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Demon Shell

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Everything posted by Demon Shell

  1. Exactly. Melee (and CC/survival/buffs) is a Blaster's secondary, out of two attack pools. Why, when you have two attack pools, would your secondary be more effective than another AT's primary? If its necessary for Tankers to hit harder to keep up with our modern game, so be it. They don't have another attack pool to fall back on.
  2. If you are not explicitly planning to be in melee, AA is not worth running. If you don't take Psionic Mastery and can't soft cap Jack, then he's just a crazy AI that's going to die. If you do neither, I just wouldn't pick Ice.
  3. Here's an entirely ranged build. I don't think I'd run this personally. You'd do better just using it as a point of comparison. Things to note: - Entirely ranged means no Arctic Air. The bulk of what AA accomplishes is to keep you safe in melee. If you're only going into melee to Glacier and back out, it's not worth it. - This is not softcapped S/L. In combat you're only at 39%, but you're a Dominator. Unless you're soloing ITFs, you don't need to be constantly softcapped to anything. - For when you do need to be soft capped, Unleashed Potential will iTrial soft cap you to S/L and regular soft cap you to all positional. - You should be about ~6 seconds short of perma Hasten. That's probably Domination every 1:20 seconds. - Without AA your endurance costs are pretty low for what a Dom can handle. - When you get to Incarnates I recommend Intuition Alpha, because it buffs basically everything about this build. But it's not a requirement for anything to work. - I don't have any experience with Thorns, or any -def heavy sets. If you do and are willing to take an accuracy hit for a proc, go for it. - Double +def IOs in Jack. I'm Psionic Mastery so between Link Minds and Grant Invisibility my Jack hits like 44% all typing/AoE. I don't know that ~37% in this build will let Jack really cut loose. You may do better with the build up proc or just putting the slots elsewhere. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Thorny Assault Power Pool: Speed Power Pool: Fighting Power Pool: Force of Will Power Pool: Concealment Ancillary Pool: Ice Mastery Villain Profile: Level 1: Block of Ice * (A) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized * (5) Superior Dominating Grasp - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime * (5) Superior Dominating Grasp - Endurance/RechargeTime * (7) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance * (9) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime * (9) Superior Dominating Grasp - RechargeTime/Fiery Orb Level 1: Thorny Darts * (A) Accuracy IO Level 2: Frostbite * (A) Accuracy IO Level 4: Fling Thorns * (A) Positron's Blast - Damage/Endurance * (11) Positron's Blast - Damage/Recharge * (11) Positron's Blast - Damage/Range * (13) Positron's Blast - Accuracy/Damage/Endurance * (13) Positron's Blast - Chance of Damage(Energy) Level 6: Hasten * (A) Recharge Reduction IO * (7) Recharge Reduction IO Level 8: Kick * (A) Accuracy IO Level 10: Impale * (A) Decimation - Accuracy/Damage * (31) Decimation - Damage/Endurance * (34) Decimation - Damage/Recharge * (36) Decimation - Accuracy/Endurance/Recharge * (36) Decimation - Accuracy/Damage/Recharge Level 12: Ice Slick * (A) Recharge Reduction IO Level 14: Tough * (A) Unbreakable Guard - +Max HP * (15) Gladiator's Armor - TP Protection +3% Def (All) * (15) Steadfast Protection - Resistance/+Def 3% * (17) Unbreakable Guard - Resistance * (17) Unbreakable Guard - Resistance/Endurance * (23) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 16: Build Up * (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 18: Weave * (A) Reactive Defenses - Defense * (19) Reactive Defenses - Defense/Endurance * (19) Reactive Defenses - Endurance/RechargeTime * (21) Reactive Defenses - Defense/RechargeTime * (21) Reactive Defenses - Defense/Endurance/RechargeTime * (23) Reactive Defenses - Scaling Resist Damage Level 20: Mighty Leap * (A) Winter's Gift - Slow Resistance (20%) Level 22: Weaken Resolve * (A) Accuracy IO Level 24: Unleash Potential * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (25) Shield Wall - +Res (Teleportation), +5% Res (All) * (25) Luck of the Gambler - Defense/Endurance * (31) Luck of the Gambler - Defense/Endurance/Recharge * (37) Luck of the Gambler - Defense Level 26: Glacier * (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized * (27) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge * (27) Superior Ascendency of the Dominator - Endurance/Recharge * (29) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance * (29) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge * (31) Superior Ascendency of the Dominator - Recharge/Chance for +Damage Level 28: Thorntrops * (A) Superior Frozen Blast - Accuracy/Damage * (40) Superior Frozen Blast - Damage/Endurance * (43) Superior Frozen Blast - Accuracy/Damage/Endurance * (43) Superior Frozen Blast - Accuracy/Damage/Recharge * (46) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime Level 30: Stealth * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (36) Luck