-
Posts
2652 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by oedipus_tex
-
Focused Feedback: Electrical Affinity - Name
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
So, not to reveal myself as an idiot, but I had to Google the word Galvinism to find out what that means.. If I hadn't just looked it up I'd think it had something to do with the verb "galvanize" and involved delivering rousing speeches. I think we need to make an eight grade reading level rule on powerset names. 🙂 (Yes I'm aware Galvanic Sentinel is a power name, but power names don't need to be quickly browsed in the character creation screen. Also I am from Louisiana.) -
Use Soul Storm's Animations for Gravity Controls Holds
oedipus_tex replied to oedipus_tex's topic in Suggestions & Feedback
Gravity Control is a set available to Dominators and Controllers. That animation only plays if you actually successfully Hold something, and it adds around 1.5 seconds to a mezz that is already long.. 15-40 seconds depending on the circumstances. Plus, Gravity Control is full of knockdown. The only way its overpowered is it's too much coolness for the game to handle. 😎 -
Dark / Savage Build - Shadowdruid Concept (Looking for pointers!)
oedipus_tex replied to Calamity Cain's topic in Dominator
Here is the build I use: With Dark Control, other than AVs, you're pretty well covered if you have 30 or more to a Defense, since all of your control powers also lower ToHit. So you need to shore that up with some Resistance and Healing. During the times Hoarfrost is up, you have an extra 500 HP, which translates to a huge amount of effective Resistance. Then on top of that the heal scales to your hit points. Unfortunately Hoarfrost can't be perma'ed, it has a 30 second downtime. 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! late Fee 3: Level 50 Natural Dominator Primary Power Set: Darkness Control Secondary Power Set: Savage Assault Power Pool: Speed Power Pool: Fighting Power Pool: Flight Ancillary Pool: Ice Mastery Villain Profile: Level 1: Dark Grasp -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-Acc/Rchg(3), BslGaz-Acc/Hold(5) Level 1: Call Swarm -- Acc-I(A) Level 2: Living Shadows -- Rgn-Dmg(A), PstBls-Acc/Dmg(5) Level 4: Maiming Slash -- Hct-Dmg/EndRdx(A), Hct-Acc/Rchg(9), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/Rchg(46), Hct-Dmg(46) Level 6: Possess -- CrcPrs-Conf(A), CrcPrs-Conf%(9), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf/Rchg(11), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(13) Level 8: Fearsome Stare -- CldSns-Acc/EndRdx/Rchg(A), CldSns-ToHitDeb(15), CldSns-Acc/ToHitDeb(15), CldSns-%Dam(17) Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(19), PstBls-Dmg/Rng(19), PstBls-Dam%(21), AchHee-ResDeb%(21) Level 12: Heart of Darkness -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(23), SprAscoft-EndRdx/Rchg(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(27) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 16: Spot Prey -- GssSynFr--Build%(A) Level 18: Boxing -- Empty(A) Level 20: Hover -- LucoftheG-Def/Rchg+(A) Level 22: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(29), ExpRnf-Dmg/EndRdx(29), ExpRnf-Acc/Dmg/Rchg(31), ExpRnf-EndRdx/Dmg/Rchg(31), ExpRnf-+Res(Pets)(31) Level 24: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(33) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(33), BslGaz-Acc/Rchg(33), BslGaz-Rchg/Hold(34) Level 28: Blood Craze -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), Mrc-Heal/Rchg(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), Ksm-ToHit+(36) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), OvrFrc-Dam/KB(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Acc/Dmg(37), ExpRnf-EndRdx/Dmg/Rchg(37), SlbAll-Build%(39) Level 35: Sleet -- RechRdx-I(A) Level 38: Feral Charge -- Hct-Dam%(A), Dmg-I(39), GldStr-%Dam(39), ExpStr-Dam%(40), FrcFdb-Rechg%(40), Mk'Bit-Dam%(40) Level 41: Call Hawk -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), GldJvl-Dam%(43) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Rct-ResDam%(45), GldArm-3defTpProc(45), LucoftheG-Def(46) Level 47: Ice Storm -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(48), Rgn-Knock%(50) Level 49: Hoarfrost -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(50), Pnc-Heal/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(7) Level 50: Musculature Radial Paragon Level 1: Quick Form Level 1: Blood Frenzy ------------ ------------ Set Bonus Totals: 18% DamageBuff(Smashing) 18% DamageBuff(Lethal) 18% DamageBuff(Fire) 18% DamageBuff(Cold) 18% DamageBuff(Energy) 18% DamageBuff(Negative) 18% DamageBuff(Toxic) 18% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.56% Defense(Energy) 17.56% Defense(Negative) 6% Defense(Psionic) 21.63% Defense(Ranged) 6% Defense(AoE) 2.25% Max End 4% Enhancement(Held) 112.5% Enhancement(RechargeTime) 4% Enhancement(Stunned) 54% Enhancement(Accuracy) 4.4% Enhancement(Terrorized) 8% Enhancement(Sleep) 8% Enhancement(Immobilized) 8% Enhancement(Confused) 106.8 HP (10.5%) HitPoints MezResist(Confused) 32.5% MezResist(Held) 32.5% MezResist(Immobilized) 32.5% MezResist(Sleep) 32.5% MezResist(Stunned) 