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Riverdusk
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If Pets are this bad, what is the point of Masterminds?
Riverdusk replied to Caios's topic in Mastermind
Usually when I hear people with this complaint it is because they are joining a high level team doing +4/x8 while they are still leveling up their MM. This causes a lot of issues and more so than any other AT. When you join a higher level team you are -1 to the team so +4's are often +5's or even +6 to you. That means your henchmen are fighting up to +7 or +8 enemies. At those level differences it is virtually impossible for them to do anything against except die....quickly. When I play a MM while leveling up I avoid teams higher level than me unless they state up front that they aren't doing things at +4. Because at that point you are really only good for your secondary. Things are very different once you get you and your henchmen to 50 or even better 50+1, and of course also finish out your build (and add in all those special pet IO's.) None of my level 50 MM's have henchmen that die often at all. My latest (merc/dark) just rolls through most things. But until 50, you will have a much less aggravating time sticking to teams more your own level. You can correct me if I'm wrong about your specific situation. -
Good to know, that's interesting. Thanks. And yes, when I said I 'attune' most everything, I actually meant buy.
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Side note, the LoTG def/+7.5% recharge is also one I always buy attuned because the recharge bonus acts the same as a set bonus. With an attuned one you maximize the defense enhancement part that will level up with you, and keep the +7.5% recharge part all the way down to level 22. On the other hand, if you stick a level 50 LoTG in there, you'll lose that recharge bonus under level 47. If you stick a level 25 one in there, you are shortchanging yourself on the defense enhancement part.
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Basic advantages of attuning: They level up with you and you get to keep the set bonuses to -3 of the lowest level of the set. For example an attuned set of thunderstrikes lets you keep all the set bonuses while you exemp down to level 27 or higher since the set starts at level 30. On the other hand, if they are level 50 you'd only get the set bonuses down to level 47. So, it is very useful for those that like to exemp down and keep the nice set bonuses. Note that enhancement values themselves scale down either way no matter what when you exemp. Advantage to not attuning: You can use enhancement boosters on them (up to 5 times) to get all the enhancement values a 5% increase per boost (so up to +25%). Most common example, slot two level 50 recharges in hasten and boost them each to +5 and you max out hasten with only 2 slots needed instead of 3. You just saved a slot to use elsewhere. I like to exemp down a lot, so I generally just attune almost everything that can be attuned. On the other hand if you are a level 50 farmer that does nothing but level 50 farming, you'd be better off with 50+5 everything.
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Its so hard to pick a character to fully invest in
Riverdusk replied to Damoklese's topic in General Discussion
Also another tip among what others have already stated, you can get some endurance drain resistance from a SG base buff. And that leads into how I think there are a lot of choices to create a 'do it all character'. The key is to not be afraid of using temp powers and eventually incarnate powers. Both START vendor and a SG buff table have a lot of options to make things a LOT easier or to fill in those gaps, envenomed daggers being one of the big ones someone else mentioned already. The SG base buffs are ridiculously cheap (1-3 pieces of common/uncommon salvage for 90 mins at a time) and some of them are incredibly useful (+20% recharge, +17% recovery, 20% endurance drain or slow resistance, etc.). Some of the START vendor stuff can be expensive, but a lot of it isn't. -
Have to disagree, I find it has 'oomph' enough for me, and feels very 'punchy'. It is one of the best 'feeling' sets to me. I like its feel a lot more than street justice personally. However, that is only if I take both shadow punch and smite. I know a lot of people skip shadow punch, and when I do that I feel that lack of punchiness and is no longer as fun of a set. I also find midnight grasp is good as a big hitter and can often one shot things (although I typically play as a scrapper or stalker, so critting with it certainly helps). So that'd be my suggestions, try it with all the actual punches (shadow punch, smite, and shadow maul), and try it with a scrapper or stalker if you haven't already. Makes all the difference to me.
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I agree, although I don't universally detest it, on some characters it just is weird. Would be very nice if we could get power customization options on domination to change the rainbow if we wanted. But now I have a strange desire for some Skittles.
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As an aside, this is a waste. A medium purple is +25% defense. Even taking two is usually overkill considering soft cap for most of the game (and for this TF) is 45%. You only need 20% of your own defense to get away with only needing one medium purple (20+25=45) to give you all the defense you can actually use. I don't think Hopkins has any defense debuffing to worry about. So yes, you'd likely have been much better taking one medium purple and two medium oranges instead.
