Jump to content

Ravenbane

Members
  • Posts

    43
  • Joined

  • Last visited

Reputation

65 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm not a fan of the chest-beating default animation for Tough, so I always change it to flex. However, I noticed my Psi/Shield stalker is still doing the default animation. I verified that's what I had selected in the costume creator, then went back to the default animation, then back again. It was still doing it. I tried it with all of her shield powers off and then she did the Flex animation instead. Put my shield toggles back on, and it was the Tarzan chest-beating again. Not game breaking by any stretch, but it's clearly not working as intended. Originally submitted this as a bug report in game and was advised by GM to post here. Thanks!
  2. I am aware of how power customization works. This is an entirely new animation (unless something like it exists in the Peacebringer sets, I've never really gotten into the EATs). It would also give Illusion controllers a little more CC, but as I said, it's a strong set so that's a moot point.
  3. Admittedly this suggestion comes from a very selfish place. I LOVE the animation for gleam in the Illusion Control primary for Dominators. I suspect most people don't take both Group invis and Superior invis unless they had room in their build and they're just using one of them as a proc mule. As such, I suggest giving Controller players the option to choose one or the other (much like how /SR sentinels can choose Master Brawler or Practices Brawler), and adding Gleam to the Controller version of the primary as well. Just a thought. I have had an Illusion controller since Live and it's a very strong set as it is.
  4. On the flip side I would VERY much like to see the notes applied to sonic blast.
  5. I did see some stuffed teased that looked like maybe some kind of earth support set. I'm looking forward to it!
  6. Hi everyone! Dominators are the only AT that have access to an earth primary and/or secondary and don't have a related epic pool. Now, I know this is because Earth Assault already uses most of the Stone Melee set and that doesn't leave us with much to choose from outside of Stone Armor as far as player powers a. However, I think there are enough powers from NPCs we can pull from to create a Stone epic pool for Dominators. Here are my suggestions. #1 Dust Cloud OR Dust Devil - You direct a mass of rock fragments and sand at your enemies. The tiny shards cause a small amount of lethal damage, and reduce the vision and accuracy of your foes. Minor damage (Lethal), - to hit, - perception. Dust Cloud could possibly include a chance for confuse like Blinding Powder. Dust Devil would do knockdown or slow. Undecided on adding -defense/resist from the lethal damage from the bits of sand and rock... that might be too much with the other effects. My first thoughts for the animation for Dust Cloud would be EITHER a colored variant of Gale so it looks like dust OR the animation for Blinding Powder, also colored to look like you're throwing dirt in someone's face. Dust Devil would be like Scirocco's power, but it only summons one of them. This would basically just be a reskin of Water Spout from Leviathan Mastery in most aspects, but the secondary effects would be different. The -to hit also provides nice synergy with power #3. #1 Alternate - Gravel. This is a straight import from the Minions of Igneous power. Gravel Ranged (Cone), Moderate Damage Pumicites can spray a cone of jagged gravel at foes, shredding them. I would consider adding -defense OR -res as an additional effect to this as well, attributed to the multiple tiny cuts inflicted by the sharp bits of Rock. ... now that I think of it this could be a good animation choice for Dust Cloud as well. #2 Earth's Embrace - Self Heal, +Max Health, +Resistance(Toxic). Straight import from Stone Armor, which is also in the Stone Mastery set for Controllers. #3 Rock Armor - Toggle: Self +Defense(Smashing, Lethal). As above. Import from Stone Armor, which is also in the Stone Mastery set for Controllers. #4 Upthrust - Taken from the Prophetess/Oracle/Syblls of Earth in the Talons of Vengeance. Upthrust Targeted AoE, Moderate DMG(Smashing), Minor DoT(Lethal), -Fly, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage. The