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oedipus_tex

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Everything posted by oedipus_tex

  1. There have been many threads on this over the years. I agree Mind Control could use a boost. I won't repeat everything I've said in past threads, but to consolidate my previous posts, I think the powers that needs a look most is Telekinesis. Mass Confusion's recharge is justifiable if Telekinesis is made more useful. I actually think removing the autohit from Telekinesis, then allowing it to roll Accuracy would make it better, because then you could slot it with Hold sets, where right now you cannot, making it the easily skipped power it is. I also wouldn't object to all of Mind's Controls that do not do damage being no notify. That would add Mass Domination and Telekinesis to the non-notify list. RE: Pets. I don't think adding a pet would really help. I'm not actually sure what role pets are supposed to play or how they factor into set design.
  2. A source of bitter joy is unsuspecting teams inviting a Trick Arrow on Posi 1 only to get destroyed when the clone blinds them all with Flash Arrow. I used to warn people but sometimes curiosity leads me to stand an extra few seconds on the stairs to watch everyone wipe.
  3. I have a mission like that in the AE. It's unfortunately currently broken and needs a republish. The hurricane enemies are only one specific end boss group, and they don't ambush. It's very easy to create enemies like that to see how it works. If you want to make it extra terrifying, let them have Steamy Mist (goodbye ability to Confuse them). And you still have a secondary set to provide them... Sonic Blast, anyone? 🙂 While we're on that topic, Benumb is probably the most BS power you never want to encounter on an enemy mob. Not related to ToHit. You just really don't want to experience it. The enemy version as far as I can tell from public files is identical to the player version, and debuffs basically everything. I've never seen a mission designer include it in a mission, for good reason. Some of these challenge mode missions that are coming up tho... hmm.
  4. The most nightmarish ToHit debuff I can think of is enemies with stacked Hurricanes in the AE. The fact that it debuffs Range too (technically resistable if it works like the player power, but nothing I can think of provides -Range resist) makes it one of the truly terrifying sights to see running at you. If they get on top of you before you can mezz or detoggle the canes somehow, it will send you screaming for an autohit power ASAP.
  5. I played a Fire/Ice to 50, and if I'm being honest, I was disappointed with the results. I thought that the combo of Fire and Ice's damage auras would be complementary, but the endurance bar drain was too substantial given how endurance heavy Dominators are to start. I've rerolled as Fire/Fire. The results have been good. Consume shelters me from endurance bar crashes, which is extremely helpful. But also there is synergy between Fire/Fire, most due to Embrace of Fire being such a huge bonus. Even though it can only be up 50% of the time, the 85% fire damage bonus goes a long way. Anyway, one area I'm not very good is figuring out attack chains and optimal damage. My feeling is that this character has extremely good damage compared to my other Dominators. But I'm a little shy of being able to calculate attack chains well. It's also been ages since I played Fire Assault so may even be off base on which attacks are optimal. During Embrace of Fire, Blaze for example with one stack of the Dom ATO appears to have a DPA close to 625. That's before factoring in the debuff from Sleet. I also think this is best way to slot Char. Just proccing it out. Not 100% sold if there are better options. I can reliably stack the Dom ATO 3 times this way, sometimes four, so that's adding around 60-80% total damage on top. I figured with all that plus damage proccing the rest of the power is the way to go. Again this shows the period of time when Embrace of Fire is up. (Yeah I know I probably need to close the 2% gap and cap Slash/Lethal def. But didn't want to wait to post. 🙂 ) I took Sleet on the theory that the -Resist combined with Hot Feet and the damage chain ends up outdamaging Fireball/Rain of Fire. I have no hard evidence of this and could be persuaded. On a team, of course, Sleet is probably superior. Any numerically minded people want to take up the number crunch challenge? This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Fiery Assault Power Pool: Speed Power Pool: Concealment Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- UnbCns-Dam%(A), GldNet-Dam%(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), SprAscoft-Rchg/+Dmg%(5), GldJvl-Dam%(7) Level 1: Flares -- Empty(A) Level 2: Fire Cages -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/Rchg(11), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(13) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 6: Stealth -- LucoftheG-Def/Rchg+(A) Level 8: Hot Feet -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Dmg/EndRdx(17) Level 10: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Dmg/EndRdx/Acc/Rchg(21) Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(23), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprAscoft-EndRdx/Rchg(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), PstBls-Dam%(27) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43) Level 