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Championess
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Everything posted by Championess
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Imagine the influence @Snarky could attain if he could start his own CoH Only Fans. He could start an account @TheRealBatman and sell fang pics in Oro.
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Any good lead as part of a team had experienced #1 which resulted in them caring enough to learn the mechanics of the individual itrials so that they could get to #2. The lead having Incan is a big plus so that they can let people play but when needing to focus an objective they can gather stragglers and anyone who got turned around. A lot of what makes a good team is listening when told certain things. Then yeah caring to learn things on your own before or after is on the player so they know why the lead is sheparding through to certain things.
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Are you suggesting @Oklahoman is so phat that even Desdemona quips he has a phat booty?
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Staff is its best on stalkers. You get BU in place of the form picks and auto body form. Plus then you get a 2nd beefy ST attack with AS at no real loss for the power it replaced. I take the first attack and fill it full with the stalker guile set. AS I half proc and half winter set avoiding recharge. BU 3 gaussians with the unique. The pbaoe I put 5 of the other ATO set with the chance for hide so lots of targets should give me hide and I know to follow up with a crit Sky Splitter. And finally Sky Splitter half Hecatomb w/proc and 3 more procs. Also maybe take Placate its pretty good now. As for Psi Armor I take all the powers. There's lots of ways to build it but usually I go for sets that give recharge so lots of panaceas, preventative, basilisks, lotgs, etc. On stalkers I also go Fire epic for proc'd fireball. I go Char, Melt Armor and Fireball. Or for thematic you can go weapon mastery for Explosive Shuriken. Either way I like to get good aoe rotations since that helps proc the chance for BU ato a lot better since it feeds off large target counts. I enjoy my Staff/Ninjitsu you should have fun.
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AoE on some melee sets... what do you do?
Championess replied to ZeeHero's topic in General Discussion
When they gave tankers the area buff to some of their aoe's Spinning Strike going from 6 to 9 was a real significant buff the powerset felt much better. Though yeah what others are suggesting by getting epic aoe blasts like fireball and proccing them is the ticket. -
I know you've gotten a suggestion to go with Ice Mastery but those people suggesting it are dinosaurs. You'll want to look real hard into Fire Mastery. Embrace of Fire also buffs Fireball and those epic aoe blasts do well especially with procs. You'd slot 3 target aoe procs and I like 3 of the winter set excluding the ones with recharge. Then you can take Melt Armor and the armor.
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Jesus dude they didn't ask for a dissertation. 😜 Most of that's cool but I'd swap Levitate's effectiveness up and Mesmerize down. The combo mechanic has breathed life into Levitate. It's a sly way to get some extra few seconds of aoe soft control with a sprinkle of damage. I don't leave TK run I use Levitate as a convenient way to detoggle it so the targets don't get repelled and get some control over those targets as I'm rushing in to melee. Though I understand you wimpy fire blas.... er doms don't like getting your hands dirty so you may rather keep those targets locked away from you so you would find Levitate less useful. Also yes take both confuses. Having the ST at your disposal if the long recharge one is far off from recharging can be life saving. Plus it's always nice to have a way to prep in some ST non-notify confuses on a mob before you engage them.
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I'd really like Desdemona's outfit unlocked for use. At the very least her spiked platform boots, even if we have to break her knees to get them. Another thing I'd like is for the winged headband with the face armor to have a version without the wings. The thinner tiara armor for the forehead and sides pairs well with some of the jaw armor.
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There's been 3 significant iterations of TK. The earlier one was as a toggle hold/repel that you were able to hold 16 targets instantly and permanently as long as you could manage the endurance drain. When the live devs nerfed it they did so I'd assume to encourage players to use more of Mind's powers. They lowered the target count from 16 to 5 and the repel didn't seem as prevalent. People used to love the power and I gather they hated that now it had become mainly a power to quickly stack mag control onto AVs. The newest iteration is quite nice although it diverges from being a hold. It's back to 16 targets and a repel but also with a pull so it puts enemies into a certain point away from you. Instead of a hold it does an immobilize so they can shoot back but also clumps targets in real close together for a good spike. Then you can also combo Levitate your anchor for some soft control knockup and splash damage to all of those targets with an auto detoggle, or you can leave it run for the full 30s to keep enemies at bay. This newest version has some real nice utility to mix into Mind Control.
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Yup I think the most impactful things done to Mind control were the TK revamp and Adaptive Recharge on the two aoe hard controls. Deep sleep is a nice addition in general which seems more impactful on other control sets that don't have access to a high amount of aoe control like Mind does. Between the TK/Levitate combo, Terrify, Total Domination and Mass Confusion there's no lack of aoe control to suit your needs. The controls I skip on Mind are the sleeps.
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Help with a themed build using Fire, Ice and Dark (Dom)
Championess replied to SenTheFortress's topic in Dominator
If Soul Mastery counts as 'dark' then I'd consider that as well. The pool gives you access to some superior aoe damage, damage boosting, endurance fix and a nice armor. Typically on a dom I'll look to take the best ST attacks from the secondary and supplement my aoe through Soul. As for Unleash Potential yeah on a dom with a power boosting ability I'll always take it. I slot mine with 4 Shield Walls (all the recharge ones and the unique) and a lotg. Powerboosting it allows for 50% more defense from the slotting. Mine gets me 31% defense to all, real handy to have every few minutes. -
Brilliant Barrage, full stun or fix recharge
Championess replied to WindDemon21's topic in Suggestions & Feedback
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I really like how much less grindy it feels than what it was on live. Only my doms ever got built to the max with near 10 billion dollar builds. On Homecoming it feels like 1/20th of that which is great you can mostly just enjoy playing the game how you like. I wouldn't want anyone new to have to walk into anything more obstructive than what the rest of us have gotten to enjoy since the game has been back. That's not to say I don't see some value in adding a bit more carrot to the stick in some instances. For one I kind of liked the costume part unlocks for participating in certain content, it felt accomplished and got more interest into that content. Then there's the new D-Sync's for doing the harder content. I'm more in line with adding a little incentive here and there for any new content to generate participation.
