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SaddestGhost

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Posts posted by SaddestGhost

  1. I understand what you're saying, but I think you're definitely missing part of it.  Even if the user understands Mind well enough, it requires the team to understand what the Mind user is doing and why.  For instance, (and this is a personal peeve of mine) when you confuse Ruin Mages in the Posi task force, you're not only negating their Earthquake and Dispersion Field you're turning it against them.  As long as they're confused that Earthquake is working for you.  The moment the scrapper or whoever decides they're going to kill the guy with purple bubbles around his head, we're back to flopping on the ground and wiffing our attacks due to the persistent nature of some pets.  With Mass Hypnosis there are also good tactical uses, but they are even more fragile.  Part of the solution to that might be making it more evident that mobs are asleep, i.e. the idea they should lie down, but I suspect it would do little. 

  2. 40 minutes ago, Chirikiti said:

    Mind weak? wow...not.even. close. I specialize in Dominators and Mind is awesome. As is. Out of the box. How anyone can find it weak even at 6th level running kalinda or Mongoose is beyond me. 

    Mesmerize is great right off with no slots. Best hold in the game. Mass Hypnosis is a great no damage emergency and facilitator. Confuse is just awesome. Seriously mass hypnosis is great as is, adding subtracting anything from it would be terrible idea. 

     

    Seriously you can solo the leveling content on the hardest difficulty with SOs with a mind dom.

     

    Don't touch Mind Control, it's perfect as is and awesome out of the gate. Seriously people need to stop fooking with power sets, especially when they can't play them well (yeah I said it)

     

     

    Vet Level 1204 Mind/Psi Dominator- Solo'er of all GMs, AVs, Trials, TFs: (4 outstanding from those but the point stands)

    With three mind controllers (Mind/Rad, Mind/Emp, and Mind/Kin) and two mind doms (Mind/Fire and Mind/Energy), all leveled by playing through the content, I'm going to dismiss your notion that people that don't see the flaws in Mind don't know what they're doing.  In fact, I'll go a step further and say this.  Until I had played all the other control sets (each taken to 50 with a controller, leveling through content no matter how sluggish), I used to argue for how good Mind was.  When Mind control is being discussed, it seems like its defenders fall back on the "You don't know how to play it" argument.

     

    That being said,  I'll concede that Mind starts out very strong and on a Dom it is arguably much better.  However, Mind Controllers start to lose their lead in the mid-game as other sets are building their recharge and adequately enhancing their every spawn control.  By the end game, Mind Controllers are lagging, though the have a few niche tricks that are nice (Confuse in the TPN, TK in MoM, layering controls on Rularuu, circumventing the positional defense of Hami's Mitos, sleeping AVs in MLTF).  I'd argue that Mind's problems aren't even entirely inherent to the set; some of it stems from the changing landscape of the game.  Before the proliferation of inventions having a tool for every spawn, even if it was a soft control, was a strong advantage.  But now other sets can build their short charge, AoE controls to be up nearly every spawn.  Pressing closer to the present, control has much less value in an environment where so many can softcap S/L/E or drop their nukes without the vulnerability that comes with a crash.  When I started the game back around Issue 6 or so, Mind was generally considered a leader of the pack, but things have changed and Mind has not.

     

    It's time for an update.

    • Like 1
  3. 3 hours ago, Greycat said:

    Excuse me? I disagree with the OP from the very first sentence of Mind being on the "weak" side of Control. You consider that a waste of time? I played mind *heavily* on live and am working some Minds up here. About the *only* thing I can agree with is that TK is situational and often skippable. Yes, Plant gets a confuse power - that causes aggro. Tradeoff for getting it earlier, and they only get one. (I'll point out Plant also gets a sleep.) And +Mag to confuse a boss - if you want that, run a dom.

     

    If I want solid *control,* I go with mind. If I want control with various debuffs (or placed patches) I go with other sets, all the way to little control, lots of chaos and hey, two invisibilities, there's Illusion.

    We can also look at Electric's confuse.  It's also aggro-free, comes in 6 levels earlier, and has the same recharge as Seeds.  The only trade off is the chaining mechanic.  In my opinion, it easily demonstrates that reducing Mass Confusion's recharge won't suddenly make Mind overpowered.

     

    8 hours ago, Redlynne said:

    Telekinesis just needs an overhaul urban renewal in how the power "works" under the hood.  Keep the concept, but very nearly totally rework the means.

    UNNERF TELEKINESIS already!!!

     

    Cut the recharge on Total Domination and Mass Confusion down to 180s.

     

    That would go a LONG WAY towards fixing the (perceived) problems with Mind Control.