16: Embrace of Fire -- RechRdx-I(A) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Rchg/Hold(29), BslGaz-EndRdx/Rchg/Hold(29) Level 20: Tactics -- RctRtc-Pcptn(A) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Vengeance -- LucoftheG-Def/Rchg+(A) Level 26: Bonfire -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(31) Level 28: Consume -- Obl-Dmg(A), Obl-%Dam(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(33) Level 30: Victory Rush -- EndRdx-I(A) Level 32: Fire Imps -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36) Level 35: Blazing Bolt -- GldJvl-Dam%(A), StnoftheM-Dam%(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Acc/Dmg(37), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dmg/ActRdx/Rchg(39) Level 38: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Dmg/Rchg(40), GldJvl-Dam%(40) Level 41: Sleet -- IceMisTrmt-Dam/Slow(A), IceMisTrmt-Dam/Rech(42), IceMisTrmt-Acc/Dam/End/Rech(42), IceMisTrmt-Acc/Dam/End(42), IceMisTrmt-End/Slow(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45), StdPrt-ResDam/Def+(45), GldArm-3defTpProc(46) Level 47: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(48), Artl-Acc/Dam/Rech(48), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50) Level 49: Hibernate -- Mrc-Rcvry+(A) Level 1: Domination Level 1: Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx(50) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9) Level 49: Quick Form Level 50: Musculature Core Paragon ------------
  6. Thanks Bopper. So for Water Spout, I think its got a radius of 9.5. Does the math below look correct? Area Factor: (1+(9.5*0.15)) = 2.425 Proc rate: 3.5 x 10 / 60 / 2.425 = 24% Doesn't look worth it. On the other hand I've occasionally slotted knockdown procs in Water Spout as a byproduct of slotting purples there and definitely seem them proc, and I suppose a 24% chance to knock every few seconds stacks reasonably well with WS's already okay-ish knock rate.
  7. Interesting. Is the proc rate tied to the recharge of the power itself, or is it based on the pulse rate of the child power the rain has? Dominators get a version of Sleet on 90 recharge, wondering if proc rate varies based on this or if its locked at the same values for all ATs. Also, any chance you could check on proc rate for Water Spout? I think all versions of it are APP powers. I think all versions have 180 base recharge.
  8. I've been trying to figure out how useful the -Res proc is in Freezing Rain and Sleet. If it works, it would be amazing. But I'm not convinced yet the proc rate is high enough to make it worth it. Has anyone tested it? Bonus points: and what about Achille's Heel in Water Spout?
  9. There are a couple of things about Dominators I could call downsides. Their APPs are not one of them though. FWIW I think Sleet may be in the top 5 among the best APP power any archetype gets. It's just that some of the other contenders are also really, really good. Enough so that if you can afford multiple builds, I think it's worth having one with Sleet and one with Indom Will + Link Minds to switch back and forth between. Dominators have a -Recharge hole, it completely wrecks them. Ice attacks are rare in the wild, but Psi attacks are very common. On most of my Doms, the Psi pool translates into 1 or 2 extra levels of difficulty versus Arachnos.
  10. If you're not familiar with Dominators I'd suggest your APP pool be the Psi Pool. It allows for covering the most mistakes, has two +Defense slots for Luck of the Gambler, and is all around a great pool for beginners. You'll read great things about Sleet, Water Spout, and Power Sink in other pools, and all have their merits. Overall though I think the Psi APP is the kindest pool to the brand new Dominator and what I almost always take leveling up. In Dark Control I'd take every power but the T1 immobilize. The next most skippable one is probably the AoE immobilize, but it's going to depend. You'll be tempted to skip Haunt, but leveling up, I wouldn't. It has really good return on investment in terms of endurance. In the end I'd try to end up with just one Immobilize if possible. They are useful for keeping AVs from running. You can choose between the AoE version or the single target you have in Midnight Grasp, just remember MG will require getting into melee range. In Dark Assault the most skippable powers are Nightfall and Midnight Grasp. Midnight Grasp with the Dominator ATO proc can be useful though, so it somewhat depends on how you plan to slot (see below about the Dom proc). On its own merits Midnight Grasp has lower DPA than Smite does. Probably the biggest decision any kitted Dom has to make is where to put the +Damage ATO proc. It's a difficult puzzle because slotting it somewhere other than a 6 slot power means you lose the set bonuses. Unfortunately the Gods aren't nice to Dominators here. All other archetypes except Controllers can put their procs in attack powers. Dominators have to finagle and find a control power that can accept the proc, or else slot an attack power they can expend the proc in. The design heavily favors some Dominator set combos over others. Dark/Dark has a ton of options, luckily. For AV soloing you probably want it in a power that you'll cycle routinely in attacks. For more general Dominater-ing putting it in a rapidly recycling control may work better. Fearsome Stare is a good candidate, assuming you use it a lot.