32.5% MezResist(Terrorized) 32.5% MezResist(Teleport) 100% (20% chance) 18.5% (0.31 End/sec) Recovery 46% (1.95 HP/sec) Regeneration 18% Resistance(Smashing) 18% Resistance(Lethal) 32.25% Resistance(Fire) 32.25% Resistance(Cold) 23.25% Resistance(Energy) 23.25% Resistance(Negative) 18% Resistance(Toxic) 18% Resistance(Psionic) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1518;702;1404;HEX;| |78DA65944B4F13611486BFE90C540A08581028144AB9F406A505D4A531200401434| |2E24AAD139C40436D493B1859BAF037F81BDCB8F112BC2DFC0FDEB64613DD28086E| |4C80F174DE9796A44D9A67E6DCBEF79C39334B0F669A9ECE3DBCACB496E99C592A6| |5660AF7B279D32E14BDD74D7BAB68E674A5942F67DA5668D6B242935EB90D578232| |D385BC5D2CE492336671236F493E0DA16AC89552C9DCCAD9C915F3BEB9669DDCB6C| |DE7D7ADA295B7932717BEE582145AD9B4ACBBCDEEE56C766DDDCEE6D71A71972BDF| |36B9D78B96B9298EC0D5CDEC6A727ED5CA2C9925DB2A6E57D57789CCA8FC0F3B157| |F8EAEBE78940A1ACAF389FC081A1FC0C3582556A980206DA823C9D760D3B4098F6B| |339EC1772CF13A7C861E87EF4C0C8C47C1B10839021E4BBD3AE4D4D5DD648E09FAE| |E90B7C0A6DB64067424D7CB5EBC3FA0F9EC37F23BD8FA13D4E24A35F09C06EA6D7D| |0E9E7B41BE04DB77C8F792EB379492E1356AC86DDCD15DDFF957E46BB0EB0DF9160| |CBC03C322B019B95A73027503A42E9A5A38DF9627E84993F836DADA1CF9A906B1F8| |5141F93B344489A20E76D3B18BCCDE3DF20FD8B74F1E907F415DEA755251E73FA80| |C950DE50D90BADD9C6837B720F499E4760C705B0C51DF83584FCF12740DAC9073C2| |88C4C859419CE50952FB603B79A4DC3ABA9CD9CF5EFAD9CBE057E81A620F43EC6D8| |8BD8C4C835D32AA30A715E6541DD9C2613EADE104E383F08D445137B28D271B7904| |7F6483DB1D2BBF259A9B1B1D832F9624C7C914373A4D8EA2668F6849E05C23C15E4| |717E01B3D2027C031CEA05772927C639217516FFC0239454E82E94B604072529C69| |8A734F73EEE93EDD9D7BAF71EACD75B7285CB538F11A6FAAC692AEB14CD658A66A2| |C8B359665A3F2BD501AF6B9B5F295707EF9C4AB9DF6EE562D9A760D5B547F03DDFD| |AE89DE3B1D1DC233AC7F8C392DFA05F0390BF16AF756445192E3FC072E6003DC| |-------------------------------------------------------------------|- 16 replies
-
- dominator
- darkness control
-
(and 3 more)
Tagged with:
-
Use Soul Storm's Animations for Gravity Controls Holds
oedipus_tex replied to oedipus_tex's topic in Suggestions & Feedback
I've wanted this since the beginning of time. I tried to get the CoX developers to do it when they revamped Gravity Control in i23 or i24 but no dice. That animation is one of the best in the game, and so perfect for Gravity. I'd roll more Grav trollers just to look at it. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
While I don't mind if Granite Tanks find some way to speed up, both the Heal and Endurance sets have a history of being better for general users than for the actual owners of Endurance and Healing powers. I think we should be thinking about what these sets do for Endurance heavy sets. Stamina and Health have already become mules to about 5 different procs that benefit the inherent Health pool more than the actual powers they're intended to be hosted in. I think we should be thinking "How does this proc help Recovery Aura, Transference, Heat Loss etc" because to date those powers have always had bad slotting options, hence the desire for new sets. A Run Speed proc does little for a set intended for Damage + Endurance Drain. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
I just had a closer look at the actual numbers in Synapse's Shock and compared them across sets. I think we need to revisit the Damage component of this set. For Synapse, the combined Damage from 5 pieces (the last IO is unique so we need to target 5 pieces instead of 6) is a 68% damage boost. That's not enough to bring you to the greens. For reference, 83.32 is damage amount from 2 level 50 Damage IOs. Any damage set needs to at least hit that number to be considered viable. Players need damage in their attacks--everything else is secondary. Takeaway: The set needs at least one extra source of Damage somewhere or it will end up in the bin with the Slow IO sets. I'd change Endurance Modification/Recharge to Accuracy/Damage or Damage/Endurance Modification. Preferably Accuracy/Damage. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
To assist the developers, I've made a list of the major powers and abilities that are impacted by Endurance Mod sets. I may have missed a few. NEEDS ACCURACY: This power rolls a ToHit check, so the player must slot some Accuracy. Note that not all powers that affect enemies roll Accuracy (e.g. Power Sink, Energy Drain) NEEDS RECHARGE: This power has a Recharge that is long enough that if it were unslotted for Recharge most players would consider it subpar. NEEDS DAMAGE: This is a power that contains damage alongside its endurance effects. END MOD IS A MAIN FEATURE: This is a power where Endurance Modification is the main feature, and if the power went unslotted for it it would be considered subpar. Marks: X indicates a "yes" ~ indicates a "maybe/arguably" Blank indicates "no" POWER NEEDS ACCURACY NEEDS RECHARGE NEEDS DAMAGE END MOD IS A MAIN FEATURE Electric Fence X X ~ Tesla Cage X ~ X ~ Chain Fences X X ~ Jolting Chain X X (but usually slotted with procs) (hits only first target) Conductive Aura X X Charged Bolts, Lightning Bolt X X ~ Ball Lightning, Short