of the Gambler - Defense/Endurance * (37) Luck of the Gambler - Defense/Endurance/Recharge Level 32: Jack Frost * (A) Call to Arms - Accuracy/Damage * (33) Call to Arms - Damage/Endurance * (33) Call to Arms - Accuracy/Damage/Recharge * (33) Call to Arms - Endurance/Damage/Recharge * (34) Edict of the Master - Defense Bonus * (34) Call to Arms - Defense Bonus Aura for Pets Level 35: Sleet * (A) Shield Breaker - Defense Debuff * (37) Shield Breaker - Accuracy/Defense Debuff * (40) Shield Breaker - Accuracy/Recharge * (43) Shield Breaker - Defense Debuff/Endurance/Recharge * (50) Shield Breaker - Accuracy/Endurance/Recharge * (50) Shield Breaker - Chance for Lethal Damage Level 38: Thorn Barrage * (A) Apocalypse - Damage/Recharge * (39) Apocalypse - Accuracy/Damage/Recharge * (39) Apocalypse - Damage/Endurance * (39) Apocalypse - Chance of Damage(Negative) * (40) Apocalypse - Accuracy/Recharge Level 41: Frozen Armor * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (42) Luck of the Gambler - Defense/Endurance * (42) Luck of the Gambler - Defense/Endurance/Recharge * (42) Luck of the Gambler - Defense Level 44: Hoarfrost * (A) Preventive Medicine - Heal * (45) Preventive Medicine - Heal/Endurance * (45) Preventive Medicine - Endurance/RechargeTime * (45) Preventive Medicine - Heal/RechargeTime * (46) Preventive Medicine - Heal/RechargeTime/Endurance * (46) Preventive Medicine - Chance for +Absorb Level 47: Ice Storm * (A) Ragnarok - Damage * (48) Ragnarok - Damage/Recharge * (48) Ragnarok - Accuracy/Damage/Recharge * (48) Ragnarok - Accuracy/Recharge * (50) Ragnarok - Damage/Endurance Level 49: Grant Invisibility * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl * (A) Empty Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash * (A) Empty Level 1: Prestige Power Slide * (A) Empty Level 1: Prestige Power Quick * (A) Empty Level 1: Prestige Power Rush * (A) Empty Level 1: Prestige Power Surge * (A) Empty Level 1: Sprint * (A) Unbounded Leap - +Stealth Level 2: Rest * (A) Empty Level 4: Ninja Run Level 2: Swift * (A) Run Speed IO Level 2: Health * (A) Panacea - +Hit Points/Endurance * (3) Miracle - +Recovery * (3) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle * (A) Jumping IO Level 2: Stamina * (A) Performance Shifter - Chance for +End Level 50: Intuition Radial Paragon ------------
  4. Dominators certainly have a lot of endurance to throw around, with Domination refilling your endurance bar every time it's activated. But, if I may, my Dom (Ice/Earth) has a total toggle cost of 1.5 endurance a second. It was rough leveling (and I have the 3 Health procs and the +end proc along with a standard end mod in Stamina), but when I got some 30 IOs things evened out. At 50 I lost a lot of end redux for set bonuses, but with the increased recharge giving me more Dominations it balanced out to around the same. It feels good, but if I miss a Domination I don't have nearly enough endurance to wait for the next cycle while in combat (which is why I have Frenzy, so I can force a Domination). With SS off, which I would hope you'd have off in combat, you're still at nearly 2.0 end a second on toggles. That's going to be hell to level and considering how close I'm flying to the sun on my build, you may need Ageless just to keep yourself going.
  5. I'd consider Arctic Air a necessity on a Dominator. On a Controller, you'll have it up constantly by end-game when you've got all your endurance issues sorted out. But until then, if you have to choose between a support ability or Arctic Air, most of the time Arctic Air is the move to turn off. This was a change caused by Frostbite no longer granting Knockdown protection so Ice Slick can still keep enemies soft controlled. Ice Controllers don't have to choose between Arctic Air/Ice Slick to lock enemies down, or Frostbite/Arctic Air to hurt them. Now, Frostbite/Ice Slick is often all you'll need until much later.
  6. Ice Control works better on Dominators than Controllers. Doms don't have to care about the Immobilization at all, because Arctic Air/Ice Slick is already slowing everything to such a crawl they can't escape. Plus every activation of Domination will refill your Endurance bar, and Arctic Air is super super expensive. Regarding Jack, he has a base 25% Def to all typing and AoE. With the +Def IOs taking him to 35%, a few outside buffs is all it takes for him to hit softcap (Maneuvers, Link Minds, Grant Invis, a support pool buff like Fade or Force/Cold's shields). This means he can absorb a lot of hits that would otherwise be directed at you. And because he's melee, he also provides one of the few synergies any control set has with /Sonic, as your anchor for Disruption Field, while you also buff his resist (so that defense makes him last even longer). Jack is a mad lad and will do some stupid things, like aggro an entire mob while you're already engaged with a different one. Then he might tank that mob for a solid minute without any help from you. I've never had a single occasion where he was dead with his summon power was on cooldown. I understand Jack wasn't very good in the past, but with whatever buffs they gave him he's really good now.