    I rather like your idea for TK.  Honestly, I think upping the target cap on it is all it needs to make it an every spawn power.   With the ability to cancel the repel, it would become a must have even with its heavy endurance cost.

     

    4 hours ago, Bossk_Hogg said:

    Sleep, at minimum, should prone the target so it has to waste a tiny amount of time standing up.

    On live, I used the knockback proc in Terrify and found it helped mitigate the alpha strike so I do like the idea for sleep, but I would like to see something that improves all sleeps in general.  Currently Flash Freeze and Salt Crystals have unique animations for their sleeps that wouldn't fit well with the idea though.

  4. 33 minutes ago, Greycat said:

    Just a solid no.

     

    Sleeps are far more useful than people give them credit for. Aim a sleep at anything throwing a dispersion bubble. Watch a sleep shut down an AV.

     

    Mind is insanely (heh) flexible and useful.

    In an effort to be constructive could you explain what specifically  you object to?  For instance, I don't like the idea of adding an immobilize to sleeps.  One of the uses I find for Mass Hypnosis is sleeping a group and  peeling away a troublesome mob.  Adding some debuffs to sleeps, however, doesn't interfere with that tactic so that's a change I would be open to.

    • Like 1
  5. On 3/27/2020 at 8:44 AM, Galaxy Brain said:

    If we're cool with it, would we like to instead push Incarnates down even further so you start grabbing them when you get epic pools? 

     

    We can exemp down with them anyways and this allows for more Incarnate content by proxy by letting you run 4/8 solo even earlier.

    Honestly, I've always hoped for something similar, almost a parallel leveling branch, that would allow characters to develop in areas they weren't as strong in. Of course, (most of) the Incarnate powers we have now would remain in their place at end game, but earlier available ones could  help round out a character's weaknesses.  For instance, you could craft an AoE control or some armor for a Blaster, a strong melee attack for a controller, or an ally buff for a scrapper.  I imagine powers similar in effectiveness to some of the things we already get while leveling, but restricted by being unenhancable (or enhancable through a slot slot like Alpha) and having fixed recharge and duration.

     

  6. On 3/21/2020 at 10:14 PM, Sovera said:

    Edit: wait, I lie. I'm pretty annoyed at Ruin Mages throwing bubbles up when we are low level and don't get to have accuracy slotted in. Annoyed enough I always run two DFBs nowadays. One for the Recovery buff and the second for the Accuracy.

    Earthquake and Dispersion Bubble.  So you know, trash your to hit before you can slot much accuracy on top of that added defense.  Where are the ruin mages late game?  Replaced with wimpy demons and lesser mages.

    • Like 1
  7. 15 minutes ago, JayboH said:

    Infection's activation is the real outlier, and yes it should be shorter IMO. 

    Darkest Night is another that is 3+ seconds to activate.  Though it looks like the version Tanks get in their PPP's might have a shorter activation already.

    • Like 1
  8. I'd love to see the activation of some toggles reduced.  3+ seconds feels like an eternity when mobs die so quickly.  It feels particularly bad on a rad when you may be throwing out two toggles.  The change to allow the toggle to remain up on a defeated target is a wonderful boon, but I almost wish they had been changed to a location based toggle as we seen in Nature Affinity.  Not wasting a moment on selecting a sturdier target might alleviate some of the frustration.

    • Like 1
  9. On 9/30/2019 at 1:36 PM, Bossk_Hogg said:

    I think having mind's sleeps reapply similar to electric control, having confuse count for containment, and lowering mass confuse's recharge to 180 seconds would go a long way. 

    Honestly, given the changes to the game (greater individual surviability and faster enemy defeats), I wish we could take a look at all the very long recharge control powers.  Control doesn't have the value it used to when using a nuke left a blaster very vulnerable.

    • Like 1
  10. I had an ill/kin on Live that I used to solo a few GMs (Kraken, Babbage, I think Eochai once).  Transfusion does have -regen, but it doesn't stack from the same caster, I believe.  I mostly attribute it to pet damage.  On top of PA and Phantasm, I was using the Tarantula from the Mace mastery and Lore pets.

  11. I haven't played /energy since Energy Focus Mode was introduced.  I see other powers than Total Focus can trigger it when used against stunned foes, but does it happen on a reliable basis?  How is the up time on Energy Focus Mode overall?

  12. 1 hour ago, Number Six said:

    Location targeted powers like Tar Patch and Freezing Rain are technically still pseudopets under the new system, so stacking behavior should not change. They just no longer have a VillainDef and all properties are defined in the power itself. Instead of spawning as Class_Pets and using those modifiers, they create an entity that is the same class as the owner and has specific powers. Critters using player classes is something that was not previously possible without copying the entire class definition and all the tables.

