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Chelsea Rorec

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Posts posted by Chelsea Rorec

  1. I tried to explain it to him but i didn't do it very well.

    He never believes me and it takes someone else on the forums before he realise what i said is correct.

    🤷‍♀️

  2. Prior to set bonuses, doms objectively struggle with:

    - hitting +lvl enemies/debuffers as they largely lack tohit buffs

    I've never had a problem with this as i often take Buildup in its many forms

    - being slot starved as both primary and secondary are fairly demanding

    True for any AT i guess

    - endurance management as controls are costly and high rech/ds attacks chew through end

    The only time i have had this issues was with Earth assault

    - lack of full time mez protection

    True for any AT that is not a scrapper or tank etc

    - attack chain flow  seeing as many assault sets are clunky until their lvl 38 power

    Again i've not had an issues before lvl 38. I normally have atleast 3 attacks prior to lvl 38

    - encouraged to fight in melee range without armor/hp/mez protection

    Dom can do range or melee and have a good mix of attacks on 'most' power sets.

    - lack of burst damage

    Holds/mez means i've never needed burst damage and in those times when i have needed more damage then chewing red insps has solved most issues.

    - limited access to sustain powers

    Not sure what you mean by this. Do you mean a constant holds you could cast ? as no Dom really has that.

    - lack of aoe damage prior to epics, but no shortage of aoe aggro potential

    Most Doms get 1 AoE and are not reguarded as AoE monsters and even with epics i would not considered them AoE gods. I mainly stick to the single target attacks with the odd AoE thrown in. And honestly if you are not managing agro then you are doing something wrong.

  3. I'm doing the same with my elec/elec dom.

    Just with conductive aura and melee attacks i floored babbage's end in the synapse TF so it's really easy to do.

    And i just fought Silver Mantis and floored her end before shutdown 🙂

    Static field is -end so is Fences, it all helps when trying to drain.

    Jolting chains is -end also.

  4. I'm currently playing an Elec/elec dom (i like elec melee and have used it before)

    My thoughts are that i wanted a scrappy dom with lots of end drain.You know playing to its strengths.

    Might not be to your taste i dunno *shrug* 75% S/L resists 49% ranged def.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Milly Amp 2: Level 50 Mutation Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(7), BslGaz-Acc/Rchg(7)
    Level 1: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(25), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(42), Thn-Dmg/EndRdx/Rchg(42), Thn-Dmg/EndRdx(43)
    Level 2: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(23)
    Level 4: Chain Fences -- Acc-I(A)
    Level 6: Fly -- Flight-I(A)
    Level 8: Conductive Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(42)
    Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Hover -- LucoftheG-Def/Rchg+(A)
    Level 16: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprAscoft-EndRdx/Rchg(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(43)
    Level 18: Build Up -- RechRdx-I(A)
    Level 20: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(34)
    Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(25), ShlWal-ResDam/Re TP(46)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(27), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(29), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(43)
    Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50)
    Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def/EndRdx(37)
    Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-+Res(Pets)(34), ExpRnf-Dmg/EndRdx(34)
    Level 35: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
    Level 38: Voltaic Sentinel -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(39), CaltoArm-Dmg/EndRdx(39), CaltoArm-Acc/Dmg/Rchg(39), CaltoArm-EndRdx/Dmg/Rchg(40)
    Level 41: Power Sink -- RechRdx-I(A)
    Level 44: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45)
    Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 49: Jolting Chain -- Acc-I(A)
    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 -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Heal-I(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(48), EndMod-I(50)
    Level 50: Melee Partial Core Graft
    Level 50: Degenerative Partial Core Conversion
    Level 50: Barrier Partial Core Invocation
    Level 50: Agility Partial Core Revamp
    ------------

     

     

  5. 13 hours ago, Bodai said:

    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!

     

    Alright then, try this one out.

