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RabbitUp

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Posts posted by RabbitUp

  1. I don't understand the Telekinesis cooldown increase.

     

    The power now has two uses, you either keep the toggle rolling for an AoE immob, or you "consume" it for AoE damage. Both are things the set lacked and are very appreciated. However, it is gated behind an enormous cooldown.

     

    Either way you use it, we are talking about an immob that does no damage in exchange for the mob grouping utility, when other sets (except Illusion) get a spammable immob that does damage and has bigger radius. Or a total of more than 3s of animation for 70(dom)/80(troll) damage. Neither warrantee a 120s cd imo.

    • Like 4
  2. 33 minutes ago, Dark Current said:

    So basically every dominator starting from Level 1 would be 'permadom' if your bar refilled after you clicked Domination instead of the current mechanic.

     

    Isn't that OP? On a large team you can refill the bar with about a dozen attacks, which would take less than a minute of fighting just spamming your T1 blast.

    Domination has a 200s cd, bar or no bar.

    • Like 1
  3. Mind/Nrg was my dom combo on live, and what go me into the class. Very solid for levelling (Mind being an early blooming sets makes up for Nrg being on the slow side) and solo play, but Kb is annoying when playing with teams unless you adjust your attack chain or put a couple Sudden Accel IOs in your powers (non-Mind sets can technically also use their immob powers, but this combo can't)

     

    My personal favourite on HC is Dark/Psi. Dark has great ST damage, valuable -tohit both for debuffing and proc opportunities, and neg energy being the least resisted damage type makes up for psi's psionic damage issues. Psi on the other hand has nice fast animations, the best PBAoE (mainly due to the increased target cap) and Drain Psyche is a monster of a power; it can put you at the regen cap on its own, fix any and all end issues and the -500% regen is invaluable when fighting AVs.

  4. When it comes to ST damage, there's something that I find is often overlooked. ST damage really only matters against beefy targets like AVs and in that case, instead of just pure dps, /Psi has access to Drain Psyche's -500% regen, which is how much sets like Cold, Dark and Thermal get in their debuffs. The set also features some very fast animations, which makes for great dpa, including the fastest snipe (1s, tied with Martial).

  5. Supposedly the game is balanced around SOs, but is there a purpose in playing a dom if you don't have perma-dom? At that point, it's like playing a bad blapper, especially if you take the new blaster secondaries into consideration (the ones with the 90s aoe stun/hold). Basically you trade the burst damage and nuke for some mez protection uptime.

     

    Of course, there's the whole topic of the role of CC in the endgame, but that's for a different time.

     

    Without a large scale rework, why not make it so that the bar empties when you activate Domination, instead of when it expires? For a permadom, it won't change anything, but for any other build, you can start building your bar up again asap, instead of adding another pseudocooldown to the power. It also makes it so that you don't get so severely punished if you are only a couple seconds off of refreshing Domination, as a few seconds of downtime is hardly an issue compared to losing your whole bar.

     

    • Like 2
  6. Personally I always try to go to Ouro, Cosmic hub or some other small zone instead of a big city before a respec. I've been burned before trying to respec in Atlas and PI, that I avoid big cities altogether now.

     

    I don't know if that's a factor, or I've been unintentionally doing what Faultline suggested (zoning before a respec), but so far it has worked for me.

    5 hours ago, Monos King said:

    Edit: Why does it take an hour? I am contemplative. Does mids help alleviate this pain? No. No it does not,

    Can't you contemplate while on mids? xD

    It's what I'm doing, I spent hours on a build beforehand, but I go to respec fully prepared. I've had too much time wasted going back and forth trying to fit a specific power at a certain level range for exemplaring purposes, that I don't risk it anymore. 

  7. On 1/11/2020 at 8:47 PM, cparks70402 said:

    isnt there something fundamentally wrong with the game if the weakest class, with the fewest attacks, lowest damage, and weakest debuffs can solo something that requires 8 people to take down?

    There would be something fundamentally wrong with the game if that description was accurate.

  8. I have to say Traps offers the best synergy. It does lack Rad's +rech, but you have Cold's stackable -res/-def, an immob for AVs (also useful for containment during the early levels), the strongest -regen in the game that also doubles as a potent AoE hold, and huge +def from Force Field Generator to easily softcap yourself to anything. It's also the most consistent set, because you don't run the risk of getting screwed by hitchecks. All other debuff sets have long cooldown debuffs that can miss, while Traps' Poison Trap is autohit.

     

    I don't agree with the setup time argument; in a team, an Acid Mortar is all the setup you need. The real downside is that you can't use Hover as easily, but that's less of a problem when you are softcapped.