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Brilliant Barrage, full stun or fix recharge
Championess replied to WindDemon21's topic in Suggestions & Feedback
Reducing recharge also kneecaps the proc rate. You're wanting to wholesale remove one proc and the 3 others you can slot in it still will have their proc rates more than halved. The powerset already has the necessary control you'll want with the cone confuse/sleep and the aoe hold with adaptive recharge. Maybe you should look at it as a power to let you do damage that by the way also does some control. -
Brilliant Barrage, full stun or fix recharge
Championess replied to WindDemon21's topic in Suggestions & Feedback
Fear sets get a damage proc u can slot in it. Stun sets do not. -
Brilliant Barrage, full stun or fix recharge
Championess replied to WindDemon21's topic in Suggestions & Feedback
I slotted mine with 2 dommie ATO's for control/acc so it enhances both controls and I excluded the ones with recharge so it doesn't go mucking up the 4 procs I have in it. We are having different experiences. Besides some clunkyness with having to have a target and placing this target location power I'm finding it does a great job of adding lots of extra aoe damage. Having gotten used to Pyro it is outclearing mobs faster than my Mind dom. Barrage is a real nice power I like how it came out. -
You're not machinegunning that one or two powers out. Typically a ST attack chain fills out with your 4 best attacks that you have built in good global recharge of your own on so that they recharge in an ideal sequence so then your procs maintaining their higher surefire rate is reliable. Too much +recharge from outside buffs is overkill for these powers to recharge when you don't need them recharging any faster just to go ruining the proc build.
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It's understandable. The early leveling experience has dommies focusing on taking and using your controls along with knowing how to make good spot use of domination when you haven't had the chance to get it perma yet through IOs. Prior to the power availabilty restructuring dommies didnt get access to their fun attacks until the 30's and the Epic pool powers have a huge impact into building a competitive dom. So you're not getting access to a fun fleshed out assault barrage until your 40's which most new to the AT would find underwhelming to wait so long to become fun to play. Dommies are an absolute animal in a lot of content endgame with complete builds being able to instantly lock down lots of targets and then fold them yourself.
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Yeah it was extra damage procing being done with some Illusion pets. Envenomed affects pets but maybe not all. That clear time was absurdly better than other assaults. Having played doms the proccing pets was news to me. Maybe ask the one who submitted that time, they obviously are quite familiar with /martial doms.
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My dom is the tank.
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Yes level difference matters. Fighting 54s on my dominator in domination I know I'm getting 3+3 mag on say my aoe hold for instance. That'll instantly hold everything boss level and lower. Knowing that I'll be wary of any EBs since now it takes 2 holds to stop those ones. Then you have the enemy buffs that raise the mag bar even higher like the stacking vengeance you find on Nemesis or Shout of Command from the Cim's. Good luck controlling anything when they have stacks of those active. In the 4stars enemies get access to Leadership powers but their vengeance at least behaves like the player one so its not as harsh of an extra amount of mag you need to reach, typically one more application. Then there's the special rules for confuses in 4stars where the mag bar you need to reach in critters is a good deal higher since as been said confuses have to be the best form of control. So for critters you need to stack like controls to reach certain mag thresholds. AVs are different they have a high mag bar you need to reach and everyones controls no matter what it is stack to help reach this bar so long as it has a long enough duration to be active with the others. Once you reach this bar the best active control currently on the AV takes precedence even though the showiest of control fx show out that's when you'll start to see ice blocks and soul storms. But say you have a dominator using power boost and megalomaniac they'll be the one to have their control play out. Once that plays out the AV becomes immune to control which you'll typically have defeated them after hopefully. Lots of rules for controls and they can be a fun way to manipulate a fight when you know the workings. You're getting a lot of good info here though, even from @MoonSheep.
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Speaking on the TA Ice Arrow hold it is very much worth it. I slot mine with a 50+5 Acc and 5 dmg procs. TA is a hell of a debuff set and some of those arrows debuff targets resistances to controls for more duration. So even though TA's control duration may be low you're making everyone else's along with yours better.
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Yeah it's defense you're running that covers a lot of holes. Having high defenses by way of things like Barriers kind of gives you quasi mez protection no matter the AT you're on since they need to hit you first to control you.
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It's been a while but from what I remember yeah it had a 16 target count that was an active hold/repel with a good sized area and you could point it to sweep in other groupings and stash them in a corner while you deal with others. Your anchor remained but any new targets over 16 that got swept in it then would release one of the first ones that got caught in your TK. It also helped to stack mag on AVs which this last prior version was mainly good for too.
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It was a toggle aoe hold/repel of 16 targets that drained a lot of endurance. If you could manage the endurance the old version made most other powers in the set more than redundant. The change to old old TK and old Mass Confusion was the devs encouraging Mind players to make use of more of the powers in the set.