    - 59%+ positionals, and 52% S/L resist

    - Extremely low end consumption (really proud of that, I started out with that) even with lots of toggles on

    - 45%+ def with just the three SR toggles (and then of course stupidly low end consumption)

    - I left out CAK and replaced with spring attack, more damage than DT, but of course much longer recharge (but could go either way)

    - Got rid of hasten altogether, and actually I didn't optimize for recharge at all (also means even less end use)

     

    Some novelties:

    - You could replace stealth with maneuvers, it fits my theme but maneuvers obviously has advantages

    - You could actually get the def or res higher if you wanted to favor one over the other

    - Lots of ToHit as well as accuracy using Focused Accuracy + Kismet proc, so should hit allot with the AoEs

    - Nothing to remember to click - no hasten, no conserve power, and PB can be on auto

     

    You could certainly tweak this further to a particular taste, but I think this is extremely solid.

     

    Really curious how this would play, I wonder how low the need for blue insp would get.....

     

    -Bodai

     

     

     

     

    With decent slotting and sets you can hit 60% poistional without all the trash powers in that build.

  6. On 11/23/2019 at 4:38 PM, oedipus_tex said:

     

    To be honest I just expected Earthquake to behave identically to Bonfire or Tornado and didn't actually test it specifically. That's interesting if the proc is firing during the quake's life but not reliably on the first cast. 

    Yep i see it firing acouple of times and not just on cast.

  7. On 11/20/2019 at 5:02 AM, Tabercil said:

    I've run this a few times with my lvl 40 EL/EA stalker and no way am i getting anywhere near some of the reported fast times. Quickest I'm getting is about an hour and 20 minutes. Suggestions on how to speed this up?

    I did it in 1 hour 4 mins and wasn't really trying for  fast time.

    Using oro portal for zoning to missions etc helps.

  8. On 11/18/2019 at 10:59 PM, oedipus_tex said:

     

    No, it only fires when place the Quake. But on a good IO build you're probably dropping a Quake every 30 seconds or so, so the uptime is considerable.

    Thats not what i've seen on my Earth/storm controller.

    Earthquake is firing more than once during its life.(Go test it and watch your combat log)

    But it is not someplace i would waste a slot on FFB.

    No idea on Ice slick tho.

  9. 1: I actually do it the other way around and have hasten bound to forward.(personal preference)

    2: I normaly aim for 160% ish (with hasten) it gives a margin for error.

    3: You can soft cap def quite east and i find i don't have to (or want to) pick maneuvers. My current earth/elec is capped and is unstoppable with just weave/scorpian shield and set bonuses.

    4: I use Zapp quite alot even in combat as it's solid damage but with the recharge i have, my main chain is just charged brawl+havoc punch+thunder strike all day long.Your range damage is weaker with charged bolts/lighting bolts.

    5: I tested alittle and it seems the general thought is the regen is worth it but you don't get much end from conductive aura. 2 health 1 end i see is popular.

    Jolting chain i tested and seems like a fun power.And i found it usefull for the KD and if you slot a force feedback +Rech it's a burst of Rech.I see some ppl slot dmg procs also which is another option.

    6: They are weaker than most melee pets so you might want those resist bonus aura's. Also don't let anyone give them speedboost..They get cocky and act like jerks 🙂

    Voltaic sentinel is short lived and un-controlable but good extra dmg.

    7: Surge of power is a last ditch attempt power only giving you high resistance for a short time then draining all your end and leaving you unable to recover end for some time after.I skip powers like that..But you should pick up Power Sink, it's awesome with elec/elec. You'll end up draining bosses and EB's. pick it and love it.

     

    • Like 1
  10. I use this.