  7. I'm an idiot, I posted this in the wrong section. This is for a Dominator. Sorry. But thanks!
  8. In addition to this: What you have only applies if you are consistently at damage and target cap, while using only target capped abilities. And that requires enemies consistently coming to you (moving would drop your DPS). The only situations where you can do that are farms and Rikti Raids. Even zombie/rikti invasions are spawned in waves, making this impossible. You will not stay at target cap and Tanker DPS will plummet by comparison (especially once enemy regen is applied). There is not a mission in DA. There is no Master of. There is no iTrial where you will sit at target cap for the duration. Hell, most of the time DPS and judgements will kill the minions before you even engage (because they only need you to tank the bosses), and then you're sub 10 targets before you throw out a single attack. There is no endgame where the above applies.
  9. Mine is Electric/Force/Earth. I remember it was slow leveling on Live until around the 40s, but it's much easier now with a proc upped Jolting Chain. Gremlins are still a blessing and a curse, though. If they both KB the same enemy at the same time (or on the same tick as one of my chain jumps), it tosses them away. It hasn't got me killed since remaking the character yet, but I can feel it coming.
  10. So currently I have an ATO in Frostbite and Coercive Persuasion in Arctic Air, with just a single End redux in World of Confusion. Thing is, I don't really use Frostbite much. Between Ice Slick, Arctic Air, Mud Pots, and Intuition Alpha boosting Slow effects, I don't really need Immobilization unless someone else is using KB. So I'm looking at the possibility of moving the slots around and leaving Frostbite with just an accuracy. I've heard that Coercive's proc isn't great in Arctic Air due to the PPM changes, but I need it and the ATO set somewhere for the bonuses. The ATO can't go in World of Confusion, so that's a foregone conclusion. But how does Coercive work in World of Confusion? It has a smaller range then Arctic Air, would that make it's PPM much better, or does it not really matter because auras are just that bad for procs? I'm sure I can formula out the exact values myself, but I just need a ballpark answer.
  11. In modern CoH, non-Granite Stone works great because its' only real weakness to begin with was F/C and endurance costs, and purple sets/procs give you tons of F/C resist and endurance. You can even stack regen and heavily mitigate the movement speed debuff.
  12. Link Minds with Power Up info 1. Power Up+Link Minds with Power Up info 2. Link Mind's value (6.13% in this case) is the same with or without Power Up, and Power Up's secondary boost is listed as 74.50%, rather than 98.34%. As I recall, when Power Boost was turned into Power Up, the secondary effect buff was reduced in compensation for the damage buff.
  13. "Alright, my +3 Dom with Power Up+Unleashed Potential has ~70% ranged def. Come and get me!" "Hey man... You need an [Awaken]?" "Just give me a minute to pick my jaw up off the floor."
  14. I will never write a Sonic fanfic ever again.
  15. I grabbed Force of Will for the debuff, travel power, and the psudo-T9. When I need a heal, Power Up+Unleash Potential works for that purpose (plus boosting all my Def to like 50%.
  16. Y'all are crazy. Mind/Sonic. There's a hundred different explanations for it, from my bass-booming robot to eldergod mind domination via eldritch-speech. OTP.
  17. So less of a challenge build and more of a "square peg into round hole" type of thing. Probably Mastermind. While your pets are in defensive mode they damage split with you. Grab a set with range attacks and you can fill in the melee with the Fighting pool. As far as secondary, you'll probably want a support set that doesn't require a lot of maintenance to keep you pets protected, so something like Force, Time, Dark, Rad if you don't mind setting up debuffs before you jump in. Edit: There's also Claw/ Stalker.
  18. PB. Oh, no "abusing recharge"? Fortunata. You can grab the hold and the nuke, then a few defense powers and no one will even know the difference if you fill everything else out with pool powers. If you're willing to use Epics all the better.
  19. Lack of Build Up probably doesn't help, especially in burst. Good survival, though.
  20. I feel IR is the best option. Activate it, everyone around you can fly for 2 minutes. It not being a toggle also means you can have an opt in/out box pop up for people that don't want it. Basically, Tinkerbell-fairy dust the team and go.
  21. If you're going out of your way to attack me specifically, sorry, but no I wouldn't mind at all. I play other games, including PvP games. And while I haven't historically PvPed much in CoH, I'm not against it. And if teams of 3 Stalkers is the best way to experience that, I'd be willing to go in. Of course, it wouldn't take a year to balance PvP around teams of 3 Stalkers. It wouldn't take a week. That's an extremely narrow criteria. It would be effortless to complete. That's what formulas are for.
  22. Why do you think this is such a difficult and time-consuming process? The answer isn't one or the other. It's "Yes".
  23. Radiation / Super Reflexes / Leviathan (just for Knockout Blow) Sentinel with a ton of Power Pool moves like Air Superiority, Flurry, probably all 3 Fighting attacks, maybe spec into Presence too. Instead of Super Reflexes, you could also pick, Energy, Fiery, Invulnerability, maybe even Regeneration or Willpower. Could also go with Radiation / Martial Combat Blaster, but it'd take a bit of work to get up to that sweet sweet, "that was just my afterimage" level. Edit: Wait, no. The answer is Peacebringer. Light Form and Inner Light are your Super Saiyan form. You have beam attacks, you have melee attacks, you can even minfx the shields/LF.
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