd suggest to simply build toward perma-dom. There are lots of fairly cheap sets that will allow you to pick up 6.25% and 5% recharge bonuses. When you're cash runs short, remember doing tip missions for a few days will let you pick up big ticket items with alignment merits. -
I hadn't even considered how pb'ed force fields will benefit from this. I generally pb'ed and shielded in groups of two to hit everyone with stronger bubbles. Now I can reserve that PB for holds and other effects. This also comes as a very nice boon to my fire/ff'er. Bubbling imps just got much more simple.
This change will certainly benefit my kin. Now I can focus more time keeping Siphon Speed up to keep pace with all those speedy teammates. So they've eliminated my number 1 peeve about playing /kin. -
I'm working on an earth/fire/ice dom as well with many of the same goals in mind (perma-dom, perma-hasten, and 45% lethal/smashing defense). I had a build that I thought was pretty good, but yours inspired a few alterations. For one, I had not left room for Hoarfrost. So I found myself dropping Consume (which I rarely have the need for, surprisingly) in order to get it. There are some interesting differences as well. For instance, I prefer working at range and Fire Breath has been an important part of the build. Combustion, on the other hand, fell to the wayside. I also left tough with room only for the + 3% def IO's; with solid controls, soft capped defenses, and capped health at most times, I wouldn't go for the extra mitigation.
A few considerations: Quicksand could probably use an end. reduction more than the recharge. It's also possible to enhance the -def using a Hami-O. In regards to procs, Achilles' Heel is generally a good choice. Lockdown: +2 mag is a nice proc for Volcanic Gasses and will have the chance to fire many times, especially considering VG loses out in regards to Domination. I would actually veer away from Vysires' advice in utilizing damage procs and favor those that add debuff effects. -
Quote:You're right about this. This is why confused Cimerorans will sometimes buff players with Shout of Command, but remain confused. I imagine this is how AoE buffs will play out or else this would be a significant change in power balance.I believe AoE buffs don't have to affect the caster. I can't find any data that supports it, but I don't believe that Cimeroran Shout of Command affects the caster. The caster never gets the "Clear Mind glow", and I'm positive I've mezzed the caster after or during their casting of that power, even when I can't mez their allies.
Also, I am extremely grateful to see these alternate lore pets. I've unlocked tier 3 pets for a few of my characters for the level shift. It look forward to pets I'll actually want to summon. -
I'm taking ice primarily due to theme (an elementalist capable of wielding earth, fire, water (the ice APP), and air (Ionic Judgement and Barrier Destiny)). However, it wasn't my sole consideration. While Fiery Assault meshes well with the Fire APP by boosting damage in Fireball and Rain of Fire, Sleet is a nice boost to damage not only for myself but the entire team. Ice Armor also let's me achieve soft-capped smashing/lethal defense.
As for Earthquake, it's handy for when Stalagmites are down. It's also another opportunity to use Achilles' Heel -res proc, which I also use in Sleet. Though the proc won't stack with itself using them in conjunction gives me a better chance at hitting more of the mob. -
Thanks for all the input. I ran herostats while I played my earth/fire dom this weekend and found I was getting far more (2-3 times as much) damage from Fire Breath. These were some fast moving teams so some of Combustion's ticks were probably lost to defeat. Even more so I was feeling the pinch casting Earthquake, Sleet, and Fire Breath left little time to charge into melee.
On a Fire/Fire or Ice/Fire I could definitely see it getting much more use. -
I've been playing an Earth/Fire dom (planning to take the Ice APP) and questioning whether Combustion is worth it. With Earth I mostly play at range and it allows me to line up the cone in Fire Breath. The activation time on Combustion feels so slow (3 seconds!) that I rarely use it after firing off Fire Breath and blasting a little. With some nice AoE coming from the Ice power and picking up more with Incarnate powers, would I be gimping myself by skipping Combustion?
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Quote:Allow me to ask this: how do you bring the other interface abilities to the same level of performance without adding DoT to them as well? In the presence of such outstanding damage other factors such as debuffs and control become sub-optimal. After all, why slow or debuff the tohit of an enemy that has 4 seconds to live?Don't cry for nerfs to one power. Cry for the others to get brought in line to be as good.
...even if you consider it a nuke why WOULDN'T you want that? That's AWESOME. Are we playing the same game? Because last time I checked AWESOME is....AWESOME. Not to mention nukes on AV/Heroes are "lol whatever". -
Here's another tip: let sleeping dogs lie. Doms and controllers can get a good bit of use out of their sleeps here if teammates recognize sleeping mobs and leave them alone. In the end, everyone is safer and happier.
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I, for one, wouldn't worry about the aggro on a dom. Domination powered Flash Fire will deal with that. However, there is a limit to how much good Interface will do because it does not work like other damage procs. It can only stack 4 times on any enemy. Hot Feet in conjunction with a few other AoE's may bump against that limit since it procs with each of Hot Feet's tohit checks (every two seconds, I believe).
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You know, despite this part of the trial's "emphasis" on control, I find most leagues would do just as well with little control at all. In fact, at times it's more counter productive than anything, trapping some mobs here while the next group runs there. Slow patches, knockdown patches, and placeable mezzes seem to serve the best for creating nice clusters at the choke points; at which point AoE damage becomes the most important element as the league attempts to mow down minions and lieutenants alike.
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Same thing here. On my level 32 dom, no bonus experience or extra reward merits. Another teammate (level 50) reported not receiving a Notice of the Well. Petitioned and received the stock response.