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Natural Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), BslGaz-Acc/Rchg(5), BslGaz-Rchg/Hold(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- JvlVll-Acc/End/Rech(A), PstBls-Acc/Dmg/EndRdx(3), JvlVll-Dam%(7), TraoftheH-Dam%(9), PstBls-Dam%(9)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Quicksand -- ImpSwf-Dam%(A)
    Level 8: Fly -- HO:Micro(A)
    Level 10: Steamy Mist -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11), LucoftheG-Def/EndRdx(11), LucoftheG-Def(25), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(34)
    Level 12: Stalagmites -- Stp-Acc/Stun/Rchg(A), Stp-Acc/Rchg(13), Stp-EndRdx/Stun(13), Stp-Stun/Rng(15), Stp-Acc/EndRdx(15)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 16: Freezing Rain -- Ann-ResDeb%(A), PstBls-Dam%(17), JvlVll-Dam%(17), ImpSwf-Dam%(21), TchofLadG-%Dam(21), ShlBrk-%Dam(31)
    Level 18: Earthquake -- AchHee-ResDeb%(A), TchofLadG-%Dam(19), ExpStr-Dam%(19)
    Level 20: Hurricane -- HO:Enzym(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(46)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Volcanic Gasses -- Ann-ResDeb%(A), JvlVll-Dam%(27), PstBls-Dam%(27), NrnSht-Dam%(29), HO:Endo(29), GhsWdwEmb-Dam%(31)
    Level 28: O2 Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(31), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(50)
    Level 30: Air Superiority -- Acc(A)
    Level 32: Animate Stone -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(33), SvrRgh-Acc/EndRdx(33), SvrRgh-Acc/Dmg/EndRdx(33), SvrRgh-Acc(34), SvrRgh-PetResDam(34)
    Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(37)
    Level 38: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40)
    Level 41: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(50)
    Level 44: Seismic Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45), Hct-Acc/Dmg/Rchg(46), Hct-Dam%(46)
    Level 47: Rock Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48)
    Level 49: Earth's Embrace -- DctWnd-Heal/Rchg(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 -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(23), Pnc-Heal/+End(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), EndMod-I(37), EndMod-I(37), EndMod-I(43)
    Level 50: Agility Partial Core Revamp
    ------------

     

    It might not be to everyones tasted but i love it.

  11. My Earth/Storm is my fav controller.

    If you load up earth with procs it's amazing with storms extra damage.

    I have 21 procs in my build and big mobs die so fast.

    With all earth's location AoE's you don't even have to show your face to the mobs.

    Ppl say  planet is the most damaging control set. I'm not so sure 🙂

  12. So today i spent 250 merits on a set of obliteration for one of my charactors.(without the proc)

    I happly went about and bought all the parts then made the set and then placed them in an enhancer table for another toon to slot.

    I removed them on my new toon and was just slotting them.

    Only the server went down (Map severed).

    On my return the set was gone from my toon and gone from the enhancer table.(table log shows me place and removing from table)

    250 merits, 1 obliteration set and the inf to make them gone.

    And the GM's will not refund.

    I think this is unfair as the issue was beyond my control and purely a techincal issue.

  13. I'm going to call this a win.

    and i think i may have gotten two people confused so i'm going to apologise to coyote.

    Sorry

     

    As for Earth/storm like i said before i don't just use freezing rain, i use a combo of powers which stacks up to 12 procs firing on 1 mob which gives you a much better chance of doing a lot of damage.

    And freezing rain can have 5 procs.

    So you can have quite a few dead mobs or mobs in half health before you even start with storm or any other powers.

    In my tests i've killed everything from around a corner and never even shown my face.

    So i'd like people to try the combo of quicksand,freezing rain,earth quake,volcanic gases with max procs and report back just so people know.

     

    We are the "collective"

    We will add your biological and technological proc knowledge to our own. Your culture will adapt to service us. Resistance is futile.

    sorry bad pun.

     

    • Like 2
  14. 26 minutes ago, Coyote said:

    Um. I state damage at level 50, against +0 mobs, because that's a simple and clear way to compare damage across powers.