Circuit X X X ~ Zapp X X X ~ Voltaic Sentinel X X ~ Thunderous Blast X X X ~ Charged Brawl, Havoc Punch, Jacob's Ladder Thunderstrike, Chain Induction X X ~ Heat Loss X X X Recovery Aura X X Transference X X ~ (restores enough that many dont slot) Speed Boost (usually slotted with 1 end mod SO) Accelerate Metabolism X X Lifegiving Spores ~ Lighting Storm X X X Heat Exhaustion X X Chrono Shift X X Lightning Field X X Power Sink X X Drain Psyche X X (never slotted for end mod) Energy Drain, Energy Absorption X X Painbringer, Adrenaline Boost X ~ Stamina Rarely slotted with endurance mod sets, but be aware that any procs affecting the caster can be slotted here by any character and may affect the game's overall meta. Unstoppable (and other T9 armors) ~ Dark Consumption X ~ X X Consume X ~ X Quick Recovery X -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
It's taken me some time to get around to looking at the Endurance Modification sets. Here's my feedback. I main an Elec/Psi Dominator so these sets will impact me a lot. SYNAPSE'S SHOCK Overall: I'm excited to see a set that has both endurance mod and damage! This will really improve the ability to sap and still do damage. This is a strong set for any ranged AoE or single target power that does damage and drains endurance. However, Accuracy is not very good and needs support from the rest of the build to be viable. You can also only 6 slot it once per build. The 6th slot bonus isn't great anyway except maybe on a Energy farmer build. Oh but hey, I sometimes play an Energy farmer, so it's not terrible. 🙂 Possible Cons: The increased Run Speed can be slotted in Stamina. In fact, thats the most optimal slotting for most people. Intentional? If so, its fine. I really wish this was a damage proc though. There aren't any available to Electric sets like there are for -ToHit, Slow, and -Defense sets. Suggestions: Make the run speed a damage proc. You will make the entire world happy and maybe even rejuvenate Electric Blast as a viable set. And also no one will slot damage procs in Stamina. UPDATE: See post further below about the damage values for this set being below two Damage ISOs. One of the set attributes needs Damage. POWER TRANSFER Overall: This is a not bad set. Very similar to Synapse above. I wish either this set or Synapse provided Ranged defense instead of Recharge to draw a distinction between the sets. Right now, I'd probably choose Synapse most of the time because the Recharge is in the 5th slot rather than the 6th. Possible Cons: That there is also a Chance for Self Heal in Tempest which can be slotted in the same powers as this, so a character could double dip. I doubt its an issue since the heal is small. Suggestions: Again, wish one of these two sets had a damage proc. PREEMPTIVE OPTIMIZATION Overall: A rare set that provides +Defense and Recharge together, which is always going to make it popular. Limitations on which powers can slot it will keep it from widespread stacking. Mostly looks good in concept, but needs some adjustments to the specifics. Possible Cons: This set provides the power it is slotted in with Range, but no Accuracy. So you would need to have a power that can be cast from afar, but also that doesn't roll ToHit. The only power that comes to mind that fits that profile is Livegiving Spores, in the Nature Affinity set, and I still don't think I'd slot this there. Generally here's what you can bank on with Endurance powers: Recharge is almost always the most important enhancement End Mod is almost always the second most important enhancement Accuracy is needed for about half of the powers that use these sets, and completely disregarded by the other half Endurance Reduction is occasionally useful Range is mostly useless; there is no existing power that accepts End Mod enhancements that is a damageless cone. Most of these powers are PBAoEs. Suggestions: Replace the Range in this set with Accuracy to expand its appeal. On a lot of powers it will be meaningless, but still better than Range, which affects virtually no powers, unless we consider being able to cast Speed Boost from a longer distance a big advantage. Thanks for your time. Looking forward to see what you guys do with these! -
Focused Feedback: Electrical Affinity - Name
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
I like the name Electric Affinity because it sounds like what it is. An Electric buff set, the sister set of Nature Affinity and Dark Affinity. If it were to have any other name, then following the example of Kinetics, Force Field, Empathy, etc the word would probably be just a statement of what it is: "Electricity." But I don't think that works because of all the other Electricity sets in the game. Most of the suggestions I've seen in this thread sound to me like the names of powers and not power kits. -
Soul Storm, the Hold power from the Soul Mastery Villain APP, has an amazing animation that rotates the victim around helplessly in the air. Gravity Control has an uninteresting Hold animation originally created in Issue 1 that is based on Hover. Can Gravity get access to the cooler animation? Especially in its AoE Hold?
