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Fireburn

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  1. Like the title says. I bought one hour of all 3 amplifiers earlier today to get through a nasty tf with a underpowered team. Relogged hours later, leveled to 50, finished slotting, then i looked at the temp powers to see how much time was left. All 3 say that they will expire in 49710 days of in game time. Note: as i was finishing typing this, the buffs vanished, as i supposed they would. minor bug then, but the infos are obviously wrong 🙂
  2. MMmmhhh..... i like the ice mistral set bonus ( accuracy, hp, recharge and one of the few sources of slow resist outside of winter sets ) although the accuracy the set itself provides by slotting is not great. But damage slotting is good, it has a proc and if slows work...then it could be my choice as well
  3. Does that give you Ephram Sha as a contact too? p.s. figured i'd try it out and see. it doesn't, but Ephram speaks to you too if you go meet him. Thanks for the tip
  4. i think i did, since it was implemented shortly after AE for the "no power" rooms, and DA came after that. edit: actually, no. i was remembering it wrong. the red writings "power suppression in effect" above the door of such rooms deceived me. it does indeed turn powers off, so that makes more sense. Still, even if it's a small issue, why not aim for quality of life improvements when possible?
  5. During Captain Nolan introduction to Dark Astoria arcs, there's the scene where we run down a tunnel and suddenly we "fall". At that moment all powers get deactivated, for the simple reason that we MUST fall and see the big bad tentacles of doom looming over us. Then a couple seconds later we land in Dark Astoria and........all the toggles have turned off. For some characters, it may not be too much of an issue. But for tankers, scrappers, brutes? Or even support ATs that run leadership toggles with the figthing pool and their own toggles from primaries and secondaries....it's really annoying to have to manually reactivate up to 10 toggles every time you do that arc ( 11 if you count Sprint). Why wasn't this done by power suppression instead of power deactivation always baffled me. maybe it was easier, and the old devs were lazy? who knows. Anyway, i humbly ask to please look at this and change it to power suppression, so that when the scene is over the toggles are on instead of having to click evertything every time. Thanks!
  6. Generally, i always select an epic pool with a -res power for dominators, or in the case of ice, both a res debuff and a defense shield. dark mastery works as well, you have tar patch and darkest night wich lowers enemies to hit. fire has melt armor and fireball so that's another good choice if you want area damage. If you need to skip something in Mind Control, Telekinesis is probably the first power the drop. It has some uses, i like it and use it sometimes, but it's still very situational and not much needed, also the endurance cost is very high. Since you say you don't play at 50, you probably won't have permadomination, and so the single target sleep and confuse could be useful when you take extra aggro, you can quickly stack them on hard targets. Mesmerize's magnitudo is 3.5, and so will stop a boss with a single application. As a dominator i would also skip Levitate since you have an entire secondary set for doing damage. depending on how much recharge you have and if you sustain a good attack chain, you can also avoid the tier 1 attack and focus on the stronger powers, although that is usally done with a level 50 build. Mind plays at range and would combine well with Fire, wich also deals bigger damage than psi. Psi, on the other hand, is more thematic and has Drain Psyche that is awesome for your endurance and can also be used as a strong -regen debuff against AVs. Psionic damage feels either fabolous when you encounter enemies that enter godmode, or weak if they are resistant to psionics. You can compensate for this by slotting damage procs. Subdue is one of the few dominator attacks that accepts the Ascendancy proc, wich means it will give a steady damage boost by just rotating through your standard attack chain. Mind's strength lies in its ability to completely lock down multiple groups with ease, especially now with the sleep improvements, and while they are under control, you and your friend can demolish them. So in the end, i wouldn't worry too much and just pick what you like most
  7. I decided to go for the whole master of hurrycanes theme, and so although i despise doing red stuff, i unlocked the patron pools for leviathan mastery and took Water Spout, to have ANOTHER swirling source of chaos and damage on top of everything else. And it's working fine, the enemies barely have time to focus attacks on me also, if they DO start attacking somehow, i can Hibernate and let all the pseudopets demolish the enemies while i'm invulnerable
