/Energy Assault--I15 Changes
Looking at it with detailed info, it looks like quite the butt kicker. The lack of a build-up type power is the only aspect that makes me take pause and consider fire or elec. FE, Blazing bolt, no damage enhancements is looking like about 400 damage!!
That said, Total Focus looks like an awesome boss destroyer. I might make an /energy Dom and build for +damage. Fire would be the natural choice to push the damage to extreme levels, but I'm leaning towards Plants just for the seeds alone.
But man...
Fire/Energy/Soul might be the sleeper hit of the century.
Power Push is the new hotness.
So I ran up Plant/Energy to level 5 in about 20 minutes solo sweeping mobs around Mercy. /Energy damage is very good and I never found myself ever having any endurance issues whatsoever.
I was jumping around, running, shooting, punching, and using Strangler like a mad man. /Energy finally gets the big punch I always wished it had. Power Push is such a cool power, too. I remember loving it waaaay back on my Grav/Energy I made when CoV launched but that guy never got very far (I discovered masterminds).
I feel like I'm actually powerful and capable of performing without a crutch. I used Dom mode purely for endurance refills. I suspect in a standard situation I'd save it for emergency end issues, pre-emptively against mobs I know that can mezz me, or when I want to spank a boss.
Plant/Energy/Soul is my new dom. I'd be very tempted to do fire control, but it's been done to death. That and Seeds of Confusion is ....amazing.
I am actually worried about power push - it is sooo good I can easily see them adjusting it back in some way. A tier 2 blast that does 100% KB and is at a 1.4 accuracy? At the very least I would expect to see the accuracy pushed back to normal levels (1.0). I would hope they leave the KB alone - it actually makes the set worthwhile having a controll that works 100% of the time early on.
Mind you - I love the set on test as it is but I certainly don't want to get used to it and then see it trimmed back.
Globals: @Midnight Mystique/@Magik13
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Power Push is the new hotness.
[/ QUOTE ]All I ask of control is reliability. Power Push got to be the reliable control. Seems that they decided to also make it great damage. I'm hard-pressed to complain.
Take solace in the fact that 99% of PuGs and 54% of your VG won't want you on their team due to super-accurate KB. People don't get it, they don't want to and no amount of education on the matter will sway their walnut sized dinosaur brains. Such is our "burden".
I intend to roll a delicious Mind/Nrg in honor of both awesomness and Vid-Jeet-Tah, the patron saint of Mind/Nrg goodness.
When there is no room left in Hell, the Dead shall walk the earth.
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Take solace in the fact that 99% of PuGs and 54% of your VG won't want you on their team due to super-accurate KB. People don't get it, they don't want to and no amount of education on the matter will sway their walnut sized dinosaur brains. Such is our "burden".
I intend to roll a delicious Mind/Nrg in honor of both awesomness and Vid-Jeet-Tah, the patron saint of Mind/Nrg goodness.
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Single-target kb isn't bad on teams tho. Nobody cares if you fling a lieutenant across the map if it's dead.
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Take solace in the fact that 99% of PuGs and 54% of your VG won't want you on their team due to super-accurate KB. People don't get it, they don't want to and no amount of education on the matter will sway their walnut sized dinosaur brains. Such is our "burden".
I intend to roll a delicious Mind/Nrg in honor of both awesomness and Vid-Jeet-Tah, the patron saint of Mind/Nrg goodness.
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I'd just pair it with a primary that offers readily available -kb. Even solo I generally don't like high kb other than for lulz of nailing things off of buildings and what not.
/eng is the new fotm, no doubt.
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Take solace in the fact that 99% of PuGs and 54% of your VG won't want you on their team due to super-accurate KB. People don't get it, they don't want to and no amount of education on the matter will sway their walnut sized dinosaur brains. Such is our "burden".
I intend to roll a delicious Mind/Nrg in honor of both awesomness and Vid-Jeet-Tah, the patron saint of Mind/Nrg goodness.
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I'd just pair it with a primary that offers readily available -kb. Even solo I generally don't like high kb other than for lulz of nailing things off of buildings and what not.
/eng is the new fotm, no doubt.
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Whats funny is my first dom I got to 50 is a mind/nrg back in i9. Folks will think I just made him for a FoTM LOL I was a FoTM before I was a FoTM O.o
Now for ways to build for pvping him. (I haven't pvped with him since i12)
Post Comic book Fan Films that ROCK!
Fight my brute
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Power Push is the new hotness.
