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laudwic

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Everything posted by laudwic

  1. Part of my thinks that a better title for the 'Phantom Army' Power would be 'Pickup Group' you don't know what they are going to do, can't count on them to make good use of their powers, may aggro other mobs, and hope they can get the job done before they disappear.
  2. After running around the test server doing Outbreak, a few missions with Twinshot, ToothBreaker Jones, a radio mission (at 19) and street sweeping/Trick or Treating at 19 here are some thoughts. Bind is fine. Spectral Wall is interesting but I generally skip Immobilize on my Doms (hold and fear generally keep something in the same place, stuns don't move - all three of those stop attacks) Nice graphics! Deceive is fine. Seems to be the same as the Controller version. Spectral Terror - This has always been an underrated power and while no different from the Controller version, it is extremely useful moved up. Still a great power, and the best one this set has but with the fall back that you have no control over it after placement and it is stationary. Superior Invisibility - same as controller version, great power. Worth taking (not just to put a Luck of the Gambler/Increase Recharge) because it is so much better than just putting a Celerity IO into sprint even with the endurance cost. Gleam - The graphics are nice. My only complaint with this is the damage is too low. I just leveled up (read solo) and Syn/Energy Dom to full incarnate. Confounding Chant is a similar stun power, except a cone, but it is a superior DoT versus the light or minor damage this one is (I think it was 7 damage on my 19th level Ill/Eng Dom - not slotted for damage). Consider increasing the damage on this one up a step. With how it currently is, Confounding Chant blows it out of the water and I see no real return or reason to slot Gleam for damage. Phantom Army - I'm going to test this more, but, initially, I really do not like the removal of taunt and the creation of this new version. The occasional stun or knockdown is nice, but not an effective replacement. (Note, my main on Live was a 50 Ill/Rad Controller, have a 50 Ill/TA - both soloed a lot) I remember with live that there was a change to Phantom Army and Statesmen posted how the power was never intended to do damage but to use taunt to draw off attacks. Now we are removing Taunt and my experience is the occasional stun and knockdown not giving the same kind of mitigation. Sure, if you drop it on a small spawn, it will do something, medium or large spawn, your going to use something else. This power is the center piece of this set, and, from my testing experience, it is just kinda meh. Maybe increase the damage as compared to the controller version (which will increase the heal back) to better differentiate the two? You have to make some reason to use this power instead of just using Gleam and make the set attractive. At 19, Symphony Control is a far superior set. I have not tried Flash or Phantasm on test yet. If Phantasm is a direct port, the AI either needs to be fixed or give it Melee power to use when it inexplicably charges in. Note, three powers for this set do not benefit from Domination in anyway. (Gravity has the same problem.)
  3. This is where I have some concern with this change for newer players and Dominators sum up this change nicely. Dom tier 1 assaults are all ranged minor to moderate fast recharging ranged attacks. At low levels these attacks are used frequently and then forgotten at higher levels as recharge makes other attacks available faster. The Tier 2 Assaults are all melee attacks, ones that are probably going to be in rotation throughout the game, but have slower recharge than the Tier 1 powers. So, this change will actually allow players to dump a power they are not using at mid to high levels for something they will. The only concern I have is for new players. Experienced players will take an attack from the P2W vendor to make up losing a quick recharge power at early levels. Inexperienced players are going to experience a gap in their attacks and have a good amount of wait time for powers to recharge where they are not attacking which may be frustrating. (yes, I played Outbreak on the test server and waiting for Bone Smasher to recharge was annoying. Personally, I like the changes, if I could do everything as I wanted, the ability to choose between Tier 1 and 2 as a 'first' power for a Secondary power set should be unlocked with the first respec. That way you have the freedom to dump a power you don't like, but it also respects the design choice of the first power in a Secondary being designed to be an early game mainstay.
  4. I just leveled (ie soloed) a Symphony/Energy to 50. Energy is a beast damage wise. Early play it was nice to use Confounding Chant to give Disorient to help get energy focus, but, man, once you have Total Focus and Power Burst, it is almost like being a Blapper for the amount of damage you'll be doing.