-
Focused Feedback: Electrical Affinity - Powers (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
I agree that while the pet is a great start, he needs to do more on his own to be considered for a power pick. I wonder if we could drop Energizing Circuit and make that a power owned by the pet instead, to make the pet more viable. That would open a power slot and save a lot of clicks. You'd want to reduce the chain's endurance recovery strength if you did that. Overall, I'm still not sure I'm sold on the chaining mechanic for most of these powers. The actual power effects aren't that strong really, and the limit on the number of targets hit feels punitive in a league setting, where other buff sets shine. Radiation's heal, for example, is super reliable. I keep feeling like the actual power that should chain with limits is the T9 (currently a single target power). I don't mind if the other powers technically chain, but I don't like it being tied to Static or the number of links in the chain being so low. When I look at other buff debuff sets I see a lot of BIG GAME CHANGING POWERS (all caps for drama 🙂 ) Fulcrum Shift Chrono Shift Overgrowth Lightning Storm Heat Loss Liquefy (April fools... lets have a separate thread about this one 🙂 ) I'd be fine with T9 not chaining back to the caster if it is indeed made chainable. -
I think Electric/Savage has massive synergy if you can find a way to deal with handling in coming damage. There lies the rub. The problem in a nutshell is that melee archetypes are overtuned, as Frosticus said. So the developers have loaded enemies with tons of huge damage attacks, sometimes undodgeable (as in exploding enemies and collapsing robots) meant to punish armored characters, but that end up making unarmored blapper archetypes like Dominators have short life spans. My experience with the archetype is that I am alive until I am suddenly not. I usually don't even see what killed me. Usually it turns out to be some boss who escaped his mezz for a fraction of a second. Since further buffing damage is probably not in the cards, IMO Dominators should probably have significantly more Hit Points. All of this is why one Assault set, Psy, stands out to me as significantly better than the others, even if damage isn't top of the chain. With enough Recharge to make Drain Psyche perma, the Dominator can (mostly) stand toe to toe with melee, or at least not fold instantly. They're still very vulnerable against AVs of course. The other secondaries are fun and do good damage but no amount of control makes up for lacking armor or hit points, and most of the secondaries have not even a basic heal. Since damage isn't high enough for significant Inspiration churn, they can fall behind. But again, the current threshold of performance is way higher than it used to be; back in i24 before crashless nukes and reliable procs, Dominators were top of the chain, and still aren't technically bad.