    Perhaps I'm getting my hopes up (and sorry to pose this question a second time), but this sounds like it could address the issue with pseudopets and Domination.  Is that a fix that is being considered?  Synaptic Overload (on Live) only had an increased mag on one target, which was a bit of a bummer for doms.  Some of the other powers that would benefit (Volcanic Gasses, Shadow Field) are already quite good, but it would be nice to see them behave with respect to the AT's inherent power.

  13. 47 minutes ago, The Curator said:

    No new powers will use pseudopets that require a different version for each AT; many powers have already been modified to use the new power attributes, but the change is invisible unless the pseudopet is using the wrong AT modifiers, as seen here. Pseudopets are considered a hack to work around the limitations of the i24 engine; one good example is chain powers, which were implemented as a succession of pseudopet summons in i24, but are a native engine feature in i26.

    Does this mean we'll eventually see some fixes for things like Dominator's Synaptic Overload only having increased mag on the first target?

    • Like 1
  14. 6 hours ago, Mezmera said:

    Stealth, Phase, Combat Jumping, Hover, Tough, Weave, Maneuvers, Vengeance, Unleash Potential, Rune of Protection, Epic Shields, Melee Hybrid, Barrier.  On top of that there's all kinds of easily attainable bonuses.

    I'll second some of these. For an IO-less dom, Rune of Protection is pretty handy to smooth out the spikes of on/off mez protection and  a bit of stealth goes a long way in helping Plant and Dark position for their cones.  I would probably skip over the Fighting Pool without IOs to contribute to more significant defense though.  Aid Self might also be a handy tool for sets that don't offer any means to heal, especially with Field Medic removing the interrupt time from it.

     

     

  15. 36 minutes ago, Eldyem said:

    Flame Orb + Energy Font (even if they suck) for looking cool. Slotting them into the AoE immob can end up with me getting a lot of fireballs following me around, but I'm somewhat unconvinced they actually do anything.

    I agree with that sentiment.  I think people tend to overvalue them because it's very obvious when they proc, but if you pay attention to how often and how long they actually stun enemies it's underwhelming.

  16. I've never been fond of the Dom or Controller ATOs.   I find both Fiery Orb and Energy Font underwhelming for an ATO proc.  Both produce a mag 2 stun and damage aura around them (correct me if I'm wrong here).  For Fire, Dark, Earth, and Grav, that's a bit handy in helping overpower a boss with your every spawn control + FO/EF.  For the others, it can lock down a minion, which you've likely already controlled.  For a more even experience across all sets a hold aura would have made more sense.  It also has some odd quirks that make it less appealing to me.  It draws aggro, it spawns at the caster's location, and it can't seem to fly.   As a player that loves Mind those first two are a bit of a downer.  For what it is (some splash damage and minor control), I think it could have been implemented without the pet. 

     

    In comparison to some of the other ATOs that are real game changers (Stalkers, Blasters, and MMs), these are pretty lackluster.  On a controller, for instance, the Lockdown: +2 mag makes a big impact in your AoE hold and feels like a significant boost for the AT, but with the PPM formula its a bit lackluster in single target holds.  A global chance for increased mag in your holds, would have been nice.  For Doms, my first instinct is to suggest a chance to instantly recharge Domination but finding the right proc rate for that might be difficult. 

    • Like 3
  17. As much as I love mind (I had mind/nrg and /fire doms and mind /kin, /rad, and /emp trollers), I find Dark to be a  bit stronger overall as well.  Rather than clunky, I find Shadow Field pretty darn handy, allowing you to cast around corners and, if you don't like placing it, a simple macro can cast it on your target (powexec_location target Shadow_Field).  If  I recall correctly, it also has a chance to tick a brief hold on enemies that enter into the area after it's been cast.  In situations where control fails, i.e. Cims and their Shout of Command or Nemesis where Jaegers resist sleep, fear, and confusion, Dark still provides mitigation via its debuffs.  On top of that there is the hard control of Heart of Darkness.  On an recharge heavy build, you can bring it down to under 25 seconds cooldown, short enough that it can self-stack if a fight is dragging out.

     

    I give Mind credit for two things that I think go a bit overlooked: aggroless controls and lacking ranged/aoe typing.  Prefacing Mass Domination or even Terrify with Mass Hypnosis to cut back on return fire and using Mass Hypnosis to temporarily route an ambush without drawing aggro to yourself are two ways that I leverage the lack of aggro generation.  And having on psi typing on most of its controls lets Mind circumvent some troublesome mobs.  But those advantages don't overwhelm what Dark has to offer, IMO.  As for TK, I've tried to leverage it, but found it too situational.  The low target cap, heavy endurance cost, and reliance on geometry have always hampered my use of it.

