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EnjoyTheJourney

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EnjoyTheJourney last won the day on June 11 2022

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  1. Regarding the "dual boss" scenario, having everything around the one boss that didn't get the "big kahuna" debuff melt faster also makes the one boss who only got the splash debuff melt faster because it will tend to be the last undefeated mob quite soon after the fight starts. If you really feel the need to speed up that process then you can click one button after only that boss is left and apply the full debuff if you'd like. One surviving boss is seldom more than a minor speed bump for a team anyways, either way. Still, if somebody enjoys their character more when played at range, then that's more than reason enough to do it. CoH is a pretty easy game and optimizing for fun will usually still lead to a mechanically effective character. It's when you're operating in melee with a poison character that you can really accelerate a team's rate of progress through missions, though. Venomous gas increases the -res and -defense debuffs on enemies, which is helpful for clear speed. And, venomous gas also helps to make it safer to keep drop a highly damaging poison trap loaded with procs as often as possible, which also noticeably helps to improve clear speed.
  2. It is true that that the stacking mechanics work differently for the T2 and T3 poison debuffs when compared to other debuffs that can stack, such as tar patch and freezing rain. For the T2 and T3 poison debuffs you get the highest debuff on the one targeted and a lesser debuff for those affected by a splash from the targeted debuff. That seems mechanically reasonable to me and probably ultimately to the advantage of players because you get to choose which target gets the "Big Kahuna" debuff and which get the lesser debuff. It is more work to double up the T2 and T3 debuffs on mobs, for sure, compared to freezing rain and tar patch. But, venomous gas will usually get applied to mobs only affected by the "lesser" splash debuff, which still makes for a higher total than the T2 / T3 splash debuffs on their own. In practice, it's usually only when fighting EBs and above that it's worth bothering to both target mobs directly with a T2 debuff and to also stack a "splash" of the T2 debuff on them. So, in practice the "wonkiness", as you're calling it, which I would call instead "a welcome opportunity to stack debuffs when they're useful", tends to come up only every so often. I can empathize with finding it bothersome that a clearly melee-focused set is given a cone with a lot of range on it and a long casting time. Mechanically it seems at odds with the rest of the set. In a similar vein, I've often found it bothersome to have those kinds of cones in a melee-focused dominator assault set because to me those are "dead spots" in the assault set that I'll never touch. Still, I don't see how having a cone is relevant for making judgments specific to just the poison set. It seems to me that's part of a larger discussion about set design, at the end of the day.
  3. Even though it means not having a nuke, I tend to prefer controllers when using the poison set. It's typically not difficult to get ranged defense into the mid 30s on a controller. That level of ranged defense paired with good resistances seems to be a kind of "sweet spot" for surviving most +4x8 alphas when heading for the middle of new spawns to drop poison trap. If I'm not sure about how well taking an alpha will go for a particular spawn or if a team has very little support / healing and my poison character is the alpha taker then I'll have a control option that makes getting to the middle of new spawns safer. Plus, with one or more controller pets along for the journey single target damage can be very good, especially with the strength of resistance and defense debuffs offered by poison. Taking enflame boosts AOE damage and also works well against single hard targets. So, overall damage tends to be in a good enough place that the lack of a nuke isn't a significant concern. Another benefit of controllers over defenders is that you can get rune of protection from the sorcery pool at level 20, indomitable will from psionic mastery at level 35, melee core hybrid T4 after reaching level 50, and some knock protection from IOs; together these provide a fair amount of protection against mezzes and knocks even when exemp'd down for lower level task forces. It's not necessary to build with taking alphas in mind, though, as there is usually at least one other character on the team who can take alphas fairly well. In the end, there are a lot of good choices available for building a poison character.
  4. Poison is a premiere "make the team go faster" set when it's played in the aggressive manner suggested by Frosticus in his guide to poisons. The rapid ramp-up of resistance debuffs, in particular, helps to make this true. Given the ease with which one can make thematic characters, the way the poison set promotes an aggressive playstyle that many embrace and enjoy, and the extent to which it can speed up a team by acting as a force multiplier, it's not surprising that there are quite a few who really like the set.
  5. Where was the intimacy coordinator when that animation was playing on screen?
  6. In case you perceive mind control as equivalent to a psionic control set, then mind control / fiery assault is (also) a solid pairing for a dominator. Mind control has been a strong control set for dominators for a long time and it has been noticeably buffed by the recent adaptive recharge change.
