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Everything posted by Coyote
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Oh, I generally consider Ageless, and therefore the Endurance isn't that much of an issue... if you're not going with that, then certainly you'd have to alter the build to get more Endurance management into it. I don't like Clarion for Doms, since they have mez protection... so it's really Barrier or Ageless, and I like what Ageless offers (Recharge/Recovery) more. For Alpha, I don't like Agility because it adds REcharge to powers, which is nice... but then messes with your proc percentage. Nerve or Musculature would be my choice.
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To perma-Hold an AV you have to stack 9 or so Domination level Holds on it. So it's a matter of how long do your Holds last, versus how fast can you cycle them? Single-target Confuses last longer, so it's easier to stack them. Also, they don't aggro the AV, so you can build up the stack without getting killed. For soloing AVs, you need enough Recharge to have perma-Dom, and more helps with recharging the Hold faster so that it's easier to stack. Alternately, you could give up on Hold-stacking, and just range-Tank the AV with capped Ranged Defense. For that you still want perma-Dom for mez protection, but then Defense/Resist/Regeneration becomes more important than squeezing out a bit more Recharge bonus. Damage is almost a last option, because you first need Recharge, then defensive stats... if you pick up Damage on the way there that's great, but it's rarely an option to put ahead of Recharge, Defense, or Regeneration... and probably not ahead of Resists.
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Plant, Electric, and Dark are all very strong and forgiving defensively early on. The more offense-oriented sets solo better due to damage, but for learning how to Control, it may make sense to take a defense-oriented set. And Plant and Dark do pretty good damage, too, so it's not like they're gimped offensively when soloing.
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You also get a lot of Slows and Knockdowns. Make use of the KB to KD IOs, slot some Slow in Freezing Rain, and the scatter isn't that bad. I did turn an AV into a marathon star once, though 😄 ... After we fought for some minutes, Nosferatu failed a Morale Check and literally ran all over the map about 5 times before I gave up chasing him. Literally, all over the map (not a large map, indoor Council mission), not stopping to attack me. Just running. Running. Forever running. For all I know, he's still running.
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Well, they've shown proof that they can model pets based on your currently active costume. I would assume that they could model pets based on costume1 through costume6. But, other than dedicating a costume slot to a power, I don't know that they have a way to store full costume information for a power to summon a customized-looking pet. Treating it as a weapon customization pointing to a particular costume (the currently-active one) is probably a lot simpler code than writing code to store a customized character appearance for a power that's not stored in the costume slots.
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It's not Unique. I think I have a Brute build with 4 of them in the build.
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Will we ever see the new things that Cake is getting?
Coyote replied to Soloshot360's topic in General Discussion
I like the irony, though, of using "passive aggressive" and "cognitive dissonance". It's almost as if there is some cognitive dissonance going on or something 😄- 122 replies
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There are no PvE mechanisms to prevent perma-mezzing. AVs have special resistances that is meant to prevent that in most cases, but that's AV-specific (and a few Elite Bosses). Otherwise, stun them all day long 😛
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True, if you're looking for debuffs, then Dark will Immobilize an AV or other targets while also debuffing and controlling. And doing pet damage so you're more free to heal. Damage will be a lot lower, so it depends on whether damage or control will be more interesting to you.
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It's my main, so yes... 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! Kitsune: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Force of Will Power Pool: Speed Power Pool: Leaping Power Pool: Flight Ancillary Pool: Mu Mastery Hero Profile: Level 1: Blind -- Thn-Acc/Dmg/EndRdx(A), GldNet-Dam%(3), GldJvl-Dam%(3), NrnSht-Dam%(5), GhsWdwEmb-Dam%(5), UnbCns-Dam%(7) Level 1: Gale -- SuddAcc--KB/+KD(A) Level 2: Deceive -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(7), CrcPrs-Acc/Rchg(9), CrcPrs-Acc/Conf/Rchg(9), CrcPrs-Conf/Rchg(11), CrcPrs-Conf(11) Level 4: Project Will -- FrcFdb-Rechg%(A), GldJvl-Dam%(15), ExpStr-Dam%(15), Thn-Acc/Dmg/EndRdx(17) Level 6: Mighty Leap -- BlsoftheZ-ResKB(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 10: Steamy Mist -- RedFrt-EndRdx(A), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(23) Level 12: Superior Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Wall of Force -- PstBls-Dam%(A), PstBls-Acc/Dmg(23), PstBls-Dmg/EndRdx(25), PstBls-Acc/Dmg/EndRdx(25), PstBls-Dmg/Rng(27), FrcFdb-Rechg%(27) Level 16: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A), TmpRdn-EndRdx/Rchg/Slow(29), Ann-ResDeb%(29), SprFrzBls-Rchg/ImmobProc(31) Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(31), ExpRnf-Acc/Rchg(31), ExpRnf-Dmg/EndRdx(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Build%(33) Level 