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Infiltration... what the absolute frack is it?
Riverdusk replied to Snarky's topic in General Discussion
Using only prestige/temps does work if necessary, but infiltration at its base a bit faster and jumps higher than ninja/athletic run and with even some minimal slotting can be quite a bit better. You can't slot ninja run. The powers end up feeling noticeably different to me. The difference between a slotted infiltration and ninja run I'd say is more like the difference between a slotted fly and using a jet pack. A jet pack will still get you there and gets the job done, but noticeably slower than fly. Ninja run vs infiltration is the same. -
Infiltration... what the absolute frack is it?
Riverdusk replied to Snarky's topic in General Discussion
Well, technically no travel power is a "necessity" in this game, but at least infiltration also gives you both stealth and a LoTG spot. That can't be said for fly, or super jump, or even super speed (that ones gives stealth at least, but still no LoTG spot, I also find super speed beyond annoying to use, but that might just be me). -
Infiltration... what the absolute frack is it?
Riverdusk replied to Snarky's topic in General Discussion
Infiltration+ a steatlh IO in sprint gives you what potentially could take you three power choices all in one. Your invis power, your travel power, and a LoTG spot. So, on characters that are tight on power choices it is a clear winner to me. Stealth is actually the power I end up rarely seeing the point of taking once you have infiltration. I think a lot of the issue is that some people just don't see it as a "real" travel power. But with some slotting (and random +move IO set bonuses most end up getting) you can easily end up with 80+mph running/jumping speed with it, and to me, that is plenty fast. The jump height is also enough to easily get around almost anywhere. I typically three slot infiltration with 2 winters gift set (20% slow resistance and a run/jump speed) and a LoTG. If you are a must on always being able to fly, than yes I can see where you don't see the use of it. I'm definitely not one of those. If you have stealth in your primary/secondary also less needed. I also tend to just find infiltration a fun travel power to use, so that also helps. -
Nope, boosting a purple won't affect exemping with them. They still gives set bonuses all the way down to level 1. Can do a quick check for yourself by solo queuing for a DFB and checking combat attributes.
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Plant is typically my recommendation as well for someone new to doms. It will definitely serve you well. A dominated seeds is a thing of beauty and even nemesis can't resist it. I also recently started my first illusion dom ever and have to say it has been a breeze as well. I find it a definite improvement on a dom as the almost worthless controller's group invisibility power is replaced with a good aoe stun. It gives a definite more 'controllery' feel to the set that actual illusion controllers don't have. The loss of taunt on phantom army I hardly even notice, they still attract plenty of attention even without it and still make a great opener. Spectral terror gives you some defense that many doms lack and on a dom you get it at level 6! I find it hilarious being able to use it even during a DFB. As to the range and melee mix, there are some sets that do better than others if you prefer to stay mostly at range. Fire and dark are two that come to mind (part of why the plant/fire recommendation above is a definite good one). On that illusion I went with dark assault and I'll jump in to use the PBAOE attack, which doesn't even require a target, and then often times will jump right back out. It is pretty quick and easy to do. The only single target melee attack I bothered with was midnight grasp, and so far have only used it sparingly.
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Definitely. I built one back on live that was permadom without hasten. Even easier now that IO's are a lot cheaper. Also back then I didn't include the now available +35% recharge you can get through temp powers (+15% from the START vendor (although that one gets expensive) and +20% for 90 minutes at a time you can get from the SG base buff (dirt cheap)). I usually shoot now for enough global recharge that even if I forget to hit hasten or have to go afk I'm within the SG base buff range of perma (so around 110% to be safe). At worst I only have to build dom up once every 90 minutes or so that way. Hasten can still be nice to have though for sure and 110% is also what you need for perma hasten, so it works out nicely.
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From February's patch: Sleet Turned into a real pseudopet, inheriting AT modifiers. Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%, pet effect set to ignore stacking (multiple pets continue to stack). Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%, pet effect set to ignore stacking (multiple pets continue to stack). I think maybe the radius was messed with as well, as City of Data says it is only 10 feet now and I don't remember it being so small before, but I could be mistaken. Regardless, the non-epic version is 20 feet, so the epic version that dom's get is very small compared to the 'regular' version if CoD is accurate.