  7. I've tried both dark control and dark assault on multiple characters and neither of them ever really clicked for me no matter what other sets I paired up with them. That's a personal preference, though, and I couldn't say what's fun for you and what's not. Like Uun, I couldn't speak to what's good for PvP or not. If the "worth building" question is focused on mechanics, then both sets are very good at what they do. Dark control, in particular, is one of the strongest and most versatile control sets for dominators. The single target confuse lets your dominator punch well above their weight class, which Voltak used a lot to solo harder content. Fearsome stare is enough on its own to clear entire missions with a high degree of safety and when paired with the AOE immobilize it allows you to go a bit light on defenses and still floor mob to hit chances against your dominator in many situations. Heart of darkness, shadow field, and shadowy binds offer similar levels of control to their comparable powers in other dominator sets. All the -to hit tends to be quite noticeable in how it protects a dark control dominator and their teammates, at least in most situations. The T9 pet does reasonable damage and also contributes to controlling mobs, should you choose to take it. Dark assault does reasonable to higher end single target damage, depending on slotting. With a quick-recharging heal in life drain and a noticeable amount of -to hit debuffs it also provides superior survivability. The immobilize in midnight grasp adds another layer of control to whatever other controls are present and it stacks naturally as a part of using your single target attack chain. Gather shadows acts as both a (moderate) damage boost and a "power boost" when its active, which beefs up defense totals whenever it is active. The main limitation of dark assault is that the PbAOE is middling for damage and the AOE cone has good range, but only a 20 degree spread, which is narrow. Dominators are generally not the best at AOE damage anyways, though, so that doesn't put dark assault noticeably behind most other dominator assault sets. The main synergy from playing both sets together comes from the stacking -to hit, which increases survivability in most situations. The immobilize in midnight grasp is quite a nice bonus for control, though, as it reduces the odds that enemies successfully run away before being defeated.
  8. Singy's reverse repel and its ability to keep mobs off their feet are two of its best features. Even without the teleport pool, Singy can be pulled into spawns by moving to the other side of them. With enemies very close together and having a not-so-great time dealing with Singy's knocks usually a team makes short work of them. So, when teaming, shortly after Singy has been pulled (or teleported) into a mob it's usually a great time to wormhole another spawn to drop on top of their friends, where Singy is already hanging out. When soloing, as well, dumping mobs onto Singy with wormhole is a time-honored way to put Singy to good use. Finally, (re)summoning Singy into spawns as an alpha strike can be an effective way to start fights, as long as Singy is ready for resummoning and your grav troller has a stealth IO in sprint, for example. If keeping Singy alive is a challenge, then the two +10% resistance pet IOs can be slotted into Singy, along with 3 other expedient reinforcement IOs and a sudden acceleration KB to KD unique IO. Singy will still need to be resummoned from time to time after mobs defeat it. But, all that damage wasn't directed at your troller or teammates and the occasional resummoning is a minor inconvenience given the added utility Singy brings when its unusual talents are put to good use. PS: Aggressively using Singy this way works really well even in Cimerora against +4x8 spawns gathered together in large numbers, which is one of the more difficult environments in which to do that because of all the EBs and -def buffs that are about. Just monitor Singy's health and do the occasional resummon as needed. Singy's presence will absolutely help the team clear those scrums quicker.
  9. I've tried both overwhelming force and sudden acceleration KB to KD IOs in the same build for the same gravity controller. The effect of singularity on mobs was easier to predict and more controlled with the sudden acceleration KB to KD IO in it than with the overwhelming force KB to KD IO. The difference between them was very noticeable. It costs about 100,000 to 150,000 inf to buy an unslotter. The two unique KB to KD IOs aren't cheap. But, they're not anywhere near the high end for their cost either. If a bit of spare inf is laying around it's probably good to try both of them out if you're unsure which you'd prefer.
  10. Regarding wormhole, repositioning most of a large, loosely packed spawn on itself can be useful because mobs end up being packed closer together and many are stunned. Often another power choice would be better in those situations. But, sometimes the stun and repositioning ends up being worth the long casting time even if you're not dumping one spawn's members upon another spawn. Also, one reason for dumping another spawn onto one the group is currently fighting is that a fair number of sets these days have location-based debuffs and controls for mobs and leveraging what's already on the ground by bringing in more mobs often increases clear speed. I usually put in the purple stun set upon reaching level 50. I also put in the sudden acceleration KB to KD unique IO to make mobs move around less after they're teleported. YMMV on that slotting, of course. Unless there's been a recent change, putting the overwhelming force (OF) "knockback to knockdown" (KB to KD) unique IO in singularity doesn't reliably make its repel / knocks team friendly, but putting the sudden acceleration (SA) KB to KD unique IO does make singularity's repel / knocks team friendly. By that I mean that singularity with the OF KB-to-KD unique IO in it will sometimes fling mobs around, while singularity with the SA KB-to-KD IO in it consistently makes mobs just fall over, and doesn't fling them around. The reverse repel effects seems to work the same way with either of the unique KB to KD IOs slotted into singularity.