force of the eruption also hits players with shards of rock, causing bleeding, can knock flying targets out of the sky, and knockback enemies. All the other Dominator APPs include a ranged AoE. So this is Earth's. #5 Foothold - Your connection to the earth makes you slightly resistant to physical damage, and provides Immobilize and Knockback protection when you are on the ground. This power is always on and costs no endurance. This is an auto power, combining Stone Skin (somewhere between 5% and 10% resist to S/L) with some aspects of Grounded from Electric Armor. Earth Assault in particular is a melee-heavy dominator secondary, and while it would require a significant power investment in the APP, it might be worth it for doms that are in the thick of it, especially if they aren't built for perma-dom (not going to discuss the merits of that choice... having tasted greatness perma-dom my plan for all my dominators). I know I'd take it on my Earth/Earth dom. This wouldn't be the only mez resist option in a dominator APP (Psionic Master provides Indomitable Will), but it trades high psionic defense for minor S/L resist and while it's an auto power, it provides no protection for "harder" control effects like hold and disorient. So those are my thoughts. Curious to hear what others think.
  7. Thank you! I forgot about Dark, though I didn't intend for that short less to be comprehensive. Lots of ranged attacks. The T9 is melee but it's also a great power (my main is a DM/WP scrapper) with the added immobilized to keep them from chasing you if you want to back up.
  8. Impressive! Never looked into doing this but I'm impressed by the strategy to ditch Slappy in the sky until the AV fight then have him tank for you. Congrats!
  9. Circling back to the OP's question. As others have said, Mind Control doesn't benefit from containment as much as some of the other control sets, but especially with Perma-Dom going is a very strong control set. I freaking LOVE my Mind/Psi/Psi Dom. She locks down entire large rooms in missions by herself between Mass Hypno, Terrify, Total Domination, and Mass Confusion. I attempted to make her a Mind Controller on live more than once and it was an absolute struggle and, IMO just not fun. Mind Control doesn't have any PBAoE powers, unlike many of other other control sets, so I would lean towards any assault secondary that allows for a good ranged attack chain so you can stay at ranged as much as possible like Psi, Fire, and Energy. I was going for a psionic character with my main dominator so Psi was the only logical choice for me ( though I guess you could spin Energy assault as telekinetic force blasts), and I think it's very strong. I'll go into melee range for Drain Psyche since I've already mezzed everything anyway, then follow it up with Psychic Shockwave (which I've proced for KD on top of the disorient already in the power) then move back to ranged. YMMV. Dominators (and scrappers) are probably my favorite two ATs to play. I don't think any of the primaries are bad. There are just some that aren't as painful to play as controller sets so I lean that way with those (mostly the newer sets), so most of my dominators use the older control sets as their primary.
  10. If you change the Fly Trap customization to color tintable, then go back to original, it doesn't go back to the original colors. It keeps whatever you set in tintable. It also applies this change across ALL costumes, even ones that still had Fly Trap set as original and never changed it, though it doesn't look like it's still the original colors in the costume creator. Case in point. No change after switching back to original. This lack of change applies in game as well. After checking out of the tailor with the color set to original, and I respawn the Fly Trap, it's still the more vibrant green. Can post the other half of the issue in a reply.