-
Focused Feedback: Electrical Affinity - Powers (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
This is such an improvement. I'm getting more and more excited about seeing this set in game. What I love: It's clear to me that the designer(s) of this set are having fun. That's very important. Also, it's contagious. Thank you for your passion. The pet is a cool and unique idea! I really love where this is going. The anti-mezz cage power is so cool and unique. I'm in love with it (almost, see below). This is just a fun, interesting design overall that I think a lot of players will be excited to explore. It really speaks to the level of quality that the homecoming team has put into their work. What I'm not crazy about: In general I think that buff/debuff sets need to teeter on overpowered in order to be competitive in this game. This set is never going to keep up with a damage dealing character and needs to really stand out in other ways. I'm not quite sure we're there. I don't like Static changing my Run Speed. It makes it too variable from moment to moment. Anyway Run Speed isn't much of a bonus. +Recharge or +Special on the other hand, are highly desirable on squishies and reasons people are drawn to particular sets. I don't like that the pet is the main way to build Static but also his duration depends on how much Static I have built up... it feels circular. I wish this pet was just a nearly invulnerable entity. See Gravity Control's Singularity. If you need a mechanic for spending Static, maybe make it the Shock power itself, turning it into an AoE version of itself when the Static bar is full. I would prefer no SFX at all on Faraday Cage. Or maybe just a SFX when it is first cast. I find the constant crackle sounds distracting. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
Since Positron's Blast already provides +Recharge I think the most balanced option is to move the Recharge out of this set entirely, as much as I hate to say that. Move the +3.75 Ranged bonus down to the 5th slot, make the 6th slot either +3.75% AoE Defense (which is meh) or +3.13 or +3.75% Melee Defense (quite powerful and sought after). That makes this set the "defensive" option, and keeps Positron semi-viable. EDIT: But as I am saying that, I am doubting myself about whether a set containing both Ranged and Melee defense isn't too powerful as well. 🙂 -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
If it followed the pattern of the other in-game sets, the 6th slot would either be a unique, a self defeating proc of some kind (e.g. adds chance for knockback), or elsewhere in the ramp up to the final bonuses you'd have not-great stats. Accuracy, S/L resist, and Range are all fantastic bonuses even in small amounts and good reasons to chase down a defense/recharge prize at the end of the slot tree. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm not sure. I think some of this is philosophical. It depends on how hard we want it to be for squishies to soft cap. Classically, squishy ATs have had to work hard to get their hands on Ranged Defense in combination with Recharge. I just made a rough list below. I probably missed a few so please feel free to point them out: Coercive Persuasion (Confuse) +5% Ranged, +10% Recharge Unique set, except for oddball cases with World of Confusion only 5 types of Controller/Dom and 1 type of melee character can slot this Malaise's lllusions (Confuse) +3.13% Ranged, +6.25% Recharge Great but strictly weaker than Coercive Persuasion. Only one set (Mind Control) even has more than 1 Confuse power and therefor reason to slot it, and to troll you, the damage proc breaks the non-notify. 🙂 Sting of the Manticore (Snipe) +2.5% Ranged, +7.5% Recharge This is one of the best IO sets in the game and a reason to always take your Snipe power. However no set has more than 1 Snipe Also this is achievable with 5 slots ALSO this set has a damage proc... point being this set is fantastic. And only slottable once per build. Stupefy (Stun): +6.25 Recharge, +3.13% Ranged Not unique, but limited to Stun powers that do not do damage, and the proc is an incredibly irritating knockback (good trolling devs 🙂 ) Expedient Reinforcement: +3.13% Ranged +6.25% Recharge 6th slot is unique so Ranged bonus is not repeatable Cloud Senses (Accurate -ToHit) +3.75% Ranged +6.25% Recharge One of the best, but its rare a power can actually take 6 slots though without significant drawbacks; it has to be a -tohit power that rolls accuracy but does not need damage slotting Basilisk's Gaze (Hold) +1.25% Ranged defense, +7.5% Recharge Prior to i24, considered the default slotting for Controller/Dom holds, but has somewhat fallen out of favor. Doable with just 4 slots though. A real outlier that comes with some other drawbacks because the actual set characteristics dont help the power this is slotted in enough. Red Fortune (Defense) +2.5% Ranged, +5% Recharge - Nice but not competitive with Luck of the Gambler. Occasionally you will see a combo of x1 LoTG and x5 Red Fortune Tempered Readiness (Slow) +1.8% Ranged, +3.75% Recharge An abysmal way to spend 6 slots. BTW developers, Slows could really use some new sets 🙂 Generally speaking, each squishy Archetype is choosing from that list above in combo with the following: +10% Recharge +5 Ranged from 6 slotted ATO +3 from Steadfast Protection +3 from Gladiator's Armor So, base 11 Defense The goal is generally to hit 32.5, 40, or 45, for various reasons, while still hitting good recharge numbers, and slotting procs wherever possible. The addition of Bombard to the list above makes the task significantly easier, because: There are very few existing sets with a repeatable +Defense and +Recharge bonus The few that exist go in powers limited by the number of feasible powers to slot them in (Confuse, -ToHit requiring no damage slotting, etc) No Single Target Ranged Damage, Melee Damage, PBAoE Damage, or (prior to now) Ranged AoE Damage set gives both Recharge and Ranged Defense, outside of ATOs. This includes purple sets. I'm not saying it definitely should not be allowed. But I do think we should be careful and recognize what a game changer this is. -
