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DZKFire

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Everything posted by DZKFire

  1. I hope you are not confusing them with me lol. Solo-ing as a mind/fire is a very different experience than going solo on mind/energy, especially with the lack of a decent AoE. On my mind/energy, I had a lot damage luxuries thanks to Whirling Hands which in turn changed my build set up massively especially since energy likes to go up front and heavy. Being able slot in FF +rech was great advantage too, i was able to reach perma dom even at Synapse TF. With my mind/fire, I opt for more range and have to play pick-a-part because combustion is bleh and fireball from the APP isn't enough to power through mobs before a potential cascade failure. I personally like /fire more because of looks.
  2. I noticed this too. I made my character ~5ft 10in which is average where I live for males. I noticed every single NPC towered over me
  3. I use it in Mass Confusion. I have confuse slotted with Coercive Persuasion already. Malaise confusion set has a damage proc and it disrupts the anti-aggro nature of the ability. Very helpful in solo clearing +4/8 which I do a lot : focus on one mob, while mass confusion works on the next one. I don't really care much for exp loss as the mob usually kills itself without me landing a hit. I don't get to stack the bonus +dmg, but whatever.
  4. Dominate from mind control is short and simple, but the sound effect is great. It's my favorite power in the game both in sound and looks. Unfortunately, the sound is drowned out in big fights, but you can really hear it well while soloing.
  5. DZKFire

    Mass Hypnosis

    I took Mass Hypnosis and use it a lot. I solo a lot and /fire secondary doesn't offer as many AoEs, so being able to pick a enemies one by one while Mass Hypno-ing the rest is nice. In teams, I still use Mass Hypnosis a lot. It's helped prevent wipes from accidental aggro on the lower level TFs (mainly posi1&2). I don't do much radios missions anymore, but I open with Mass Hypnosis on engage because it lets blasters open PBAoE nukes with impunity.
  6. This doesn't pertain to what you wrote OP or anything really, but am I the only one getting tired of long posts written like a bait-y/bloggy article found on a news website? This isn't something unique to HC forums, I see it everywhere now, like everyone is suddenly some kind of BuzzFeed author. Introductory faux titles like "Your X is bad." or "Why XYZ was a dumb decision." emphasized by font edits, followed by a decent explanation, some side jabs of shade and semi-rhetorical/self-asking questions. Repeat with as many bullet points needed, and then make a new introduce an almost identically formatted topic.
  7. With two FF, my mind/energy was able to perma dom at Synapse task force. It took constant blasting to get the procs off consistently. Not worth it as much, but it was fun for a while
  8. Finally someone said it! 😛 I've wanted Blaze and BiB available at mid 20's for a long time now, but people are probably accuse of it being OP. It's so grating hopping on my blaster and getting blaze at 18, then hop back to my dominator and I can't use it for a majority of the pre-50 TFs.
  9. I skipped TT: Leadership and Vengeance on my ranged Fortunata. I might add TT: leadership again though, at the cost of losing Soul Tentacles. For me, I had no problems finding 5 LotG slots, which is why I skipped Vengeance. I set slotted Mind Link with Reactive Defenses because the bonuses are really nice (and the +res global). I was able to get it in perma still. I took total domination along with aura of confusion, since I wanted more AoE CC. In total domination, i went 4 Basilisk with +5 boosters in the rech, accuracy boosting enhancements along with a Lockdown +2 Mag proc so I can lock down bosses as well. With Aura of Confusion, I slotted 5 slot (purple set) Coercive Persuasion with Contagious Confusion proc.... the proc let's you confuse bosses in a mob too. I didn't bother 6 slotting Coercive Persuasion, even though I usually do it, because I don't need the +5% ranged defense. My AoE damage is dependent on cycling Scream - PsiNado. With the Ragnarok proc on Psi Scream, i can juggle mobs by cycling the two skills. It's another bonus AoE CC imo when AoE confusion and total domination is on CD. Damage is very meh though.
