Dom Revamp and PvP?
mmm
Holy [censored]. Those are base damage modifiers are HIGH. I might make me a pvp blastinator...or domiblaster..or w/e. Seriously, those numbers are HIGH.
i had a bigger wall of text but the concise version is this:
im gonna go with elec still being top tier then.
after my initial emotional "OMFG IMMA KiLL CASTLE" i'll say this;
doms have huge issues with DR hitting their damage, especially when domination is active. on a 20% dmg build, assault added 7 points of damage to my subdue. yeah, when you use it 3 times that 21 points, and the equivalent of taking half an accolade out of a squishy's hp, but still it's pretty bad.
with the damage being integrated into the modifier and not being tagged on top on a bonus that gets molested by DR, elec should be doing retarded damage on a +dmg build. i almost wanna come back once i15 hits so i can play my +45% damage fire/elec.
the sad part though is that castle is only looking at secondaries (the grav thing is a fix that would have happened even if he wasn't looking at the set).
now the question for farmers is, what is the net effect of having a kin following you keeping you damaged capped while you're a permadom fire/psi. with the virtual raise of the damage cap, a dom might in fact be faster than a brute; even when dealing with bosses.
i'd test this, but my account is gone 'til rogues.
ownage is negrodamus reincarnated. earth/energy doms are actually gonna be top tier duelists. all other combination of energy as a secondary are gonna have issues hitting, since most if not all energy attacks have a smashing component. against toons with low defense though, mind/energy doms are just gonna be obscene. good damage + kb up the wazoo = oh snap?
castle does need to look at primaries. gravity needs to have the -kb from the hold removed in pvp zones so bring it into line with sets like mind and fire. ice should have the same treatment even in pve (frostbite's -kb borders on retarded when you have a power like ice slick).
psi will still be second best on secondaries. you just won't be able kill five people while being taunted. psi was a tight enough pvp build as it was, making psw optional opens quite a few build options, specifically on builds that require more than 2-3 powers from the primary (grav/psi, ice/psi, earth/psi).
finally, supermax, don't roll a mind/thorns. thorns will be garbage until it does some form of damage other than lollethal. thorns needs a huge buff still so it can deal with non-squishies running with 60%+ resists to lethal and toxic resists in their heals. i purpled a mind/thorns... the only way i was ever able to get it work was to use mind/* for damage and slot achilles heel procs into most of thorns attacks... it's a horrible toon, even my grav/fire is better.
gl hf baddos.
[ QUOTE ]
[ QUOTE ]
Okay, heres some numbers I pulled from the detailed info on test.
[/ QUOTE ]
Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.
[/ QUOTE ]
Right, no slotting I just pulled them offa the toon creator before running out to mercy with my new grav/energy dom.
From Mids (I know its not always accurate) PVP damage for T.Strike and Focus would be:
T.Strike/Focus: 252 (The same actually!)
When Dom is turned on: 441
That's unslotted. Still with permadom being unavailable in PVP I'd think this would be a good thing overall.
[ QUOTE ]
i had a bigger wall of text but the concise version is this:
im gonna go with elec still being top tier then.
after my initial emotional "OMFG IMMA KiLL CASTLE" i'll say this;
doms have huge issues with DR hitting their damage, especially when domination is active. on a 20% dmg build, assault added 7 points of damage to my subdue. yeah, when you use it 3 times that 21 points, and the equivalent of taking half an accolade out of a squishy's hp, but still it's pretty bad.
with the damage being integrated into the modifier and not being tagged on top on a bonus that gets molested by DR, elec should be doing retarded damage on a +dmg build. i almost wanna come back once i15 hits so i can play my +45% damage fire/elec.
the sad part though is that castle is only looking at secondaries (the grav thing is a fix that would have happened even if he wasn't looking at the set).
now the question for farmers is, what is the net effect of having a kin following you keeping you damaged capped while you're a permadom fire/psi. with the virtual raise of the damage cap, a dom might in fact be faster than a brute; even when dealing with bosses.
i'd test this, but my account is gone 'til rogues.
ownage is negrodamus reincarnated. earth/energy doms are actually gonna be top tier duelists. all other combination of energy as a secondary are gonna have issues hitting, since most if not all energy attacks have a smashing component. against toons with low defense though, mind/energy doms are just gonna be obscene. good damage + kb up the wazoo = oh snap?
castle does need to look at primaries. gravity needs to have the -kb from the hold removed in pvp zones so bring it into line with sets like mind and fire. ice should have the same treatment even in pve (frostbite's -kb borders on retarded when you have a power like ice slick).
psi will still be second best on secondaries. you just won't be able kill five people while being taunted. psi was a tight enough pvp build as it was, making psw optional opens quite a few build options, specifically on builds that require more than 2-3 powers from the primary (grav/psi, ice/psi, earth/psi).
finally, supermax, don't roll a mind/thorns. thorns will be garbage until it does some form of damage other than lollethal. thorns needs a huge buff still so it can deal with non-squishies running with 60%+ resists to lethal and toxic resists in their heals. i purpled a mind/thorns... the only way i was ever able to get it work was to use mind/* for damage and slot achilles heel procs into most of thorns attacks... it's a horrible toon, even my grav/fire is better.
gl hf baddos.