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I wonder if it will be so obviously overpowered that the Devs will get right on this problem and nerf it 4 years later.
Ooh, with Mind/Nrg or Plant/Nrg you can encounter both of the uninformed PUG mantras -- "Confusion costs us xp" and "KB is ebil"!
Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu - SS/WP B
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Ooh, with Mind/Nrg or Plant/Nrg you can encounter both of the uninformed PUG mantras -- "Confusion costs us xp" and "KB is ebil"!
[/ QUOTE ]The thing is now your damage is so good you really dont need confuse to make up the difference. Considering how much more damage we do that is overkill confuse damage would only applify that even more. We simply wont need it because we would have killed said critter anyways.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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Ooh, with Mind/Nrg or Plant/Nrg you can encounter both of the uninformed PUG mantras -- "Confusion costs us xp" and "KB is ebil"!
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Never thought about it like that. but teams don't mind the ST KB it is when you scatter a whole mob that makes Tanks and Brutes get angrier.
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
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Ooh, with Mind/Nrg or Plant/Nrg you can encounter both of the uninformed PUG mantras -- "Confusion costs us xp" and "KB is ebil"!
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Never thought about it like that. but teams don't mind the ST KB it is when you scatter a whole mob that makes Tanks and Brutes get angrier.
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Oh I don't know, have you ever purposefully used st kb powers on the specific target that melee player(s) are targeting?
Seriously, watch a scrapper hit build up and then just before he starts attacking hammer the lt/boss across the room with powerpush, or tk thrust-like powers and I swear you can feel their anger right through the computer.
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Ooh, with Mind/Nrg or Plant/Nrg you can encounter both of the uninformed PUG mantras -- "Confusion costs us xp" and "KB is ebil"!
[/ QUOTE ]The thing is now your damage is so good you really dont need confuse to make up the difference. Considering how much more damage we do that is overkill confuse damage would only applify that even more. We simply wont need it because we would have killed said critter anyways.
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I don't really agree with this statement. Doms are much to st oriented, they need to work hard to make sure seeds works ideally.
For mind's confuse, sure makes sense, but it still tends to be very efficient damage and now that it casts faster can still significantly impact overall defeat speeds.
I guess I actually disagree for both confuse powers.
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Seriously, watch a scrapper hit build up and then just before he starts attacking hammer the lt/boss across the room with powerpush, or tk thrust-like powers and I swear you can feel their anger right through the computer.
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I've got to try this, sounds hilarious!
I'd be mad. No, Furious
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Seriously, watch a scrapper hit build up and then just before he starts attacking hammer the lt/boss across the room with powerpush, or tk thrust-like powers and I swear you can feel their anger right through the computer.
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I've got to try this, sounds hilarious!
I'd be mad. No, Furious
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This sounds like a new thing to pass the time muhahahaha
When I'm playing my Stormies, I'll sometimes put the Scrapper on follow. With Hurricane running. And a Tornado or two trailing behind me. And Gale on auto.
Incidentally, the only people that ever complain that I'm a bad Stormie are the ones I do that to.
"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'm still floored by how much damage /nrg does now. I'm 3-shotting +2 Minions with RANGED attacks, not even using Power Burst in some cases. With Total Focus, I can 2-shot +2s by finishing off with Power Bolt. I can 3shot +2 LTs with TF>BS>PBurst. This is amazing. Oh and don't even get me started on what happens when you use Reds. Reds now beef you the F up. I've been impressed by how much WHIRLING HANDS does when you use reds. These buffs are Fing awesome. I still can't wrap my head around the idea of Doms having the second highest ranged and melee mods in the freaking game, but wow, there it is.
Okay I know I already evaluated the changes, but after playing with them some more, I have now reached different conclusions.
Power Bolt: This power is now freaking awesome. It almost feels like the damage of old Power Blast was under Domination. Slot this sucker up, it's gonna last you all game.
Power Push: SEXY. The damage is great, it has a powerful secondary effect, and it's so accurate that it needs fewer slots to be good. Out of the box, this thing is as accurate as a power with a level 45+ common IO. All the extra acc it could need is a dual-stat IO.
Bone Smasher: I lied about this feeling the same in my last assessment. This thing hits like a freaking dump truck now. Pretty much, if you see a minion that has around half health, either this or Power Burst will finish it off.
Power Blast: This power used to be the one you used if Bolt was not enough to finish off the mob, but it only had a small amount of health left. Now it's a very good attack. It feels kind of like it has the damage of old Power Burst.