    You are doing 91 instead of 71, but that's because of -Res, not because of the base damage being 91... that -Res improves the base damage of Freezing Rain, also. But it also improves the damage of Fissure, as an example. Or Stone Cages. Since all of your sources of damage are improved by -Res in the same fashion, if we're trying to figure out what is the best source of AoE damage, then it makes sense to use base damage for comparisons.

     

    I am quite a fan of using proc IOs on Controllers to do more damage. I've even put up some posts on the topic. I don't have any problem whatsoever with someone trying new ideas and builds. It actually seems to me that you are fixed on your idea of an earth/storm and are really close minded to having a mathematical analysis of DPS, and try to beat down anyone who tries to analyze numbers, but that's how damage is accurately measured.

     

    I actually think that if I were playing Earth/Storm (and I did on Live), and interested in soloing with AoE ability, I would be squeezing procs into Freezing Rain and Earthquake, also. But I wouldn't do it without analyzing the numbers, and ending up saying "This is a pretty poor return on the IOs, but there really is nowhere else to add AoE damage to the build".

    I said it was -res.

    Please try and read my posts as i stated that the -res was improving the proc damage.

    Point is even if 1 proc fires its still more damage than just slotting freezing rain with just damage enhancers.

    And i have 5 in mine 5x71=355

    Quote

    It actually seems to me that you are fixed on your idea of an earth/storm and are really close minded to having a mathematical analysis of DPS, and try to beat down anyone who tries to analyze numbers, but that's how damage is accurately measured.

    Someone always has a better build or can improve a build.

    But stating that someones power full of procs is "doing nothing" like you stated is completely wrong and that is what this issue is about.

    Hence the logs prooving you wrong and showing that freezing rain not only procs but procs a lot and does more damage than YOU stated.

     

    Also adding procs/damage to powers that otherwise wouldn't do damage like quicksand for example is improving DPS.

    • Like 1
  15. I mean lets face it when i place all my powers (quicksand,earth quake,volcanic gases,freezing rain) i have 12 procs firing killing stuff and that's even before i've touched the storm powers or any other powers.

    I can throw in stalagmites which is 1 more proc or stone cages which is 3 more (yes i've seen procs firing on cages).

    All on powers that don't really do a lot of damage themselves.

    most stuff dies but sometimes you have stubbon bosses which requires other storm powers or seismic smash.

     

    Seems to me Coyote that you are fixed on your idea of a earth/storm and are really close minded to new idea's and try and beat down anyone who brings something new to the table but thats how progress is made.

    Someone standing up and saying "hey have you tried this" and bringing proof to the ney sayers.

    I'll bring more logs or better still come with me on a mission and see for yourself.

    • Thanks 1
  16. 33 minutes ago, Chelsea Rorec said:

    I think thats irrelevant what is relevent is they are proc'ing more than once so are doing more damage than you are stating.

    Slotting it for procs get you more damage than slotting for damage.

    Even mids agrees with me (25 dmg with dam mods Vs 347dam with procs) and this is IF it procs once which it isn't. It's proc'ing TWICE.

     

    If this dosn't satisfy i will GLADLY supply more logs to show you what is REALLY going on.

    Also don't forget the -res which makes the procs do more damage.

    I just had a proc damage for 91.

    That's a bit more than your stated 71.

    • Like 1
  17. 3 minutes ago, Coyote said:

     

    Did you ever say what level those mobs were? I figured that they had to be lower level, since you're doing 200+ damage, using procs that are listed as doing 71 damage base.

    I think thats irrelevant what is relevent is they are proc'ing more than once so are doing more damage than you are stating.

    Slotting it for procs get you more damage than slotting for damage.

    Even mids agrees with me (25 dmg with dam mods Vs 347dam with procs) and this is IF it procs once which it isn't. It's proc'ing TWICE.

     

    If this dosn't satisfy i will GLADLY supply more logs to show you what is REALLY going on.

    • Like 1
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