20: Hurricane -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(46), ShlWal-ResDam/Re TP(50) Level 24: Flash -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprWiloft-EndRdx/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36) Level 26: Spectral Terror -- GlmoftheA-Dam%(A) Level 28: Unleash Potential -- LucoftheG-Def/Rchg+(A) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), ExpStr-Dam%(37) Level 35: Tornado -- OvrFrc-Dam/KB(A), SlbAll-Dmg/Rchg(39), SlbAll-Dmg/EndRdx(39), AchHee-ResDeb%(39), SprOvrPrs-Rchg/Energy Font(40), FrcFdb-Rechg%(40) Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(40), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), FrcFdb-Rechg%(43) Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), UnbGrd-Max HP%(43) Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg(45), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), PstBls-Dam%(46) Level 47: Summon Guardian -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-+Res(Pets)(48), ExpRnf-Acc/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(50), ExpRnf-Acc/Dmg/Rchg(50) Level 49: Group Invisibility -- LucoftheG-Def/Rchg+(A) 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 2: Swift -- HO:Micro(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 4: Ninja Run Level 50: Assault Total Radial Graft Level 50: Ageless Partial Core Invocation Level 50: Musculature Radial Paragon ------------
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Cinders is PBAoE, if that matters. I generally skip AoE Holds, but they have their uses. Flashfire is a must-take, though. Unlike Cinders, it's up every fight with good Recharge, and lasts longer, and combos with Fire Cages to work like a Hold. Ring of Fire is not that useful on a Dominators since with Domination up you can still hold Bosses and AVs in one shot with Fire Cages. Fire Cages will keep mobs from running out of Bonfire or Hot Feet. Ring of Fire is a decent ranged attack, but Ice has enough of those that you don't need it.
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1: No Recovery, your Sustain power will help more that way than set bonuses. Maybe +MaxEnd. 2: Recharge and Ranged Defense are your general best bets, over Damage even. 3: For set bonuses, you have to decide first whether your Epic pool will have a Smash/Lethal DEFENSE or a RESIST component. If it's Resist, go for Resist bonuses (but, still Ranged Defense is more important). If it's S/L Defense, then go for Defense bonuses for S/L, but you can still go for Resist for other damage types. 4: Regeneration is less important than Defense, but it also come earlier in set bonuses, so many times you can get some of it incidentally as part of other bonuses.
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Grav is better on Controllers. I think so is Fire. Illusion definitely works better on Controllers 😛
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That's right, but it's misleading. The DEBUFFS from FR and Sleet last 30 seconds. The actual rain patch also lasts 15 seconds. So, if you can keep the target in the patch for the entire duration, you get up to 45 seconds of debuffing, making it pretty easy to permanently double-stack at perma-Hasten levels of Recharge. Also, a Storm Defender trying for max -Res can put the Achilles proc in Tornado, and since you'll have 2 of those out, even with the lower aura chances to proc, you'll still get some decent debuffing out of that. Add in 3 Lightning Storms with the Annihilation proc in there for extra -Res. Not sure if the OP wanted to know sets where IOs make a difference.
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You really should, you fiend, you. Fortunately I had no use for that SAN point 😛 ... and then I scrolled further down the thread and lost so many more. Now I need to go worship the dark Chaos Gods in order to cleanse my mind 😛
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I'm seeing more tankers these days, are you playing more tankers?
Coyote replied to DougGraves's topic in General Discussion
The changes are the only reason I made one. Before, Tankers had a purpose... but it could be largely (but not completely) fulfilled by a Brute, while the Brute's greater damage in pretty much all cases made it better in all situations where you didn't really need top-shelf aggro management. Now, if you aren't in a situation where that purpose matters (team that actually needs defensive help, and larger team because on smaller teams it's not hard for a Brute to hold aggro and tank), the damage and AoE increases still give Tankers a role to play. Especially the AoE changes... if I want a single-target tank with some aggro management I'll still make a Brute, and for Titan Weapons (and probably Staff), since it still has large AoE sizes on Brutes, I'll probably still make a Brute. But I now have a reason to make a Tanker, if I'm looking to make an AoE-oriented melee character, giving up a small amount of damage but gaining in AoE size. Some sets like Dark Melee really could turn from almost no AoE to "not bad" AoE, for example. -
Will we ever see the new things that Cake is getting?
Coyote replied to Soloshot360's topic in General Discussion
Thank you for the heads up. This is the best way to fight trolling: expose it simply or clearly.- 122 replies
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It would be a good idea, I think... low hanging fruit to fix, IMO, as changing a couple of powers wouldn't be that hard and would almost create a new set. But... what about existing Gravity Doms? You'd almost have to create a Gravity Domination set or something like that, leaving the old one in place for existing players, since the point would be to NOT follow the "cottage rule".