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Dark Melee SEEMS to be the most damaging, but...
Riverdusk replied to Story Archer's topic in Scrapper
Also depends on what you mean by most damaging. Highest numbers? Best DPA? Single target? AoE? Regardless it may not be the best, I think it is more middle of road damage wise, but I think its utility makes up for it. Its AoE is actually pretty good now too thanks to the touch of fear change. Also something that I definitely feel against quite a few foes when so many tend to be lethal or smashing resistant is its mostly negative damage type, It also just has a nice punchy feel to it (at least to me as long as you take both shadow punch and smite even though the numbers probably say to skip shadow punch). -
They might have their own reasons, but I think some doms skip the pets as on higher difficulty levels they sometimes get killed off pretty quickly and/or some of them don't add much. As opposed to a controller where they are almost never skipped as they more need the extra damage and they have more tools to protect them or buff them. Somewhat depends on the pet of course too, pets like singularity or stoney are sturdy enough on their own and have definite uses. Fly trap I consider kind of in the middle for survivability as it does have some built in resistances and regen and usually stays more at range, at least to start. Its damage though is not the greatest. One decent idea for it though is to use it for an achilles heel -res proc, as well as the usual expedient reinforcement 4 slotting for the +6.25% global recharge. You'd need 5 slots to pull that off though, and slots are another thing doms are usually in short supply of having.
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I've rarely seen any teams "standing around" waiting for someone to take the alpha, especially since level 50 was mentioned. I can usually take an alpha with almost any AT I play by the time I hit 50 and I've seen the same from most other players. Tank is going to be very good at it of course and have an easier time of it. My controllers though in particular also tend to have a pretty easy time breaking alphas (just don't lead off with an aoe immobilize). I find more often when people stand around is when the map is at a crossroad and people just don't necessarily want to choose which way to go. Or people are just waiting for the brute or tank because that's what is 'expected'. They do make good team point people to help keep the team all going the same way.
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I usually don't bother responding when I see anyone "calling for" anything. Ironically, I tend to find those are the teams that end up struggling the most. Only exceptions are if they say they are going for one of the badges that require a certain team makeup or are clearly doing it for the fun of it (like an all MM team, tanker Tuesdays, etc.).
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Dark consumption in dark melee as well (same terrible 180 second recharge). Even on an endurance hungry combo I rarely bother taking it with it having such a long recharge. I end up using temp powers and the base +recovery buff until I can fix endurance with incarnate powers instead. Looking at CoD, it doesn't have the enemy level scaling issue that consume has though. So, consume is officially even worse.
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Couple of other advantages of the performance shifter over an endurancemod to keep in mind unless I'm mistaken somehow in how it works. The proc works better when you exemp down as you don't lose any effectiveness. The proc continues to work at full strength even if you get -recovery debuffed.
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To be fair getting to 50 doesn't mean someone knows how all the incarnate trials work. I have a ton of 50s and I've rarely done any except BAF and Lambda myself so those are the only two I can say I'm really well versed in how they work. Unless someone gives clear directions, I wouldn't expect anything.
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Didn't see anyone address this unless I missed it. In PvE it actually gives a chance for both healing and endurance. It gives +regen in PvP. You'll see the healing it gives float over your head every time it activates (same as the power transfer heal proc). Along with what others have said I also put the preventive medicine absorb proc in health if I don't have another heal power it'd work better in.
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One nice trick is that blackstar's huge tohit debuff, which is -35% tohit for 20 seconds on both blaster and sent, recharges a lot faster on a sent, so the uptime is a lot better. All the debuffs/mez effects tend to be that way for the nukes that have them, so any of those secondary effects are just up more often for sents (for anything that does live through them).
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Yes, sent damage is pretty good now I'd say. Damage is even more comparable to a blaster if you are one that normally plays a blaster as "all ranged" anyway and ignores blaster secondary melee attacks, which I know a lot of people do. From watching blasters on teams I rarely see any of them actually get in and "blap" a whole lot (yes I know all the forum blaster pros do, but that is a small number in reality.) Big difference is mostly the lower target caps, which to me is a fair trade off for the extra armors.