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Quote:Do you have a damage proc in your confuse perchance? That's one possibility for drawing aggro though stealth.Yes, I was watching stealth radius in combat monitor, it would go from 65 feet to 35 feet for no apparent reason.
Here what was happening.
I'm being completely stealthied (65 feet), selecting mob, and moving to it either by using follow or manually. When I'm at 10-40 feet from target, I would activate confuse, while still on follow or pressing forward key. In 5-10% (maybe less) cases stealth will be supressed to 35 feet and I would become visible to the group my target is in.
And, by the way, it wasn't limited to bosses only. The same thing would happen with minions and Lts as well. -
I've been running a new dom without Stamina, thinking I'd never level it so far (currently 37) before inherent Stamina arrived. I've done okay by pacing myself, using blues, taking advantage of temp powers and empowerment buffs, and leveraging dom for the free refills. There are certainly times when it can be painful though. Clockwork, Mu, and Freaks leave mean completely drained while the rest of the team is managing to chug along.
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I agree. It is very appealing. When I'm done with my current projects (an elec/rad troller and mind/nrg dom) I was thinking of doing an earth/fire/ice elementalist dom. If I could take all five powers from the Ice APP I think that I just might.
I hear this reasoning often and think there is no point comparing PSW to what it was. When you look at /psi assault now, it's not top dog for AoE, but it does decently. It surely isn't at the bottom of the stack when it comes to AoE damage either. -
There's also the Kismet unique (a defense set), though it only provides 6% tohit and is unique. It's one of the 120 procs so it's best to have it something you'll have toggled all the time.
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I've got a plant/psi that's pretty sturdy. Drain Psyche quickly became one of my favorite powers. It's pretty awesome to see your regen and recovery maxed out with a well placed DP.
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Just finished watching the videos. Log out to character selection? Whoooo.
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I think it's got a good atmosphere. There are some unique maps and enemies in the doppelgangers. Like someone else mentioned, the XP isn't bad either. In any case I'd run Posi I & II before I'd run an destined-to-be-invasion-interupted Numina any day. (Got to get this one in again before Halloween.)
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Quote:Before this behavior started I took down a few of the easier GM's with my ill/kin. Phantasm and I stayed at range except for when I need to dart in for Transfusion or Transference. Now even the Transfusion spam (for -regen) doesn't keep him from getting tossed by the GM. I've had to time casting him and hope he'll cast decoy without splatting to fill in PA cool downs.Strange. My Phantasm seems a lot more resilient than described here, even against Giant Monsters and EBs. About the only time he dies is if he's on the other side of the critter from me and takes a few too many AoEs while out of range of Radiant Aura, or if I'm on a team where there's too many critters for my Phantom army to hog all the aggro or for the Spectral Terror to lock down...
Do you folks not make any effort to heal your Phantasms?
On a team, the drop in performance isn't noticeable, but it's definitely there when solo'ing hard targets. -
I've got a smashing/lethal capped Plant/Psi. Kinetic Combat is a fine set for that: 3.75% smashing/lethal bonus at 4 slots. Toss in a smashing lethal armor from Earth, Mace, or Ice and you're well on your way.
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Let's not forget je_saist's recent foray into the Dom forums, Goat.
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Robots are not my forte when it comes to designing costumes, but since I suggested it I thought it only right that I put my efforts out there too. My apologies if these images are too big.
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Tin Mage deserves a better costume than this. I suggest we lend a hand and post up some alternatives.
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I found the original Posi easier with smaller teams. Given the choice between a team of 4 or 8, I'd always take the four. Once you get a large team going you ended up with a lot of Ruin Mages and big mobs with lots of -tohit.
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Quote:I whole heartedly agree with this. Team size seems to me to be an artificial gate, while difficulty is a natural gate. There are folks, like Bill, that will squeeze every last drop of performance out of a build to pass through the gate of difficulty. They already have access to the challenge, but have to use a kludge to access it.For what it's worth, I'm no longer opposed to removing the "teamgate" to TFs.
Here's my proposition: Change the minimum team size into a "minimum spawn size." Much like Bill's view, it doesn't prevent soloing, but it sure as hell discourages it.
I also doubt we would see any significant change in the number of teams running task forces. For the most part, people are running these for the reward. AV's go a long way in preventing it from being the most efficient merit/minute for the majority. Even those capable of solo'ing AV's will do it faster with a team. -
Just did a little test with my mind/energy dom, seems that the tohit in Call to Justice is boosted by Power Boost. That's a nice little bonus in my book.
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Quote:I'm afraid this is quite wrong. Power boost increases the duration of mez effects, but does nothing to the magnitude of the power.power boost effects the strength of the mez effect, which is magnitude.
Power Boost also increases the strength of defense buffs/debuffs, tohit buffs/debuffs, heals, and endurance drain. Resistance buffs/debuffs, damage buffs/debuffs, and recovery are not affected. -
Quote:It does not. Nor does Power Boost, for that matter.I've heard conflicting reports that Domination does and doesn't increase the knockdown in Electric Control to Knockback - is this the case, or not? It seems an important distinction...
As you may know, knockdown is knockback under the magnitude of 1. If another source of knockback hits at the same time as JC, their combined magnitude may be great than 1 resulting in knockback. Also some mobs, such as Clockwork, are more vulnerable to knockback causing a greater than normal magnitude. These often mislead people about the nature of knockback powers. -
Dominators have always had Mace Mastery available to them. It was granted to controllers so they would have a Patron Pool, however, controllers already had PFF available via Force Fields so that needed to be replaced. When they replaced it for controllers, they broke it for dominators.
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Quote:Like the OP, I find that dom builds fast enough on it's own. It's easy enough to build dom before a mish (or if I've died) by using AoE's and interrupting a snipe. I'll have to time it, but I'd estimate maybe a minute or so of build up. Even then I'll only bother with that if I'm solo. Sure, that's less convenient than just popping a button for instant dom, but I don't think that makes it more useful than Call to Justice.If you have ever died as a perma-Dom, you would know just how powerful this skill really is. A perma-Dom is just so much better with this skill because you are pretty much always perma, even on really high difficulty settings and in chaotic settings that might cause a faceplant here and there.
There is one exception I could see. If you're using Rise of the Phoenix from the Fire APP, it would be exceptionally handy to rez and be able to pop domination again immediately. -
I tested in beta and the proc does carry throughout the chain. Too bad about the -end, more so about the -recovery.
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Quote:Its radius is 8 feet, so melee range only, and only mag 2, so without the proc it won't reliably affect anything above a minion.the only prob w/ spam-setting a power is that takes however long for the activation animation, and cuts into your attack strings. Depending on the true effectiveness of the power and what other offensive powers lacking, it may be a feasible tactic or not...f
what is WoC, like a 5ft pbaoe? To gain effectiveness, you'll need a clusternuck of mobs tightly around you. Otherwise, if you only have 2-3 mobs tight on you, players may be looking at you weird as you attempt to do chance damage vs directed damage by offense powers...