Focused Feedback: New IO Sets (Build 2)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
Thanks for the update! I appreciate how much hard work you guys are putting in and I am so thrilled about this upcoming release. RE: Bombard, this is looking more balanced. However I still think 3.75% Ranged defense in a set that also provides Recharge (any amount), S/L resist, and +Range (not found on any other set) should be lower. Other than ATOs, the few cases where we have both Ranged Defense and Recharge in one power tend to be limited: one Snipe set, Recharge Intensive Pets, Coercive Persuasion (Purple Confuse set), some of the highly specific mezzes. Take a look at how Malaise's Illusions, a good but not perfect IO set works: Malaise's is limited to Confuse powers. If this could be slotted in AoE damage powers everyone would, because the Recharge and Defense are significant. A lot of Blasters have 5 AoEs, so just with Bombard they'll be hitting +25% Recharge, +18.75 Ranged Defense, +25 Range (not achievable with any other set), with no significant Accuracy price, and +12.5% S/L resist. This, to me, means ranged AoEs are the new Defense powers, at least for squishies. True, you need 6 slots, but you're probably 6 slotting your AoE powers anyway. To give you a look at how this would impact a real build, I'll pull up my Elec/Psi Dominator: Look at Chain Fences in particular. Dominator builds are ruled by the pursuit of Ranged Defense in combo with Recharge. I'd obviously be dropping Positron's Blast (admittedly not a great set) for Bombard. I'd come away like a Bandit. I'd also likely be picking up Psychic Scream for a second dip, dropping the inferior Dominator ATO slotting in Static Field. I'd also drop the purple Armageddon in Ball Lightning for a third dip. Overall I quite like this set and know it was created because Ranged AoEs historically have had poor slotting options. Having Ranged Defense and Recharge together isn't necessarily bad. But I do think this specific combo of bonuses is extreme. Part of me wants to stay quiet just so I can trick out my Dominator. However in fairness it feels like at least one of the bonuses, maybe the S/L resist, should become one of the various throwaway bonuses like end discount, recovery, etc. -
I wouldn't skip anything but the single target Immobilize. Dark's AoE Hold is great. It's an instant Mag 6 Hold (in Domination mode) with a lingering -ToHit field that lasts 45 seconds. Way better than other AoE Holds and too good to pass up (not that I'd personally ever skip the AoE Hold on a finished Dominator build BTW, just while leveling up). If you haveto skip something, skip Haunt. But I'd still try not to, unless you exclusively team. Think of Haunt like a blast power with a good DPA, For Martial, pick about 5 powers you like. Envenomed Blades is a given. I'd definitely take Trick Shot. The others will be a toss up depending on what works for your build. Tertiary I'd probably roll with Ice, Psi, or Fire, depending on how I was feeling.
-
Focused Feedback: New IO Sets (Build 1)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
Is Bombardment unique? If not I think you may want to rethink the bonuses. That specific combination of bonuses is quite extreme. I think the Recharge needs to go, personally, altho it hurts me to say it. There are very few sets outside of Purples that have both a lot of Recharge and also a lot of Defense. The way this set is currently, it is actually better than the Purple Armageddon set. I can't get Ranged defense from Armageddon. With this set I lose a little Recharge and Accuracy vs Arma but gain +Range (very hard to get elsewhere), S/L Resist, decent +Recharge, and the best Ranged defense offered outside of a Purple (and most Purples don't offer Ranged defense, just a few oddball ones like Coercive Persuasion). -
Dr Q, hands down. It's literally the same mission multiple times over. Like, they literally just copied that one mission 10 times and (sort of) added some flavor text, then spaced the mission doors out as annoyingly far as possible.
-