  11. Another approach to blaster building and playstyle is to pick whether you'd like to be mostly in melee, near melee, or far away. Then pick powers and slot for success when fighting where you're planning to fight. Then be consistent with your plans, only shifting where you fight if that is needed for survival reasons. Movement costs time, which adds up if you're moving a lot. A lot of perspective changes as you shift between places increases cognitive load and will increase errors in reading what's happening. Also, if you have a smooth and well constructed ranged attack chain then you may not increase damage much, if at all, if you sacrifice multiple ranged attacks to joust and pull off a single hard hitting melee attack. Basically, if you don't need to move around a lot, then it's very often better to not do that. On a similar note, there is value in hover blasting in one place, whether that place be in melee, near melee, or far away from melee. Cognitive load is reduced, which tends to make decision making better. Also, a fully ranged blaster who consistently maintains their range from a fight can see how a fight is evolving better than one in melee, better than one who is moving all over the battlefield. A fully ranged blaster can do a better job of picking out priority targets and figuring out where in a battle to apply their AOEs and mezzes to maximize their effect. They may give up some DPS by not making a lot of use of hard hitting melee attacks. But, in exchange they can switch targets quicker (on average) with ranged attacks than with melee attacks and they can put their DPS to better use through better target selection. Personally, I like building blasters to be in melee 90% of the time, or more. You get fulcrum shift as a matter of course, which usually greatly improves damage, without needing to stop attacking to move in and get it. You get any other AOE buffs aimed at the tank without thinking about it or spending time moving into and out of melee range. I sometimes joust when leveling. But, once endgame has arrived I'd much rather just stay in a consistent place in battles and focus on dishing out damage. If being in melee on the ground gets too dangerous then I'll usually hover just above the fight and stay in melee range that way; there is always a sweet spot above mobs in which you can melee those on the ground, but they can't use their melee attacks against you as you hover above them. If I don't have the ability to hover slightly above the fray on a blaster, and it's too dangerous to be in the thick of melee, then I'll shift to the edges of a melee scrum and fight there. I give up on having a better picture of how larger battles are unfolding by by consistently being in or near melee, though, so there is a tradeoff. I just happen to enjoy fighting in melee range more, so I stick with it. That said, I would agree with a lot of what Nemu is suggesting. For example, using line of sight is inarguably a good idea and it's a really effective way to reduce incoming damage. Also, when soloing, jousting can be a useful tool to confuse enemy AI, which will help to reduce incoming damage. That can be worthwhile even when the time lost to moving while jousting leads to any DPS increase being quite minimal.
  12. Good point and I'm a bit surprised to have forgotten that. The -res proc average uptime per target and the average number of targets affected won't be twice as high with 2 mortars out. But, average uptime per target and average number of targets affected are both damage multipliers that directly affect each other, boosting damage higher than either would entirely on their own, and they both increase with the number of mortars out: basically, two different damage multipliers that multiply each other will tend to get larger together. So, a -res proc in mortar should in most cases deliver noticeably better results with multiple copies out. Multiple copies being a thing noticeably changes the math, making including an achilles -res proc probably a very good use of a single slot.
  13. It's not the end of the world either way, of course. But, hopefully pet controls proliferate from controllers to dominators at some point. Even better would be if players can choose the default stance for their T9 pets. Some may prefer their pets always default to aggressive, some may prefer defensive. There's a cost in development and testing time for any change and that needs to be weighed against what else can be done instead. But, in terms of game balance there doesn't seem to be any harm in offering both controllers and dominators a choice about the default stance of their T9 pets.
  14. A hover-blasting sentinel could do very well with that content. A few combos that seem likely to be capable include water / super reflexes, beam / bio, and fire / bio. Defense debuffs aren't as frequent and threatening when hovering for most content, including Cims. Nukes and other AOEs would tend to quickly defeat trash mobs. That leaves a war of attrition taking place between bosses / EBs and the sentinel of choice. All of these combos above have access to a functional amount of healing / absorb that recharges in a fairly short time and with good builds they'd probably be up to the task.
  15. Thank you. Do you know if that 30% chance gets calculated once every 10 seconds for all mobs at once, each mob individually, or at most for one mob no matter how many mobs mortar hits? If calculations are made for all mobs at once or each mob individually, then the -res proc may still be worth slotting because it's a multiplier for team damage, working out to roughly 3% to 6% more damage on average at the cost of just a single slot, at least compared to situations in which there is no other achilles heel -res proc working.
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