Whirling Hands: Its damage is actually no longer crap because of Soul Drain. Yes I lied about that too. If you use Soul Drain right before you fire this sucker off with 3 mobs, you're looking at 1/3-1/2 of a +2 mob's HP, and it has Footstomp's range, which is almost twice as much as it had before. Imagine what it'll be like with a Kin now. Great when used with Dark Obliteration to follow it up.
Total Focus: You will one shot any minion that's +1 or lower. Any higher and it'll be weakened enough that even Power Bolt seems like overkill. Great for bosses.
Sniper Blast: Still too damn cumbersome to be an attack. My old ruling stands. Great damage, but then again every other power got better too. It would be worth taking if you didn't have to hold completely still for a second before you could click it.
Power Burst: Insanely powerful. 2-shot minions with Bone Smasher or Power Blast.
Even certain Soul Mastery powers are much better than before. Dark Consumption, I have found, is now a useful power because it's an end drain power in the set with Soul Drain. Soul Drain is sexy. Dark Obliteration offers a great 1-2 punch for Whirling Hands. Soul Drained WH > DO leaves most minions weak enough to be finished off by any attack.
/eng is the clear winner in this round of changes.
I actually hope its t1 blast stays at 6 seconds because it has 4 st ranged attacks, 3 of which are available by lvl 10!
All the other sets need their t1 at 4ish seconds or else require such high recharge to build good chains, or you have to resort to using control powers from your primary at attacks (which is fine for grav and mind, but not so much for everyone else).
As I predicted in the i15 dom buff thread /eng came out smelling like a freakin rose from these changes.
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/eng is the clear winner in this round of changes.
I actually hope its t1 blast stays at 6 seconds because it has 4 st ranged attacks, 3 of which are available by lvl 10!
All the other sets need their t1 at 4ish seconds or else require such high recharge to build good chains, or you have to resort to using control powers from your primary at attacks (which is fine for grav and mind, but not so much for everyone else).
As I predicted in the i15 dom buff thread /eng came out smelling like a freakin rose from these changes.
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One of the big complaints about /energy was that it didn't become functional until 38. With the changes, it becomes functional early on, and it might be the new set to go for if you want an all-ranged character.
And so far I am loving the Mind/Energy combo. Even at low levels you have the option for tons of control and damage now. If you get hit with 5 mobs, you can sleep one, hold another, confuse another toss another in the air and kill the last one while the other mez effects wear off.
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I'm still floored by how much damage /nrg does now. I'm 3-shotting +2 Minions with RANGED attacks, not even using Power Burst in some cases. With Total Focus, I can 2-shot +2s by finishing off with Power Bolt. I can 3shot +2 LTs with TF>BS>PBurst. This is amazing. Oh and don't even get me started on what happens when you use Reds. Reds now beef you the F up. I've been impressed by how much WHIRLING HANDS does when you use reds. These buffs are Fing awesome. I still can't wrap my head around the idea of Doms having the second highest ranged and melee mods in the freaking game, but wow, there it is.
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I never thought /Energy would be this good either not in a million years. Glad it didn't take that long though
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
So, I just tested the energy assault changes for the last hour or two on my Level 39 Plant Dominator.
All I can say is...BAM! KAPOW! FREEM!
Seriously though, the damage is awesome!
The first 4 powers(Power Bolt,Bone Smasher,Power Push, Power Blast) are all what I'd consider high damage now
Power boost...still not needed solo, even less so now.
Whirling Hands is....well....still Whirling Hands..even with the damage/range boost.
Total Focus can 1-shot practically any minion.
Sniper Blast is a great opener combined with a red insp to take out a minion immidiately from range
Power Burst combos great with any of the first 4 powers to take out a minion or comboed with total focus to practically 2-shot lieutenants.
The damage is good enough that you'll kill things fast enough to not notice the increased endurance cost from what I can tell.
Overall...
Single target damage from both range and melee is off the charts(compared to live)
AoE Damage is still mediocre(though unfortunately all the sets pretty much share that after the changes)
As far as comboing with my primary energy was doing fine on it's own... the single target hold was the only thing I used in combat, and I barely needed to use that.
My poor fly trap power gathered dust for 2 hours without any use.
I fought a variety of enemies in newspaper missions, council, carnies, circle, and freakshow(The freakshow were almost a joke though, given their 30% energy weakness)
Final thought...
Energy is great, about the only way I can describe it compared to live.
I also wouldn't be suprised if we start having /nrg AV soloers once these changes go live.