  11. It might make it simpler to just think of ToHit as the opposite of Defense. Every point of +ToHit counteracts one point of +Defense, The reality isn't quite that simple, but it's a baseline to help you understand it. Most enemies as far as I know don't resist -ToHit, so if you hit them with -10% ToHit and they are the same level as you, you just effectively provided anyone they attack with +10 Defense. -ToHit on players is more complex, because ToHit is modified by Accuracy (Accuracy multiplies the ToHit value). But the analogy still basically holds, its just that the final value is then adjusted again. The mathematical takeaway being that a whole lot of extra Accuracy won't really help you much against a big -ToHit debuff, and at a certain point where you have a huge ToHit bonus extra Accuracy no longer really matters. Great advice. This is one update to Mids I'd like to see, having hit chances listed for +0, +1, +2, +3, +4 instead of only one at a time. Would help people understand better how their ToHit and Accuracy contributes to hitting in real game scenarios.
  12. Psi Assault has -500% Regen in Drain Psyche. I've never tried to kill an AV with it. Some players have defeated AVs with Dark/Dark. Dark Assault has a ranged self heal, which is rare for Assault sets, and makes it possible to remain standing indefinitely vs an AV. Psi Assault sort of is that, but more for groups instead of AVs.
  13. Dark Control is an S-Tier Dominator set. You could combine it with anything and end up with a very strong character, but it does especially well paired with Fire, Dark, Savage, or Psi Assault.
  14. FYI the Psi Blast set has 20ft of extra range on all of its attacks, which lends it well to keeping at range. Weirdly though its nuke is PBAoE which kinda contradicts the rest of the set (a holdover from when nukes were used much less often). Shouldn't be an issue for you during most AV fights tho. That extra long range really can be useful at times. Like someone said, Ice is a good ranged set. So are Water and Beam Rifle. A set you didn't mention but which IMO is fantastic played as a hoverer is the newly updated Trick Arrow.
  15. Electric Dominators got a bit of a usefulness boost recently in the ITF. A bug was fixed that restored toggle abilities to the Romans that allowed them to toggle on a mezz protection aura that provides mezz protection and defense when their allies are near. Electric Control can drain the enemies and detoggle them. Apparently this is how it used to function on live.
  16. Someone said it already, but Mace Mastery's Poisonous Ray is very attractive on certain Controllers. It's got -18.75% Resistance and is very likely to proc the Achille's Heel proc for an additional -20% Resist. That's great if you're playing a set where debuff rules the day, like Illusion Control. -18.75% Resistance is just barley shy of as much -Resist as Sonic Resonance's T1 before the proc, and since that power can't slot Achille's Heel, potentially its a better debuff than an actual secondary set power.
  17. Seconded. Water Spout is fantastic and often overlooked. IMO it's especially amazing on a Controller or Dominator.
  18. Sounds like fun. I really want to try an all-Electric Blast and Control ITF sometime. With the updates to Electric Blast I bet its hilarious.
  19. Thanks for sharing. 🙂 This quote from Wikipedia may help you with the "Sybil" bit:
  20. I think that's fair. Would you mind explaining what it s about the ITF you don't like? Are there other Task Forces that are different from it that you do like?
  21. That is really interesting. I do remember the mobs shrugging off mezz some of the time, didn't realize it was specifically due to a toggle aura they have.
  22. I did notice I was missing more often in my last run. What are the details of the fix?
  23. This is a counterpart to a recent thread about the Mothership Raid. I'd like to talk about the ITF and why it is one the best dungeons in an MMO. While there are some things about it that detract, overall I think its design is a runaway success. To me, this dungeon hits several specific key marks: It encourages and allows every member of the team to participate It is not likely to be carried by a single player It respects the player's time by breaking the action into 4 purposeful missions, with no filler content It provides rewards to make it worth the effort It pits players against a variety of planned encounter types, including some all-boss and all epic boss spawns that create key "moments" that reward different build types It equally rewards AoE and single target damage It's approachable enough that even players who have never done it can probably follow the team and mostly understand what to do It is loaded with enemies who are dangerous in just the right way. Enemies have -Defense and very little mezz. Also there is some variety in enemy protection against mezz, which rewards using debuffs like -ToHit and Slow I could expand on this but I think you're getting the point. IMO the ITF *is* City of Heroes. I'd love to see more content designed using it as a template, and not just for CoX. It stands out to me among MMO content as a high achievement.
  24. Quoting myself here since I happened to have a second to jump on the test server and check. I wouldn't recommend slotting the proc in Conductive Aura, based on what I can tell it will not fire.
  25. Short answer, no. Long answer, this power is only worth it in powers that trigger frequently. Most people slot it in Stamina since that is always running. It might also work in some occasional other powers that have an Endurance Mod component, but I couldn't tell you offhand which powers those are. Possibly some things in an Electric set could make it worth it, e.g. Conductive Aura.
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