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Grav/Storm, because Wormhole packs mobs tightly into a small space for Tornado/Lightning Storm to mulch. Grav/Traps is also good. Gravity on Dominators has major issues, mostly relating to the fact that it was designed as a "shooty Controller", and therefore is superfluous when your secondary includes "shooty" in it. So you end up not really getting mileage out of attacks in the primary that are great for Controllers, but nothing special for Dominators.
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Will we ever see the new things that Cake is getting?
Coyote replied to Soloshot360's topic in General Discussion
You, whoever you are, are part of any change that you wish to bring about in the world. And you are also part of other changes. If you would like the world to be a brighter place, be a brighter person, and speak nicely about Homecoming, and speak nicely about other servers... it doesn't harm you, HC, the other servers, or the community. If you would LIKE the world to be a darker place, speak ill of Homecoming, or the other servers, or the community, or anything else. Because ill will returns ill will, and evil words return evil words. You get what you create. And while hardly anyone goes around deliberately darkening the world, there are people who just speak ill and say that it's just speaking their mind, not thinking about how you create, perpetuate, or increase the dark side of the conversation... that you thought you were just pointing out. I don't wish to imply that just ignoring bad behavior is always the wise course... but perpetuating it is almost never a part of wisdom. Take the high road and you will be happier and so will be the ones around you. I speak as a former shard admin, BTW... I saw a lot of unpleasant actions, speech, and so on... but the only times that things ever got resolved well was by people choosing to be nice DESPITE the opportunity to be unpleasant, and the justification of "but they". Yeah, sometimes you're right, and "but they" is correct. But it still doesn't lead to good solutions.- 122 replies
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To clarify: having the proc is great because it has a good chance to proc in a slower attack like AS (I think 90% even with up to about 40% Recharge slotting), putting you back into Hidden status so that your next attack gets a Critical. 90% chance to set up a double-damage attack is a great proc. However, if you use it in any other power except for Assassin's Strike, and it puts you into Hidden mode, then your AS switches from the fast combat mode to the slow interruptible version, which you don't want mid-combat. Now, you can work around this if you have an attack cycle where you never use AS after the attack that has a proc... but fights don't always stick to an attack cycle, and the cycle varies as you get more +recharge, etc. So rather than add in the fuss of worrying about when NOT to use AS, just putting it into AS gives you a clear benefit: a chance to get a Crit, and does so without any penalties. It also works great in 2-hit openers with AS from Hide, then your biggest hitter after it having a 90% chance for Crit, so with Build-Up and a Gaussian in it, you have an excellent chance of opening a tough fight by 2-shotting a higher-level Boss. Alternately, you AS someone and end up back in Hidden for an AoE, which also works fine.
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Illusion, for the ability to summon pets and then play an aggro-free Healer. Earth, for the ability to buff/heal the pet to tank AVs. Otherwise... don't see anything special. Stacking Fortitude with Jack will soft-cap his defenses, but I wouldn't call that unique.
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Well, I'm a bit overloaded with alts, heh, and I do have a lot of Doms. But if the Fire/Psy doesn't feel right after getting Drain Psyche, I'll probably give up on trying to run Fire as a Dom, and then I will consider a Dark/Nrg... it looks like a pairing that works well together. Yeah, I think it's time for me to go through the patch notes for the Dominator revamp and update my copy of Mids since a lot of powers were revamped. I wish there were a place to submit database updates, because I'd be willing to keep it updated with new power changes just for my personal use and make that public 😞
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1: a damage proc should fire off more than 3 times a minute, in general, because you get to speed up your attack rate with global recharge, and that doesn't lower the chance of a proc activating. So if a proc should activate 3 times a minute based on the power's enhanced recharge time, but you fire the power twice as often because you have +150% Recharge from global bonuses and Hasten, you may get it to activate 6 times in a minute. However, the proc does 71 damage at 50, so that could be 300 damage in a minute, not 1200. 2: I am afraid that I did not specify enough. AVs have very high resistance to SOME debuffs, such as -ToHit, -Defense, and -Regeneration. They do NOT have any special resistance to -Damage and -Resistance. So a -10% ToHit debuff is like -1.5%... but a -10% Resist debuff remains at -10%.
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Ah, I thought you were lumping it in with the other melee attacks. Well, good to know that Power Burst got improved so much. 170 DPA is nuts. Yeah, I'd check IG if I had an Nrg guy high enough to display the power stats, but I didn't feel like starting the character creator just to check the numbers... I like to play with numbers at work in MIds when I have time, but home is for gaming 😉