  5. TLDR: Give Phantasm Energy Punch if they are going to run into melee. One of the aspects with powers that we seem to forget is that each tweak for the players also goes to the enemies. One of the most avoided enemy groups in the game is the Carnival of Shadows. Mainly because they are a pain to fight and, if Phantasm's AI is fixed fighting Master Illusionists is going to be more annoying because their Phantasm will stay at range rather than charging forward making it easier to take it out. I hate the Phantasm charging into Melee for my Ill/TA Controller, really like that stupidity for when I'm fighting Carnival enemies. For Dominators vs. Controllers, I play in Melee or close range by choice a lot with my Dominators, never with my Controllers. So, having Phantasm running in with my Dominator would not bother me if it could actually do something meaningful once it got into Melee range. Thus, really, if it isn't going to stay at range, it should have a melee power. Yes, it will make Carnival enemies tougher, but, frankly, I would rather have their Phants run into melee, even if they have an attack, than stay at range. Their harder to take out if they stay away.
  6. If you look at the HeroCorps Announcement in the other forum: They specifically mention Galaxy City. "So today we have re-opened our doors in Paragon City to bring our resources in the time of Galaxy City's need. If you need someone, we'll be there. Look for a shining beacon of hope in these dark times." I'm thinking they may already be up to something about Galaxy City. . . .
  7. Actually, I would suggest against this. Superior Invisibility is a great power, and a great place for a Luck of the Gambler/Increase Recharge. A good number of dominator builds I've seen add Stealth in to mule in the recharge. I'd rather have Superior Invisibility, a far better power, and one that is iconic to the set remain. Admittedly, I generally skip the Immobilize powers on my dominators.
  8. Can you reword the description on Deceive? Currently it says: Deceive Ranged, Foe Confuse You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. The last line, "[y]ou will not receive any Experience Points for foes defeated by a Deceived enemy." has always been wrong. Its not that you do not get xp if a Deceived enemy defeats a foe (Ie. don't let a Deceived enemy get the last shot in), you do not receive xp for damage done by a Deceived enemy when a foe is defeated. Off the top of my head, it can be more accurately reworded to: "Damage done by a Deceived enemy will reduce the total amount of Experience Points awarded when a foe is defeated." Also, this update does not include any of the adjectives as to the amount of damage each power delivers. While they aren't great, they are helpful to have an idea of the magnitude of damage from one power to another in a set. Thank you for all you do!
  9. Just to add in one more, mitigating, aspect, the most important IO sets are not available until 27. That, with lack of slots, will limit the ability to slot IO sets thus limiting the amount of bonuses. Also remember, having the main powers available sooner means that power pool powers are not being taken. This will result in may players putting off things like the Fighting Pool and not getting much needed defense and resistance until later. Dominators generally need Hasten, and many builds rely on pool powers to get Luck of the Gambler Increase recharge in as much as practical.
  10. Trick and Treated for a couple of hours last night, LOVE the EBs appearing for solo trick or treaters at level 25 plus. I know there was some discussion on the Beta thread that this may be changed in the future, but I respectfully request that you keep it as it is. The EBs are tough, but they are a welcome addition. Absolutely love the looks of the Werewolf, Mummy and Vampire (in that order of preference) the Ghost slows down my terrible computer, but still like him, the Witch is, well, like the others and only pales in comparison to how great the Werewolf, Mummy and Vampire are. The spawn rate is fine, I was able to get all the defeat badges for the EBs solo in a reasonable amount of time. The rewards were great despite the couple of defeats I got getting a little careless fighting. (The Mummy is tough!) The Badges look great!
  11. Honestly, with the safety window to run away if an EB spawns and you cannot handle it, I really like that I'm going to have the opportunity to fight the EBs while solo. My playing time is generally limited and I have trouble setting aside time for team events. If they were limited to teams, I would miss out on a lot of them, or have to join something like the PI Horror Hotel, and I've never really enjoyed that. Plus, I like the idea that you may get a surprise/trick when you do a door. Plus, the worst that can happen is a little xp debt, it isn't a big deal and the patrol xp alone makes up for that many times over. The potential award of x5 xp for defeating one of the new EBs more than makes up for the risk. Thanks for all you do, but, to me, this is a feature not a bug. Honestly, I would prefer it stays the way you currently have it set up, and you spend the time you would need to spend 'fixing' the code on other fun and exciting things.