     

    Even though I love mind, I must admit it is outdone by Dark.  I really do wish Mind would see some love.  Given that electric now has a much faster charging aggroless confuse, I think there's some grounds to look at reducing the recharge on Mass Confusion.

  18. 23 minutes ago, Sif said:

    Another option would be to give Explosive Arrow a special fire component that only procs if the target is an oil slick. I think it would be good to try to pick at least one power from every blast set to be able to trigger the oil slick (some might be harder to rationalize, like Water Blast... maybe steam spray? 🤷‍♀️)

    I believe Steam Spray already has a fire component so it can currently ignite it.

    • Like 1
  19. Here was a take on a dark/dark/soul I worked up.  It could probably do more damage if you leveraged procs, but it should be quite tanky.

     

    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 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-Rchg/Hold(5), UnbCns-Dam%(40), BslGaz-Acc/EndRdx/Rchg/Hold(25), GldNet-Dam%(43)
    Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(46), TchoftheN-Acc/EndRdx/Rchg(46), Acc-I(48)
    Level 2: Living Shadows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(3)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 8: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-%ToHit(9), SphIns-Acc/ToHitDeb(9), SphIns-Acc/Rchg(37), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/EndRdx/Rchg(39)
    Level 10: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(11), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf%(34)
    Level 12: Heart of Darkness -- SprOvrPrs-Rchg/Energy Font(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34), SprOvrPrs-EndRdx/Rchg(15), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15)
    Level 14: Howling Twilight -- RechRdx-I(A)
    Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), Ags-ResDam/EndRdx(17), Ags-ResDam(19), Ags-EndRdx/Rchg(19), StdPrt-ResDam/Def+(50)
    Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), SlbAll-Build%(29), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(34)
    Level 20: Fade -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(21), GldArm-RechRes(23), GldArm-ResDam(23), LucoftheG-Def/EndRdx/Rchg(43), GldArm-3defTpProc(50)
    Level 22: Shadowy Binds -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(50)
    Level 24: Darkest Night -- EndRdx-I(A)
    Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(31), BslGaz-Acc/Rchg(31), Lck-%Hold(36)
    Level 28: Soul Absorption -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(37)
    Level 30: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39)
    Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33)
    Level 35: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-EndRdx/Rchg(39)
    Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(40), SphIns-Acc/Rchg(40), SphIns-ToHitDeb/EndRdx/Rchg(42), SphIns-Acc/EndRdx/Rchg(42), SphIns-%ToHit(48)
    Level 41: Dark Obliteration -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(46)
    Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), RedFrt-Def/EndRdx(45)
    Level 47: Soul Drain -- Obl-Acc/Rchg(A), ScrDrv-Acc/Rchg(48)
    Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(7), PrfShf-End%(7)
    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 -- UnbLea-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------

     

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  20. On 12/10/2019 at 2:15 PM, Dark Current said:

    I think the solution to all the AoE sleeps is not upping the magnitude, but to give them the same treatment as electric control's sleep. Static Field is both control and debuff that reapplies its effect every couple seconds.

     

    What if Ice's Flash Freeze was a super cool patch that slept and slowed anyone who entered?

     

    Earth's Salt Crystals was a fossilizing patch that slept and crystallized anyone who entered, lowering their def?

     

    Plant's sleep spores created a lingering cloud that slept and debuffed regeneration?

     

    Mind's sleep I think is okay as a click, but I'd add in a -rch or -dmg debuff when the creature is awakened.

     

    Overall numbers are kept the same, but the mechanics are altered with debuff side effects added.

    Flash Freeze applies its sleep after a very slight delay that allows the damage to take place.  I wonder if that effect could be used to create an effect similar, but less powerful, than Static Field's.   It wouldn't affect enemies that were initially missed, but it could reapply a broken sleep or stack enough to affect a boss.

     

    Looking at Spore Burst, for example, it has a 22.35 second duration.  So it could be given a 20% chance to apply a second mag 3 sleep after 3 seconds, then an additional 20% chance at 6 seconds, and a final chance 20% chance after 11 seconds.  Each tick of sleep would have a lower duration so as to not extend the overall duration of the power beyond its original duration.

  21. 3 hours ago, Erratic1 said:

    I was on a pickup Penolope Yin TF and roundly thanked for my use of DS when the team, already overwhelmed, faced the door onslaught. It's a tool to be used, though it can certainly be used poorly.

     

    Of course I was once on a pickup where the nitwit with DS used it on every pull. As I was on a ranged character I bit my tongue and quit asap.

    This is probably where I have seen the best use of Dimension Shift as well.  When you know adds are coming, drop it where they will be appearing and you can buy the team a little  time to deal with the current mons.  The vahz ambush in Posi part 2 is also a good opportunity to use it if the team is about to be overwhelmed.

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