  11. This is my Ill/Rad's build. I had her way back on live as well but she's been updated with the newer sets and things on Homecoming. PA is perma'ed and she was as much of an AV/GM killer now as she was on live many moons ago. Slots and set bonuses were almost entirely focused on recharge in the interest of getting Hasten and PA Perma. She runs with SI on all the time in missions. It's a concept/roleplay thing for me that she's invisible as much as possible and that's probably the slotting I think most people will disagree with. I personally never took Choking Cloud is it's end-heavy for me (since I'm already running SI) and doesn't make as much sense for her concept. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Spettra 2: Level 50 Science Controller Primary Power Set: Illusion Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Spectral Wounds -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5) Level 1: Radiant Aura -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(7), DctWnd-Heal(9), DctWnd-Rchg(9) Level 2: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(11), BslGaz-EndRdx/Rchg/Hold(13) Level 4: Accelerate Metabolism -- SynSck-EndMod(A), SynSck-Dam/Rech(17), SynSck-EndMod/Rech(17), SynSck-Dam/Rech/Acc(19), SynSck-EndMod/+RunSpeed(19) Level 6: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprWiloft-EndRdx/Rchg(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprWiloft-Rchg/Dmg%(25) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(27), RedFrt-Def/EndRdx/Rchg(27), RedFrt-Def(29), RedFrt-EndRdx(29) Level 10: Deceive -- CrcPrs-Conf/Rchg(A), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(31), CrcPrs-Conf/EndRdx(31), CrcPrs-Conf%(33) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33) Level 14: Super Speed -- Run-I(A) Level 16: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-EndRdx/Dmg/Rchg(36), RechRdx-I(36), RechRdx-I(36) Level 20: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(37), DarWtcDsp-ToHitdeb/Rchg/EndRdx(37), TchofLadG-DefDeb(37), TchofLadG-DefDeb/EndRdx(39), TchofLadG-DefDeb/Rchg/EndRdx(39) Level 22: Enervating Field -- EndRdx-I(A) Level 24: Lingering Radiation -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(39), TmpRdn-EndRdx/Rchg/Slow(40) Level 26: Spectral Terror -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-EndRdx/Rchg(40), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(42), SprOvrPrs-Rchg/Energy Font(42) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 30: Teleport Target -- RechRdx-I(A) Level 32: Phantasm -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(42), CaltoArm-Dmg/EndRdx(43), CaltoArm-Acc/Dmg/Rchg(43), OvrFrc-Dam/KB(43) Level 35: Fallout -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46) Level 38: EM Pulse -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), BslGaz-Rchg/Hold(47), BslGaz-EndRdx/Rchg/Hold(47) Level 41: Power Blast -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(45), Dcm-Dmg/EndRdx(48), Dcm-Dmg/Rchg(48), Dcm-Acc/EndRdx/Rchg(48) Level 44: Mutation -- RechRdx-I(A) Level 47: Conserve Power -- RechRdx-I(A) Level 49: Temp Invulnerability -- StdPrt-ResDam/Def+(A), GldArm-End/Res(50), GldArm-3defTpProc(50), GldArm-ResDam(50) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Mrc-Heal(15) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) Level 50: Intuition Radial Paragon ------------ ------------ Set Bonus Totals: 17% DamageBuff(Smashing) 17% DamageBuff(Lethal) 17% DamageBuff(Fire) 17% DamageBuff(Cold) 17% DamageBuff(Energy) 17% DamageBuff(Negative) 17% DamageBuff(Toxic) 17% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 6% Defense(Psionic) 13.5% Defense(Ranged) 6% Defense(AoE) 2.25% Max End 8% Enhancement(Held) 8% Enhancement(Stunned) 8.8% Enhancement(Terrorized) 12% Enhancement(Confused) 16% Enhancement(Sleep) 24% Enhancement(Accuracy) 1.5% Enhancement(SpeedRunning) 1.5% Enhancement(SpeedFlying) 16% Enhancement(Immobilized) 1.5% Enhancement(JumpHeight) 4% Enhancement(Heal) 1.5% Enhancement(SpeedJumping) 108.8% Enhancement(RechargeTime) 7.5% SpeedFlying 118.3 HP (11.63%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -3) Knockup (Mag -3) MezResist(Confused) 28.75% MezResist(Held) 28.75% MezResist(Immobilized) 28.75% MezResist(Sleep) 28.75% MezResist(Stunned) 28.75% MezResist(Terrorized) 28.75% MezResist(Teleport) 100% (20% chance) 22% (0.37 End/sec) Recovery 24% (1.02 HP/sec) Regeneration 10% ResEffect(SpeedFlying) 10% ResEffect(RechargeTime) 10% ResEffect(SpeedRunning) 9% Resistance(Smashing) 9% Resistance(Lethal) 5.25% Resistance(Fire) 5.25% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 22.5% SpeedRunning
×
×
  • Create New...