  12. I think the pet is a really neat idea, but, your right, on a Dom it is greatly overshadowed by the other available pets. I'm keeping it in my build, but that isn't a ringing endorsement. Compared to Singularity it is terrible. Earth and Dark are far more useful. Even Fluffy with its annoying short duration is a step up. Sure, it can do a bunch of powers, but what it is going to do isn't very predictable or done very intelligently. For example, I know what is going to happen with Singularity. With the synth pet, it may shoot a single target hold at the minion I just confused. I take time to target cones, the pet doesn't. At times it does something useful, at times it tanks an enemy, Generally, I really don't notice what it is doing when I solo. It really doesn't make much of an impact. When I group, I have no idea what it is doing, I guess it is useful because I have to resummon it a lot (Singularity does not have that problem) so it must be getting agro and absorbing attacks. That's useful, I guess, but not enough to justify a top power. I guess the best suggestion I can make to improve this pet for Doms is to add a ranged attack power and a melee attach that it would do on its own, or when you do one of those type of attack powers it may fire its attack power. (I was going to suggest adding the ability to copy every T1 assault power, but, frankly, they are not used that often by the time you get the pet and some just will not make sense. Thematically, have it do Shriek nd Strident Echo from Sonic Assault. I can see argument for dropping the -Res and lowering the damage on Strident from High to Moderate but it would still be a vast improvement.) That way it can always do something. Its a little frustrating when you turn around and see your pet being beaten up by an enemy and it is doing nothing. Sure, you hold the enemy, it will then try to hold the enemy but, still, I am her to save kidnapped people not my pet. Again, I applaud the idea, the idea is amazing. Having the pet solely mirror one of the characters two power sets isn't enough. It needs to have something triggered when the player uses the other half of their character.
  13. The nice thing with a costume award is there is no need to balance the game for it. These rewards encourage grouping, are available if you solo (with a drop rate of about 1 per 50 missions run), and form a new kind of reward. Appreciate the Devs for adding something new into the game that allows you to help realize a concept, all be it one that you have to do a little work for, rather than just suggest everything in a category should always be freely given. Sometimes its nice when there is something rare that can be earned. I'm still a little shocked that we get development in this game, and I appreciate all they do even if it isn't to my priority or disagree with it. (Still disagree about the blanket Confuse nerf in ITF higher levels of difficulties. I think they could have done it a better way.)
  14. This happened to me too except it is 'the Path into Darkness Arc' for me. Considering I get the P string in all of the in mission text, I'm curious about the Souvenir at the end.
  15. I like using the Overwelming force kd proc in Mastermind Pets. I can see some use here, but it is so expensive and I don't think it is going to give much beyond the already included Mez effects other than the satisfying fall to the ground and get back up. Once I get to 47, I am considering adding (and I think the powers should take) the Hami-os Endoplasm Exposure (acc/Mez) and Peroxisome Exposure (Dmg/Mez) Hopefully, both of those will buff all the mez powers as well as giving a little more acc and damage. I'm 38 now, it should work, but it will be a few levels before I know for sure. Plus, they are darn cheap in the auction house.
  16. You know, the Symphony Control pet. I planned to put part of one of the Dominator Archtype sets, but those aren't allowed. Currently, I've done 4 slots of Expedient Reinforcement to give some Acc and give a 6.25% recharge. Any other ideas on how to slot this power? With all of the different types of powers it throws around, I really am at a loss of how to better slot it, especially when slots are at a premium in Dominators and the need to chase recharge wherever you can.