  10. Long time dominator player, I would propose only a few buffs: QoL: having 2 auto fire slots with one of them taking priority if both are not on cool down, not just for dominators but for all classes. The obvious reason is Hasten+Domination, but other classes would benefit greatly as well. E.g. I would love to have wild bastion and overgrowth on auto fire on my Nature defender too. Shorter activation time for Domination: yes the cast time is already short, but between juggling Hasten, Domination and possibly powe (build) up, there are just too many interruptions. I'm used to this though, being a Fortunata player with Mind Link, Nature defender, active armor sets on my tank etc.. Small endurance discount: End problems are no where near as bad as MMs but it really can get bad, even with Domination refilling the blue bar. Dominators don't have sustain (unless your /psi) unlike Blasters, so with 2 active powersets, endurance starts disappearing fast. Maybe reduce the end cost on some of the AoE CCs? The AoE holds already has massive penalties to it (long cooldown, low accuracy, short duration etc...). That would help controllers too.
  11. To be fair, it is easy to dupe people like these. A lot of orange recipe drops sell badly now and how can someone tell if you got a purple recipe ? I PL'ed my Arachnos Soldier straight to 50 because I didn't want the crabpack on a Huntsman, and both my farmer and main account got 0 purples.
  12. 2 bugs: 1. Constantly being charged at least 200,000 inf each time I go to the costume designer, even if I am just recolor-ing. For me, it is saying I'm constantly changing my ears. 2. Wolf Collars are no longer visible when you select "Wolf." You are stuck with only one option called "Wolf" and it is not visible. When selecting "Wolf & Helm", it is working as intended i.e. there is the option of both Wolf 1 (collar invisible) and Wolf 2 (collar visible) These two bugs seem to be tied. When I go to preview other ear options, the chest plate completely vanishes from the costume. However, re-clicking "Wolf" on collar shows it again.
  13. Not sure if a bug or feature, but Time Wall did not accept Thunderstrike IOs when I was respec-ing.
  14. Just shelved my Psi/Time. If was my fault though, one of time's melee skills inflicts pure psi so the only non psi damage I was doing was partly TK blast and the /time AoE. I didn't have the immob slotted so it was useless. I mostly play red side and there are A LOT of psi resistant enemies. Finally got irritated on the last mission of Silver Mantis SF, where you have to destroy turrets. Being almost pure psi, it was a complete pain to watch a blaster struggling to kill things. Gonna re-make him into psi/energy or psi/dev eventually, but remade him into Fire/Time for now (time shift is too cool to give up).
  15. I honestly don't care if someone wants to play numbers game or min/max in my team. I'm not sure why people get offended by these players? Very rarely do I ever have a bad experience with them. Most of the time, they just do their own thing in the missions anyway. Only times I get irritated at a team mate is if they deliberately not follow directions e.g. speed running a defeat all ITF. Ok that's a lie, i also get irritated because I play on red side a lot and having to wait and explain clueless hero #827492 that their actually exists a villains side, only to find out that they are like level 3 and don't meet the level requirement of the TF then leave, never to visit red side again :')
  16. Keep in mind that a lot of teams do the same TFs/radios/content and it's kind of easy. Doing something like fighting +4 Rularuu is quiet challenging. I thought my Dark tank was invincible so I've been playing +4/x8. Then I did a tip mission that involved arachnoids and got crushed by the massive debuffs they literally spit out.