A few thoughts. Luck of the Gambler in Steamy Mist gives +7.5% Recharge. You've spent 6 slots to get +8.5%. If you really need the Recharge, go x1 LoTG x5 red Fortune for a total of +12.5% Recharge. I'mnot sure you do, though. If you are going to slot this way you're better off putting the defense sets in Weave, which has higher base Defense O2 Burst is overslotted. One Heal IO here and move on. Hecatomb in Boxing is a nobel expense of a billion influence but you could get +10 Recharge in more efficient ways 🙂 You need knockback protection somewhere As slotted, Blind is wildly inaccurate. Drop some of the procs for traditional damage slotting. Stamina probably needs more slots. I assume you're rolling with the Cardiac Alpha slot to help pay for all these toggles. Storm is a very expensive set. Possible revisions (this is a rough cut:) Hero 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 Natural Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Spectral Wounds -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Acc/Dmg(5), GldJvl-Dam%(7) Level 1: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(7) Level 2: O2 Boost -- Heal-I(A) Level 4: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(9), BslGaz-Acc/EndRdx/Rchg/Hold(9), BslGaz-Rchg/Hold(11), UnbCns-Dam%(11), GhsWdwEmb-Dam%(13) Level 6: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(17), CrcPrs-Conf%(17) Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Ksm-ToHit+(19) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 12: Flash -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(25) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 16: Freezing Rain -- AchHee-ResDeb%(A) Level 18: Phantom Army -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(27), ExpRnf-EndRdx/Dmg/Rchg(29), ExpRnf-Acc/Dmg(29), SlbAll-Build%(31), OvrFrc-Dam/KB(31) Level 20: Hurricane -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(31) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), Ags-Psi/Status(33) Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-EndRdx/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(36) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(50) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(37), ExpRnf-+Res(Pets)(39) Level 35: Tornado -- SprOvrPrs-Rchg/Energy Font(A), ExpStr-Dam%(39), SuddAcc--KB/+KD(39), RzzDzz-Immob%(40), AchHee-ResDeb%(40), FrcFdb-Rechg%(40) Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), FrcFdb-Rechg%(43) Level 41: Poisonous Ray -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(43), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(45), Dcm-Acc/Dmg/Rchg(45), AchHee-ResDeb%(46) Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), RechRdx-I(50) Level 49: Fly -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(23), EndMod-I(50) Level 50: Reactive Core Flawless Interface ------------ ------------ Set Bonus Totals: 21% DamageBuff(Smashing) 21% DamageBuff(Lethal) 21% DamageBuff(Fire) 21% DamageBuff(Cold) 21% DamageBuff(Energy) 21% DamageBuff(Negative) 21% DamageBuff(Toxic) 21% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.56% Defense(Energy) 17.56% Defense(Negative) 6% Defense(Psionic) 21.63% Defense(Ranged) 6% Defense(AoE) 4.5% Max End 4% Enhancement(Held) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 15% Enhancement(Accuracy) -2.55 Enhancement(Knockback) 8% Enhancement(Confused) 113.8% Enhancement(RechargeTime) 8% Enhancement(Immobilized) 8% Enhancement(Sleep) 87.75 HP (8.63%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 12.5% MezResist(Held) 12.5% MezResist(Immobilized) 12.5% MezResist(Sleep) 12.5% MezResist(Stunned) 12.5% MezResist(Terrorized) 12.5% MezResist(Teleport) 100% (20% chance) 8% (0.13 End/sec) Recovery 56% (2.37 HP/sec) Regeneration 15% Resistance(Smashing) 15% Resistance(Fire) 15% Resistance(Cold) 22.5% Resistance(Energy) 22.5% Resistance(Negative) 15% Resistance(Toxic) 20% Resistance(Psionic) 15% Resistance(Lethal) | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1477;672;1344;HEX;| |78DA6594596F125114C7EFC050048A4029DD290814901D976713EB92DAD634E155A| |5139802C9B08425691F7DF01B685AF5C125B17549FC0E7E07B53EF8627CD6D6E5D5| |8C8739FF161226C06FF8DF73CF3DE77FE7CEFAF6B5F1F737EF5F11927B59533A9DE| |272B3D16D37354D6D5B6F2BDD5E5BD144FFB2D2373C183B09CBAC685AAF536B364E| |84C050CCD5DED656A6D06DB6EBC542AF5E6F366A8D8A706C3469DA0DAD56A976EDC| |67DA1A5AA6527CB7D95A25CC6BF355529ABED4EB5D65AB8DEAA953243A9D795924A| |3F9DAEDADE99A1D2A2F47D26095CBA453C25C464617A023E66CA7BE02E732C65162| |22F8BCDC15C493C3019DAD877D9A042633CAC0B29220CED390966AC65FE48F17E59| |9CF9047E61DA3F832B9C6FBC2E197C41B060AEE50EC6EE32CFDE038B4CF726A8306| |DB40F56A318DD64F571BE8955EE61E29F30D62B916C438C0D319393A09BF992E0E0| |1ACC0ED43F85FA670E41F411A2359D9C4F7226B9FF39B04CBA0BDEB83E50BC5716A| |F48F3A03FCF6FAE7BEE88B9F0073C662E2E83DFB80795E67AB19617FE2F623F24AA| |C387B57C3A5DC24CCA343A9DEEDF50B5C10B9C2978993BDD27CCA29AD97D8C1D30C| |FBD06DF806F99E1774C99F2CF23FF3C9C0CC3C93C9CF4508C9F63841F31078400D6| |0CA0F3303A8EFC02E14C048E44FF322B3437C4F92C213F3B10DD6167A37024B6CDB| |DC6E0780C0E55495EC2DCA5346BE7336016CC31137910731FD296C551731CA72381| |D392C2E949E134A570BAD258FF11CD4DC2A7243C48C3A7347CDAA3980CE79733F02| |40B4FB2F0240B4FF278BA1CE46D0E3B9EFB8A27473E3DA9F4E93F05FE81A2274646| |73234A7E44B938A25C1A51D646940D79E8BD602836F7E95B41FF61A7513C175298F| |B391AD66E4986873F87B538C71D0F3493B4CB7D4F05792C0F1E7A091CA3FF07887C| |F243| |-------------------------------------------------------------------|
-