[/ QUOTE ]
I was gonna go with Grav/Elec for pvp. I know fire/ still has the imps and all but Lift is some good [censored] now.
also, reactor's a moron.
i've killed that dude with 2 back to back impales from a stalker and i'm quite possibly one of the most horrible stalkers in the game.
ok i lie, i was giving everyone down syndrome handicap points.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Okay, heres some numbers I pulled from the detailed info on test.
[/ QUOTE ]
Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.
[/ QUOTE ]
Right, no slotting I just pulled them offa the toon creator before running out to mercy with my new grav/energy dom.
From Mids (I know its not always accurate) PVP damage for T.Strike and Focus would be:
T.Strike/Focus: 252 (The same actually!)
When Dom is turned on: 441
That's unslotted. Still with permadom being unavailable in PVP I'd think this would be a good thing overall.
[/ QUOTE ]
DO NOT roll a grav/energy. you aren't gonna be able to hit anything. consider an earth/energy.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Okay, heres some numbers I pulled from the detailed info on test.
[/ QUOTE ]
Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.
[/ QUOTE ]
Right, no slotting I just pulled them offa the toon creator before running out to mercy with my new grav/energy dom.
From Mids (I know its not always accurate) PVP damage for T.Strike and Focus would be:
T.Strike/Focus: 252 (The same actually!)
When Dom is turned on: 441
That's unslotted. Still with permadom being unavailable in PVP I'd think this would be a good thing overall.
[/ QUOTE ]
DO NOT roll a grav/energy. you aren't gonna be able to hit anything. consider an earth/energy.
[/ QUOTE ]
Is earth typed as something that makes it easier to hit with? D:
earth provides -def.
oh and a pet that taunts.
Ah okay, word up.
Er, would the build look similar to something like a fire/elec? Taking the immob and hold, pet and thats about it for earth? Usually sticking to arena duels or some team play, mostly duels.
i dont think i'd take the immob.
take quicksand and if you can fit it stalagmites (this stuff i know from how quicksand used to make me scream at sora on his earth/psi and stalagmites is op (duel with ownage's earth/energy)).
try it. you'll see what im talking about.
Earth/Energy with 55% rech, 1426HP, and 31.5% damage. Looking for a good way to squeeze more HP and possibly more damage into the build without sacrificing other aspects or becoming crazy expensive. This is a zone build or I'd take Leadership and Leviathan (or Mu or Mace) instead of Phase and Mace.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-Dam%(5), Empty(7)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), ExStrk-Dam%(37)
Level 2: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Lock-Acc/Hold(11), Lock-EndRdx/Rchg/Hold(11)
Level 4: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(19), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34), ExStrk-Dam%(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(25)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(43)
Level 22: Quicksand -- RechRdx-I(A)
Level 24: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
Level 26: Stealth -- EndRdx-I(A), LkGmblr-Rchg+(46)
Level 28: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(46)
Level 30: Invisibility -- Krma-ResKB(A)
Level 32: Animate Stone -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33)
Level 35: Phase Shift -- RechRdx-I(A)
Level 38: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Decim-Acc/EndRdx/Rchg(40), ExStrk-Dam%(40)
Level 41: Poisonous Ray -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), LdyGrey-%Dam(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Personal Force Field -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50)
Level 49: Summon Tarantula -- UndDef-Rchg/EndRdx(A), UndDef-DefDeb/Rchg(50), UndDef-Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]31.5% DamageBuff(Smashing)[*]31.5% DamageBuff(Lethal)[*]31.5% DamageBuff(Fire)[*]31.5% DamageBuff(Cold)[*]31.5% DamageBuff(Energy)[*]31.5% DamageBuff(Negative)[*]31.5% DamageBuff(Toxic)[*]31.5% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]10% Defense(Ranged)[*]6.3% Max End[*]55% Enhancement(RechargeTime)[*]5% FlySpeed[*]206 HP (20.3%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -19)[*]Knockup (Mag -19)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 13.2%[*]2.5% (0.04 End/sec) Recovery[*]86% (3.65 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]8% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
i dont like your power picks lol.
i also don't like pff that much... a +hp build with hibernate generally does really well in zones and in the arena.
you also have no perception and no resists to -tohit debuffs from tactics, and that's gonna hurt you A LOT.
i'll make a build sometime in the next few days....
What is the advantage to going /energy with earth as opposed to /elec?
I know energy gets powerboost but is that helpful with the way holds work now and on a non-defense armor/non-aid self build?
LOOKS LIKE IM MISSING OUT ON A COOL GAME DAYUM
[ QUOTE ]
i dont like your power picks lol.
i also don't like pff that much... a +hp build with hibernate generally does really well in zones and in the arena.
you also have no perception and no resists to -tohit debuffs from tactics, and that's gonna hurt you A LOT.
i'll make a build sometime in the next few days....
[/ QUOTE ]
I've got Mace mostly for Poisonous Ray. Like I said that's a zone build (I've noticed that Hibernate on its own is a death sentence in zones, you've either got to have Phase or both Phase and Hibernate) but I could also go with Leadership + Leviathan and squeeze more HP out of it. I generally don't sweat the details too much with zone builds because I'm usually on a team where I've got buffs or heals to back me up or extra teammates to keep the opponents busy.