     

    Edit: How could I forget, you also get mez protection from FF Generator.

  9. 17 minutes ago, quixoteprog said:

    I second that. I have one character that has made it past lvl 20 on redside, that I have not yet caved in an switched to blue with. Some of the missions are cool but soloing is almost all you can do. There seems to be a red side version of Twin Shot's story arc that, to me at least, is almost, but not quite, as annoying. Other than that it just seems to be fighting a lot of zombies and snake men.

     

    Also, a good guide to Praetorian/Gold Side stuff would be cool as well. I find that to be even worse than Red Side. Not only is it very scarce of other players it seems to have just the one primary story arc and every zone looks almost exactly the same.

    There are 4 storylines in Praetoria, 2 for each faction. Resistance was Warden (the "good" guys) and Crusader (the extremists), and Loyalists have Responsibility (the "good" guys) and Power (fame and glory). Each storyline is further divided into 3 chapters (one for each city), so 12 story arcs in total.

     

    To access the extremist side of each faction (Crusader/Power), you have to have the corresponding alliance, so if you want to experience the whole story, some alliance-hopping is necessary. Furthermore, because there's some clashing story threads where you end up killing NPCs that serve as contacts for other story arcs, you have to do some stories in a certain order.

     

    Here's an excellent guide on goldside: https://paragonwiki.com/wiki/Tyger's_Praetoria_Full_Content_Run_Guide

    • Like 2
  10. Random names I tried, a few I picked up myself, but I will give to anyone who wants them. If /getglobalname returns "Hitback" to any of these, that's me, feel free to contact me here or in-game.

     

    Ron

    Rob

    School

    Hospital

    Centre

    Picture

    Photograph

    Seller

    Salesman

    Family

    Fold

    Pose

    Start

    Redshirt

    Lasso

    Scientific

    Childish

    Fullbloom/Full-Bloom

    Scammer

    Ghoster

    Brew

    First-Timer

    Colonist

    Avenue

    Roller

    Jubilant

    Fibre

    Cream

    Disc

    Prophetic

    Novelist

    Metalwork

    Sibling

    Side

    Smart

    Brainy

    Different

    Difference

  11. On 1/3/2020 at 2:34 PM, Tyrannical said:

    Phantom army *needs* to be removed on Dominators. Its unfortunate but that's how it is.

     

    The fact is that with Phantom Army combined with Dominator assault powersets just results in an absurd amount of damage output, especially combined with Phantasm too, there is simply too much attack power. Removing PA reduces that damage output and provides room for more mez, which is what this powerset needs in order to fuel Domination, which should be the Dominators means of being powerful.

     

    Spectral Wounds I will admit isn't necessary, as that too means you're stacking damage ontop of Assault powersets. It could be exchanged for a AoE debuff, perhaps something similar to 'Smoke' that reduces sight... I think that fits well for an Illusion theme.

    Phantom Army damage is good when you have access to -res, which doms don't.

     

    From what I've seen from dps lists, Dark is the highest damage control set thanks to Haunt, and Doms get it unchanged.

    • Like 1
  12. 1 minute ago, Force Redux said:

    It's not free. It's a power pick. It costs time and End. It comes at a certain level, and may not always available. There are opportunity costs, such as animation lock.

     

    But by all means, use hyperbole and snark.

     

     

    Almost everything has animation lock and costs endurance. We still have stuff not interacting with Power Boost. Even in the context of Time specifically, it's not like you are giving up something significant by going Primal Forces/Soul. No other epic pool gives you 15% def to everything on top of the regular shield toggle.

  13. 11 minutes ago, Force Redux said:

    The base values of FS are fine.

     

    I can agree that PB overtunes what are otherwise reasonable numbers. The problem is Power Boost, not the base powers (if there is indeed a problem, which I will leave for debate).

     

    Do realize that FS and PB come at a cost:

     

    Click powers. There's a time and effort tax to maintaining them that toggle armors do not have.

     

    They come much later in a build than armors. These do not exempt very well. If the focus is end game only, then the sheer amount of Def available with Destiny, Hybrid and  Agility Alpha also needs to be nerfed. They require very little effort to obtain and trivialize many of the base defenses listed above. 

     

    At end game, everyone's Def capped, can hit +4s reliably, has high recharge, can nuke stuff, have pets, and access to various powers that rounds out their builds. No one is needed, and many ATs are irrelevant. No one needs my Tanker. No one needs my Controller. They certainly don't need my MM. The end game is specifically designed to be trivialized. You can go out of your way to make content more difficult, but overall the result is a lot of super powered characters that are homogenized.

