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Coyote

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Everything posted by Coyote

  1. 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 😄
  2. 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 😛
  3. 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.
  4. Coyote

    Illusion/Storm

    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 ------------
  5. 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.
  6. Coyote

    Defenses/Resists

    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.
  7. Grav is better on Controllers. I think so is Fire. Illusion definitely works better on Controllers 😛
  8. 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.
  9. 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 😛
  10. 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.
  11. Thank you for the heads up. This is the best way to fight trolling: expose it simply or clearly.
  12. Coyote

    Grav/?

    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".
  13. Coyote

    Grav/?

    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.
  14. 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.
  15. 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.
  16. 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.
  17. 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 😞
  18. 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%.
  19. 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 😉
  20. AVs will resist 85% or more of the debuff, which isn't really high anyway. Damage proc. In general, -Resist procs will help more against AVs, and damage procs will help more against Minions or LTs, and for Bosses I'm not sure but I'd lean towards the -Res.
  21. Power Push is a ranged attack, not a melee, and in Mids it has the best DPA... I did think that I remembered some updates to Energy Assault that may have touched Power Burst, but Power Push on its own merits is excellent and I'd certainly take it ahead of Bonesmasher. And ahead of Power Burst in MIds, though I'd have to make a character to look at the in-game numbers to see if they're right or not.
  22. Coyote

    AV Killer?

    Mind/Psy. Mind allows you to stack Confuses until the AV is confused, then switch to Holds, and it has a fast animation on the Hold so you can perma-Hold AVs. Drain Psyche helps with its -Regen. Other options: Mind/Fire (more damage, no -Regen... better against AVs with low Resists, worse against AVs with high Resists). Fire/Psy, Fire/Fire (no Confuse, so you start off with Holds... riskier, and you'll probably need Lucks to survive, but once the AV is Held it's pretty safe, and Fire adds damage that doesn't cut into your Holding cycle. Plant/Dark. Not as all-around against most AVs as the others since you're hover-tanking them, but with Tree of Life for Regeneration, and Dark's self-heal for healing, it has survivability. Electric/Psy. Not positive about this one, but it looks as if it should be able to End-drain an AV since Drain Psyche puts out 500%... you need about 670% to stop an AV (after level adjustments). Then the -Regen from Psy helps beat the AV's regen.
  23. One more thing: the power to really not skip is Power Push. I'm not sure if there were updated to Energy Assault that aren't reflected in Mids Reborn, but in there it has the highest DPA, better than Power Burst and available earlier. It's also nice to have a guaranteed knockback (back or down if you put the Overwhelming Force Dam-KB2KD IO), and it has one of the best Accuracy bonuses, even better than a Snipe, allowing you to totally proc it out and still slot up the damage. Definitely take that first.
  24. Fearsome Stare is the usual opener for Dark Control. With a 70' range and 45 degree cone it gets the whole spawn at longer ranges, and adds in about 11% To Hit Debuff. It's usually slotted for To Hit Debuff since that lasts through attacking the mobs, so slotted up it's about 15%. Over 20% with a Power Up version. It allows you to pretty safely throw Living Shadows to keep mobs from moving (and do damage, and add in about another 7% To Hit Debuff), and then go in for Heart of Darkness. Definitely way better than Shadow Field. With Power Up and slotted with 6x Cloud Senses, which has nice set bonuses and adds in some damage, FS+LS add up to over 35% To Hit Debuff in addition to the control effects. This is the real secret of Dark's defensive strength, not the actual control effects. Add in Heart of Darkness with 4 DAMAGE procs (for 250 damage or so), and that's over 45% To Hit Debuff along with a 34 second Stun or so (if you slot with 2x Acc/Stun/Rech in addition to the damage), and you're shutting down spawns, flooring the To-Hit of Bosses (leaving aside Domination), and doing about 350 AoE damage to boot. And you're in melee range at this point, so you throw in the usual Dominator PBAoE (Total Focus-Whirling Hands, for Energy Assault), and the minions in Whirling Hands' sphere are cleared. And the Boss is also Stunned since TF will stack with HoD. If you have Domination it's even nastier, but unlike a lot of Dominator builds it doesn't really rely on Domination since the -ToHit keeps you pretty safe.
  25. Plant is a great set and works with pretty much anything, but it is short-ranged with its Immobilize and Hold. Both are worth using (the Immob is Mag 4 so it will Immob bosses in one shot), but you're drawn to being short range, so it will do well with other short-range blast sets that have good cones or PBAoEs. I"m doing Water/Plant and it's working and looking very well together. I'm also planning a Rad/Atomic... granted, it's an end-game build, but being able to rotate AoE Holds from spawn to spawn is nice. Rad works well with any other set that is oriented towards melee since it has a PBAoE and a radial AoE power that can be used well in melee. Avoid /Dark, the sustain has to hit, and it's annoying not having access to it outside of combat. If it had a way to stack like Drain Psyche, it might be a good option, but right now it's by far the worst sustain available. I'm running a Dark/Mental. They work fine, both have cones for a 3-cone AoE cycle. Dark/Energy is the other good pairing for Dark, because Boost Power + Dark's debuffs, heal, control are a great combination. And the cone Immob could use a range boost from Boost Range.
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