As far as primary/secondary power picks go I figured just go with the ST immob and hold for the damage, the pet for obvious reasons, and Quicksand because it's basically an autohit location -def and -jump that recharges in 15 seconds. From Energy I didn't take Bone Smasher because I've been skipping it in my /EM Blaster builds since I13, though the Dom version is different and may be more useful. Skipped Whirling Hands because lolAoE, and skipped the snipe because I'm not a fan. Tooling around in Mids now to come up with a Leadership + Lev build.
EDIT: Also something that's probably worth mentioning: the changes on test likely aren't final. Damage, recharge, and endurance numbers will probably get tweaked before this all goes live. Elec and Fire may still be better secondaries than Energy (Build Up and Fiery Embrace being two of those reasons). The big advantage Energy will have is a solid ranged attack chain and a very high-mag knockback power that also does good damage.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
[ QUOTE ]
finally, supermax, don't roll a mind/thorns. it's a horrible toon, even my grav/fire is better.
[/ QUOTE ]
Well, damn
Different version of the build, Leadership and Leviathan. Gains about 20 HP, loses a few +dam bonuses but more than makes up for them with Assault, loses about 15% recharge.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Stone Prison -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), TotHntr-Dam%(5), Empty(7)
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), ExStrk-Dam%(37)
Level 2: Fossilize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Lock-Acc/Hold(11), Lock-EndRdx/Rchg/Hold(11)
Level 4: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Rchg/KB(17), KinCrsh-Rechg/EndRdx(19), KinCrsh-Dmg/EndRdx/KB(19), KinCrsh-Acc/Dmg/KB(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34), ExStrk-Dam%(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(25)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(23), P'Shift-EndMod/Acc/Rchg(43)
Level 22: Quicksand -- RechRdx-I(A)
Level 24: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25)
Level 26: Assault -- EndRdx-I(A)
Level 28: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(46)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
Level 32: Animate Stone -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Decim-Acc/EndRdx/Rchg(40), ExStrk-Dam%(40)
Level 41: Water Spout -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(42), UndDef-DefDeb/Rchg/EndRdx(42), UndDef-Rchg/EndRdx(42), UndDef-DefDeb/EndRdx(43)
Level 44: Shark Skin -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Hibernate -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
Level 49: Summon Coralax -- UndDef-Rchg/EndRdx(A), UndDef-DefDeb/Rchg(50), UndDef-Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]28% DamageBuff(Smashing)[*]28% DamageBuff(Lethal)[*]28% DamageBuff(Fire)[*]28% DamageBuff(Cold)[*]28% DamageBuff(Energy)[*]28% DamageBuff(Negative)[*]28% DamageBuff(Toxic)[*]28% DamageBuff(Psionic)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]10% Defense(Ranged)[*]8.1% Max End[*]40% Enhancement(RechargeTime)[*]7% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]10% FlySpeed[*]225.1 HP (22.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -15)[*]Knockup (Mag -15)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 2.2%[*]MezResist(Terrorized) 2.2%[*]5% (0.08 End/sec) Recovery[*]70% (2.97 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]13% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I finally got around testing these changes on my doms and all I can say is
Forgive me for my ignorance, but would this really be worth the loss of buildup in an earth/electric? It seems to me that the latter would be the better choice...
The cake is a lie! The cake is a lie!
Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.
On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.
[ QUOTE ]
Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.
On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.
[/ QUOTE ]
Capped the base duration of all mezzes in PvP zones and Arena to 4 seconds. Strength mods can still increase the duration of the mez beyond 4 seconds.
Yea, base + strength mods. Strength mods meaning Enhancements? Or strength mods meaning Powerboost.
The chance for the placate is not worth the loss of a good mez, considering if they are effected by the sleep it messes up your chances to land a hold for the next 15 secs. This is especially true vs squishies, where you'll always get the full duration of the 4 sec hold, vs a pidly 2 sec sleep. (since most good builds take health) The KB more than makes up for this though.
On a side note grav still takes the cake, what with having access to KB, hold, and dimention shift though when it comes to dueling. Being able to flat out stop Aim BU everytime its up is a thing of beauty.
[ QUOTE ]
Mind is still better than Earth. Stalagmites currently has a 6 secs base which is pretty kickass, but this will probably change when i15 goes live and the base duration of all mezzes are capped at 4 secs.
On the other hand Mind gets KB with decent damage, a sleep that also does good damage (in addition to placating) and Confuse which finally got it's activation time fixed on test.
[/ QUOTE ]
[ QUOTE ]
I finally got around testing these changes on my doms and all I can say is
[/ QUOTE ]
Ok so, if you were to make just one dom for mainly sirens call, what would the combo be? Mind/ what?
[ QUOTE ]
Okay, heres some numbers I pulled from the detailed info on test.
[/ QUOTE ]
Looks good. Kind of wonder how (I assume those numbers do not include slotting, which would effective double them) that stacks up to current Domination + slotting through.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."