  8. I used to pursue as max recharge as possible and at least one positional or typed defense capped. Wich in the case of most squishies, was s/l. Then there was the change to enemy power tags, and such defense lost a lot of its usefulness. Then came the revamp to some high level enemy factions, and they gained annoying auto hit features that ignored all defenses. Or heavy debuffs that eat defense like a tasy ice cream in the middle of summer. So i started worrying a lot less about slotting defense and now pick powers based on what i feel like doing at the moment. Most of the squishies end up with 20-30% defense mixed defenses, but that's largely due to slotting winter sets for slow resist, or thunderstrikes in ranged attacks and so on, and getting weave/maneuvers/cj for LoTG global recharges. Are they still effective? Yes, they are. The difference isn't so big. They can die if i'm not careful, i have to play more aggressively, sometimes using strategies, but that's a good thing. They can still defeat x8 spawns when i'm solo, and when in teams? Nothing changed due to team buffs and the overwhelming power of a good party against ANY enemy faction. Most important, are they still fun to play? Yes, and i'm still enjoying the ride. The thing i cannot renounce is getting perma or quasi-perma levels of hasten. Not because of performance, but because i love when powers recharge in a flash and i always have them available when i want , even the longer recharge ones. I don't stop until mids shows hsten recharging in at least 130 seconds, possibly with force feedbacks slotted somewhere when the powers allow it
  9. I hate super strength as it is, and always have, because of Rage. I really hoped for a change shortly after homecoming relaunched, when the devs said they wanted to rebalnce it. But the stupid flood of outraged posts from people who wanted damage, damage, more damage flooded every good intention and it was left untouched. i doubt it will ever get looked at again, although the Rage mechanic should really get changed and powers adjusted. Something similar happened to dark melee later, it was changed, some powers that weren't intended to crit instead did, min maxers tasted the power of 2000 hp area damage, and one week later when it was removed they wanted to keep it and started whining. And so the devs reverted all the changes back, thus the set ended in a worse state than it would have been if there wasn't that much complaining.
  10. Cross Punch does
  11. There are two specific pieces of Scrapper archetype sets that can increase your critical hit chances. One, the scrapper's strike, is a passive boost that raises your base chance. the superior version increases chances by 3% for lieutenants/minions and 6% for bosses and higher ranking enemies. The other one is the Critical Strikes proc, and slotting it in the right power is crucial to leverage the strength of scrappers. When it activates, it gives a short time window ( 3,25 seconds ) duirng wich your attacksget a further 50% chance to crit boost. That is usually enough to get a couple of criticals in before the effect expires. Performance and chances of activation vary a lot between primaries, and putting the proc in the right place is sometimes the hardest decision you have to make for your build. All your primary attacks can crit, as do sour damage auras. Attacks from power pools can crit too, i have Cross Punch with an electrical /shield scrapper and i see a lot of criticals
  12. I tried to test this myself, but it's SLIGHTLY difficult to graps exactly how high or low the chances are now with the tentacles spamming so many attacks and dots over a pack of enemies. So procs have been massively nerfed for this power. It's ok, i'm fine with that. What i'm trying to determine is if they are still worth to slot and if so, wich kind of sets. i had all the targeted aoe damage procs until now. My test showed some positron's and bombardments firing, but not many honestly. Damage seems still fine ( although actually my test was ran on a controller and contaiment damage helped, but still, it's ok for me ). I love this power but it's a convoluted mess to follow mathematically. So, bottom question is, would it be better to forget about procs at all and slot Creepers for a set bonus, or can some extra damage still be squeezed in them?
  13. Thanks. I hope it gets looked at
  14. If it was intentional, i' d like to know why, since it seems to only be making the power harder to use for no reason. However, the fact that no one mentioned it makes me think that it may be a bug or mistake of some sort and perhaps this should be reported
  15. Just logged in with my electric dominator, entered a mission, and started my usual routine to build up domination while killing the first groups. I knew the power was now changed into a chain, but was expecting to not alert the enemies ( and the description still says so ). Well, no. the boss turns and shoots a me. i wasn't sure of what happened the first time i died, so after a trip to the hospital i tried again...and died again. Is this a bug or how the power is now intended to work? because if ti is, i question the wisdom of the change. it was very useful to confuse bosses without being noticed first, and now even if it's easier and much quicker to confuse the whole pack, you immediately gain the aggro of the most dangerous targets
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