  17. Can we change it to go 1-11? Please. . . .
  18. That is part of the fun/strategy of playing a Dom. Immobilization does not go away when they are attacked, it can wear off though. Plus, they can still attack you even though they can't move. Personally, I skip the immobilization powers on my doms as I don't need them soloing, and, in a group, you have to be careful not to use them too early when folks are trying to gather the enemies together for AoE powers. If I want to immobilize, fear, holds, stun are a good substitutes. Immobilization can be very useful in keeping a mob from running around, especially in the later game, but I still skip them. With Fear, the targets only respond to attacks on a one to one basis, and, maybe, run away not attacking to wander back a little later. I would rather enemies only attack me if I attack them then to do as they please. Symphony's fear doesn't have any other effects (other than a little bit of damage) like Dark (-ACC) but still a great power. I use the Energy secondary so great damage, little AoE. I fear a group on approach. Hit one with my single target hold. Take it down. Single target hold has recharged, hold the next and repeat through the spawn. With Sleep, while some skip this power, I find it great to deal with adds or a way to keep things away when your trying to deal with other mobs. First, its an autohit so slot accordingly. Next, it stops the mobs. When I solo, I can sleep a group, then individually pick off each one. In a group, someone is going to wake them up with an AoE attack, but, remember, every moment they sleep is a moment they are not attacking, not buffing, and standing still. Confusion is great. Sure, when they do damage to the enemy and that lowers the xp you get a little, but, man, fighting others and not me, great power. Great to use on Tsoo Sorcerers for a free unreliable heal bot. Sky Raiders Force Field Generators are fun too. See a Sapper? Confuse it. Other fun thing about confuse, if they are the only enemy, they stand there like if they are held. Also, confused enemies do not attack you. Hold powers. You should have the single target hold, that lasts a decent amount of time, even if the target is attacked. Unless your in Domination you'll have to hit a boss twice, but great power. You'll get an AoE version in the late 20s. Great powers. Your a few levels away from a decent stun power. Nice cone, decent damage, and they do not leave stun if attacked. They meander like drunken idiots, but you can still shoot them to your hearts content. I'm a little more concerned for you a truly high levels when Blasters have their nukes and while you will have great holds, enemies are generally defeated so fast it does not matter.
  19. Personally, I'm trying Symp/Energy Assault. Energy has a high damage output and it has a snipe. There are a ton of powers with knockback so you can throw the forcefeedback proc in. Since the knockback powers are all single target, I don't see the need to put in knockback to knowdown procs. I also like the synergy of Confounding Chant and Energy. I considered Psionic Assault, but I didn't want to be tied to one damage type.
  20. I've got a Grav/Savage Dom and a Storm/Grav Controller. I've mostly soloed them, and have unlocked all their incarnates. I would drop Rune of Protection. You are going for Permadom, you don't need the status protection. Personally, I would replace it with Enflame. On my Storm Controller, I will do Gravity Distortion Field to teleport foes into a corner, put Enflame on one, and then proceed to take them out. I also like putting other AoEs there for when they are dropped in. You can also put enflame on your Singularity. I would six slot Gravity Distortion and put the Dominator IO (Ascendency of the Dominator) set in it that procs additional damage. You can have up to three of that proc going. Again, with both my doms, I soloed them and I would use that power as soon as it recharged, especially since it added damage to my other attacks. Put two recharge in hasten, you will not get it permanent with one. I would also take hasten earlier, my doms had permadom in their 40s.
  21. Send yourself an E-Mail in-game and keep it. When your sending Inf, or anything else, between characters, always reply to that E-Mail. Greatly reduces the risk of a ton of Inf going up in smoke because you mistyped something!
  22. Looked at it, had a 50 ill/Rad on Live and now a 50 Ill/TA. Withholding Judgment until I see something official, but first thought is I like it assuming Bind has a hold not a sleep, Spectral Terror still has a -ToHit Component. Swap of Gleam for team invisibility is good. Concerned with the idea that PA is lousing taunt. I don't mind PA changing to Energy damage from Psionic to be consistent with Phantasm, but I don't see what could replace the loss of taunt. That could be just a lack of creativity on my part.
  23. You mean the Force Feedback Proc, right? I've just started an Earth/Energy and I'm curious how if putting that Proc in a good number of powers is worth it.
  24. I've got an Ill/TA that I soloed to 50. One thing that helped me immensely was using the Sorcery Pool for some additional damage.
  25. I really appreciate how well done the additions for the 'redo' are. If you didn't like how Laura Lockhart's arc goes, do yourself a favor and try it again through Oroboroes. Make sure to click on the glowie in the first mission, and follow the instructions.
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