So after reading those last two replies, you may be wondering why anyone would mess with this archetype at all. So I will try to explain why I and other players like them. First, like I said, before Blasters were buffed and procs were changed to trigger reliably in long recharge powers, Dominators were widely seen as one of, if not the leading squishy class for solo play. Nothing has changed to make them any worse, it's just that many other classes have been buffed to be better, in some cases, like Blasters, extensively. Dominators themselves have also been the beneficiaries of some of these tweaks: they benefited a lot from the snipe changes. What really made Blasters pull ahead was that nukes used to be considered throwaway powers so it was no big deal that Dominators lack them. Now they're great and the Dom, already behind in AoE, is now way behind. So why mess with the archetype? Well, part of the reason is the Control sets overall are well designed, very divergent from each other in playstyle (much more than any Blast set), and so each character you create opens up gameplay possibilities unlike anything else you're going to play... including in other MMOs. The differences between Ice Control, Electric Control, and Gravity Control are so vast that they are almost like three different character class. The second reason to play Dominators is the 5th slot in every Assault set, which is dedicated to a "unique" power. Blast sets and Manipulation sets get Build Up or Aim more or less reliably or else some minor variation. For Dominators though, you get: Four sets that provide a Power Boost like power that reverses the normal Controller/Dominator relationship. The normal relationship is Controller has better debuffs (for most debuffs) as well as longer mezz durations when the Dom is out of Domination mode. For these four sets, Dominators rule the game on mezz. Nothing can touch them. Two sets that mimic Blasters and provide Build Up. A few sets with Build Up like powers. One set with Drain Psyche, a power that transforms you into a regenerating wall of control. While Blasters also get this power, its on the Dominator, already quite a survivable archetype, where its true potential for turning you into an immoveable object is realized. Altho it's not a 5th slot power, there is a power in one of the Dominator Assault sets that teleports you into an enemy's face and makes you punch them. The third reason to play this archetype is the APPs. The APPs are transformative for Dominators in ways they aren't for most other classes. What this means is if you roll a Dark/Dark Dominator (for example) and get to level 50 and take the Ice pool, but decide to respec later into the Psi pool, you've likely made a huge adjustment to the character. Mainly, this was the result of the developers retroactively allowing the archetype access to the legacy Controller Hero sets, which resulted in them having to replace the single target blasts, and what they replaced with them with is toe curling: The Ice APP got a version of Sleet, which even with a shorter duration is amazing for this archetype, borrowing one of a Controller's main bragging rights The Fire APP got both Fireball and Rain of Fire The Psi APP got Link Minds and Indomitable Will which provides very 2 sources of LotG slotting while still giving you Resistance armor, plus respectable base Defense The Energy APP was also blessed with two AoEs (altho the endurance cost on one of them is prohibitive; at least you get Conserve Power with this set) The Villain Mu APP which had existed for a while more or less in obscurity suddenly found new life when Electric Control came around, and this is probably the premiere use of Power Sink in the game
-
Dominators were fairly competitive with Blasters back before crashless nukes and sustain abilities. Now they don't come close in my experience. The main reasons to go Dominator are: In Dom mode, you have mezz protection, which no other squishy does outside of Clarion(forces this Destiny pick), Indom Will (must be Controller and go Psi Mastery), or Mystic pool (which is non-perma and requires the Mystic pool). In Dom mode you can often mezz entire groups instantly, including Bosses. No other class touches Dominators for total lockdown--altho with revised proc rules, its now much easier for Blasters, Controllers, etc to mimic Domination. With enough Recharge you can have both these things permanently. You deal more damage (generally) than (most) Controllers. To answer your question, the most Blastery Dominator wouldn't be a Dominator, to me it would be a Gravity/Storm Controller. Dominator is still a good class, but definitely on lower end of the damage scale, maybe a about as strong offensively as a Defender or Tanker.
-
Buy all of your enhancements from the auction house already attuned. Just search the level range 1-1 when searching for them. I don't think they cost anything extra versus buying an enhancement for any other level, so no reason not to buy them already attuned.
-
Focused Feedback: Shock Therapy (Build 1)
oedipus_tex replied to Jimmy's topic in [Open Beta] Focused Feedback
It can. It's probably one of the best powers in the game to be honest. It's anti-mezz to all that lasts 30 seconds and at base recharges in 32 seconds, and it can be cast while you are mezzed. Unless you are playing one of the 3 Control sets with a PBAoE aura, you can just cast it whenever you get mezzed to instantly bust out and be back in action. You just can't leave the area of effect until you're sure you're in the clear or the Cage is recharged again. A good end game build will have power on around a 10-7 second recharge. Total anti mezz protection on 10-7 second recharge on a squishy. That's gold. I wish they'd tune up the rest of the set, but that power is unique and cool and powerful as hell. 😄 I could see extending the duration to 45 or 60 seconds as long as it keeps its current Recharge, or the anti mezz effect lasting longer beyond the time you leave the cage (say, 30 seconds). But I don't want to lose the panic button aspect of it it currently has. Right now Shock is really, really good at breaking out of mezz, and can do it with just SOs.