  17. @Gulbasaur Actually, i didn't shoot for over cap defenses. It was just an added benefit as I tried getting perma mind link. I've built many widow builds and I never build for defense because I know it just comes naturally. You can even see some of it: me slotting LoTGs for S/L res, not 6-slotting purple confuse set, powers getting procs (you don't see it, but Dominate is loaded with procs :P) etc... One of my favorites is having Ragnarok KD proc on psi scream. I'm able to juggle mobs by cycling Psi-nado and Psi-scream while pumping out the passive leadership auras and dealing meh AoE damage. My decision to load ML/Maneuvers with 5-slot defense IOs came from wanting more S/L res *and* supporting the team, which directly benefits me too. I may be over capped on defense, but teammates might not be, especially when I like playing lower levels and people's set bonuses start vanishing. My endurance is fine unless it's a really long fight. Then I start popping blues, but that's exactly what inspirations are for. Even then, I'm so over capped that I can leave Mask Presence off when teaming to alleviate endurance toggle tax. Edit: I am also in attacked mode to make sure Mask Presence isn't giving me extra defense
  18. Depends on the powers chosen to be honest. On my mind/fire at higher levels, I play like blaster lite, which isn't 100% true because im pretty sure I out DPS a few blasters. For lower levels, I play more CC because mobs aren't exploding at those levels yet. For my grav/psi, I play more CC on all levels. This involves wormholing the heck out of everything 🙂
  19. Here is my all ranged Fortunata build I use. I was able to take all the powers I wanted for theme, except the VEAT Tactics, I gave that up for Soul Tentacles because I wanted Soul Tentacles lol. I have another version where I took VEAT Tactics instead of soul tentacles and funneled slots somewhere else. I might switch to it because I like the idea of being a leadership aura center. I took TK Blast and decided to slot it because I wanted a decent single target chain for when I de-level and don't have gloom. I have Psi-Scream because I love the animation and sound fx, it's too awesome to pass up, even though it's a pretty meh skill itself. Took Speed of Sound because it was the only combat teleport available for Fortunate at the time. I took Aim late because I almost always use it before Psi-Wail anyway, and Psi-Wail becomes available at 32. 40% S/L resist, like I said earlier, I got tired of imploding from 1 stray bullet. At lower health, Foresight and the scaling res IO kick in and I get a hefty boost of resistance too. Hasten basically perma especially with the FF +Rech procs, Mind Link is perma, positional def all capped (actually all defense might as well be capped except for psi, but who cares psi is something Forts can tank all day). Of course this build isn't min/max'd to the teeth because it's a Ranged Fortunata build, I had the liberty of slotting some sub-par powers and taking some powers that are considered "bad" . If I really wanted to min/max, I would have went Melee Fortunata but I don't find that fun at all and it's anti-thematic to my character.
  20. I'm not in disagreement, but TK blow from psi melee looks close to one of the stalker SJ punches, I think a slowed down version of the quick assassin's strike. I could see some of the alternate Super Strength and Street Justice animations being used for the ghost punches with adapted animation times. Especially since the HC team has shown they can change the animation times. KO Blow or Crushing Uppercut on Great Psi Blade is the dream lol! For the psi swords, I'm not sure since those are more unique than the punches.
  21. My current ranged only psi blast fortunata reaches about 40% res S/L. Got tired of having to panic pop insps when I got shot by a random bullet or stabbed by something. I had to forgo some powers, but I dont really miss them. I don't have the Mids build anymore because it got corrupted somehow but I can try to recreate if you want.
  22. I would guess because VEATs came in much later than the initial release of Arachnos and the VEAT trailer introduced a lot of new background for gender balance. Maybe Paragon Studios might have been working on new Arachnos enemies, just like they did with Skulls and Circle of Thorns. I recall before their reworks, most of the enemies were males. Also small plug in, waist cape for male widows pls 🙂
  23. I just wanted to chime in and say that people keep assuming a Brute's 90% res cap magically reached they cap with little to no sacrifices (not counting buffs). Then they go on to say that scrappers are inferior because of it This isn't true, it's pretty challenging to have a brute get 90% caps just through IOs and armor powers without making big sacrifices i.e. defense/rech/etc... Why don't i count buffs? Because they are so rare lol. There are a lot of sets that give res buffs, but in my experience, they pop it for themselves (nature affinity), they forget to even buff the team, or there isn't a res buffer at all.
  24. It's unfortunate really. Although a lot of people say Vigilance is bad, defenders get another somewhat hidden inherent. i.e. scaling, and not just (de)buff numbers. Their leadership and fighting scaling (if you take it) are some of the highest, if not the highest in game tied with other ATs. Along with higher buff scaling, a well built defender can out damage some Corruptors by forgoing def/res set bonuses and overloading damage procs. That along with having increased debuff scaling on their blast sets is a huge sting. In my honest opinion, I feel like Corruptors should be the ones with higher debuff scaling on blasts, since they are called Corruptors lol. I'm not sure if the (de)buff scaling is universally tied to ATs and not to powersets though, so it might cause bugs
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