     

    However, when I exempt down on my Thugs/Time I often have no access to PB, and sometimes no access to FS. 

     

    My Tanker and Sent, however, tend to keep their armor toggles when exempt for most content.

     

    Access to these Defense numbers is not equal.  And at end game, it doesn't just matter.

     

    FS is not the only click power in the game. Let's unflag everything else then, so it benefits from Power Boost. And let's give everyone else 15% def for free since it doesn't matter in the end game.

  14. 25 minutes ago, Seroster01 said:

    I'll say the same thing about this as I've said about FF: +defense isn't the most useful part of any Sentinel armor set. Once again, mez resistance is the most useful part of their kit, and even for the sets that are pure defense, their DDR is more useful than the defense itself. A frequent point of discussion on the Sentinel forums (at least last time I was browsing it a lot) was that the only real advantage to a Sent over an IOd out blaster was the mez protection. Of course that's not totally true, as the armor sets also tend to also have a mix of various heals/absorbs, self buffs, CCs, & enemy debuffs... but so do Blaster secondaries. Perhaps if Sentinel's armor sets came with higher values they'd be considered more useful, but in the current state of the class it's more about the armor's "perks" than their raw mitigation #s.

    All that defense the sets provide means less slots and set bonuses spent on getting that def from IOs. And it's not like Time only provides defense, it's a single power we are talking about here, and even that power also has a Tactics built in that's buffable by PB.

  15. 1 hour ago, Razia said:

    Can you really get PB to 60s so it can match up with Fade? I don't use PB on any of my Darkness Affinity toons, so no idea. Have an Ill/Dark and Plant/Dark. On the Illusionist I went only for recharge for perma PA so did not care about defenses. The Plant/Dark has soft capped range defense just with Fade only.

     

    And, I don't use PB on my Fire/Time Corrupter either. Because Clarion. So we need to take that into the discussion too.

    Of course, base cooldown is 120 seconds, so you are looking at halving that, which is as easy as putting 3 recharge IOs in it. Of course you don't want to actually do that, but just the one recharge IO in the base slot and 60% global recharge do the trick.

  16. 2 hours ago, aethereal said:

    I mean, sure.  But it's still using two powers at times when they sync up when there's a lot else going on.  Clicky mez protection is easily made perma, is just one power, can be done auto, and the consequences of having a gap in your mez protection are usually much less than the consequences of suddenly losing essentially all your defense.  But people are still constantly complaining about clicky mez protection.

    There's nothing to sync up, Power Boost has half the base cooldown of Farsight, or more importantly the same cooldown as Farsight's recharge. Just with the one recharge IO in the free slot, you make sure that Power Boost will be up every time Farsight is off cooldown. Then the only thing you have to do is to remember to hit Power Boost right before Farsight, and there are macros you can use to accomplish that, that Dom's use to juggle both Hasten and Domination.

  17. 8 hours ago, oedipus_tex said:

    For the LOLs I wanted to see what the minimum effort to soft cap a Time Defender to all positions looks like. Turns out it's something like this:

     

     

    image.thumb.png.fafc0809767f3492dc3bba0543e8fcf1.png

     

    Pick up Fighting as one of your 2 pools instead, and slot the 2 +res IOs (Shield Wall, Reactive Defenses) somewhere, and now you can also cap your S/L res while you are it.

  18. 12 hours ago, Leogunner said:

    And that's not being hypocritical.

     

    Are you done? Or do you have an argument against the things I actually said rather than the words you're putting in my mouth?

    Putting words in my mouth is what you've been doing from the beginning. This is getting pointless, though, so I'll leave to yell at clouds, while the rest of us have a proper discussion.

  19. 11 minutes ago, Leogunner said:

    I see you don't know what hypocrisy means.

     

    Also, you're the individual who is attacking my argument.  I re-stated my argument.  What you stated as your compromise is irrelevant to me defending my stance.

    You have no argument for me to attack. You have a typical contrarian stance. "Leave mah game alone, shit's too easy" is not an argument. Talking about powercreep as an ominous cloud lurking in the horizon, when you have everyone else throwing crashless nukes and instant snipes.

     

    And I never made any compromises, this was my argument from the start. Swing and miss, yet again.

  20. 1 hour ago, Bossk_Hogg said:

    To those yowling about the OP of controller holds being reduced under the lol 4 minute recharge they currently are, are you aware that BLASTER mag 3 holds are on a 90 second timer, AS WELL AS the various nukes that also double as holds and stuns? My water/atomic is a much better "controller" than any controller I have.

    And that is the actual state of the game that is being ignored. When a blaster can compete with a controller at AoE cc, and you still have folks like Leogunner foaming at the mouth.

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