Jump to content

tidge

Members
  • Posts

    4920
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by tidge

  1. I have not played Earth/Earth, but I have never been thrilled with PBAoE toggles on my Dominator. Aside from performance, they always seem to require a lot of slots to make worthwhile. On the flip side, the options for slotting are somewhat wider. I am a fan of (area) targeted Slows, especially when they come early in a career. Being able to place them where desired is important to me, and the utility of the power doesn't really change as the game progresses.
  2. Achieving Perma-Dom (in the current HC game) is one of those incredible sweet spots that I think folks should be incredibly reluctant to interfere with. I believe that almost all of the suggested 'small tweaks' I've read risk upsetting what I see as the delicate balance that gives this AT its flavor. One of the least stated synergies between having the Global +Recharge necessary for perm-Domination is that with so much Recharge, a Dominator can be spamming clicks fast enough that the Endurance bar refill provided by Domination becomes an incredibly important method of Endurance management. For my Dominator, refilling the Endurance bar is my Endurance management strategy. Yes the control boosts and the mez resists are awesome, but for my money it is the in-battle twin cycles of Recharge -> Domination -> +Endurance and Recharge -> Attacks/Controls -> -Endurance that really make the AT click for me. I can play it like a madman if I have to, but I don't have to keep up the constant fight if I don't want to.
  3. I can only share my experiences, but on my lvl 50+ Dominator: When playing solo I spend time traveling between missions and watching cutscenes/NPC dialogue in addition to visiting my SG base, vendors, AH, etc. There are significant in-game mechanisms that prevent a character from constantly "fighting". On team missions, sure the bar can refill faster, but on most PUGs there are also periods of just 'standing around'. As I wrote initially, from my PoV 'fighting constantly to maintain a bonus effect' feels much more like a Brute. I don't like that part of the Brute AT, and so porting that effect to another AT (Dominator) does not appeal to me. I am not unsymapthetic to characters that don't have perma-Dom; I especially feel on my Controllers as they are leveling up.
  4. It would make Dominators play like Brutes (having to race to refill a bar), which is not appealing.
  5. Also not a "real pet", but the ATO spawns can have multiple instances at once.
  6. I'm going to chime in that the Traps T9 (for Defenders/Corruptors and Masterminds... but to be fair, with MMs it is more because the loss of the pet is a combined loss of DPS and a waste of time) is (in most cases) a waste. I can imagine the reasoning behind trying to make that set's T9 a 'nuke', but I feel like that was the wrong direction for that set to go in, considering the (other, placed on ground) powers that come before. If I was going to spitball a replacement T9 power for 'Traps', I'd start by considering some sort of 'mechanical device' that behaved like an aura that provided +Res(All) and/or +DMG. You know... like a vastly improved version of what is in the Leadership pool.
  7. I had exactly one "Dark ______" on live, and it was entirely due to the name of my original launch character on one server being taken on another. This seems like a rather petty thing to be annoyed about. Given the (forced) name change I opted to start the character red side. You could make the same point about 'Rad' or 'Frost'.
  8. Is this true (for Patron pool pets)? The only reason I have to doubt this is based on my experience with Crabber's "T1" pets; they behave subtly different than Fire Imps (my experience with Dominator pets) . I never had my Crabbermind playing with a /Kin, and I had the recharge for the Patron pet set to be just good enough that I could resummon it when it expired (from the timer). From memory: Fire Imps: Stick around until defeated; if fewer than three are defeated, a resummon gets you three new instances all at once. Spiderlings: Stick around until the timer expires (or defeated); if fewer than three are defeated, a resummon will 'reload' you up to three, but the new ones will expire on the original timer (of the previously surviving/non-replaced pets). Patron pets exist outside the Crabbermind secondary, and neither of these describe the T1/T2 mastermind pet resummons, so I suppose the Patron pets could behave 'better'.
  9. I can include my Dark/Temp/Force Build. This build doesn't worry about Defense so much. It isn't soloing EXTREME content much, but it was part of a successful 3-man Master of ITF (where one of the triumvirate was a lvl 42 scrapper!) It also has some odd choices (some made for flavor) that I can try to rationalize. I went heavily into set bonuses for Global Recharge and Accuracy, trying to pick up Global Defenses where possible. It includes Hasten, but in practice I rarely use it. Chronos is on Auto-fire. Hasten could be perma if I bothered to pay attention to it. The Defiant Barrage set is not Superior as it would be a sixth +10% Global Recharge. Chronos fires so frequently (~every 22-ish seconds, with the 90% extra %proc chance) that I only added Aim as an extra to cover the occasional times when I want a boost and Chronos has worn off. I added the Kismet: +Accuracy (really +ToHit) to Maneuvers basically to keep the Moonbeam (Snipe) damage boosted/capped. This was a late tweak to the build... it wasn't having any Endurance issues, so I pulled an extra slot from Stamina (or Health?). Maneuvers has to be toggle on for the bonus to work. The extra Snipe damage from +ToHit will be capped during the periods when Chronos/Aim are active, so this Kismet bonus is really just covering about 10 seconds in the attack chain (the gap from Chronos, assuming Aim isn't used). TBH, my build has too many attacks; the less frequently used ones are for set bonuses. I basically spam the Primary attacks, and mix in the Temporal ones when the mood strikes me. Repulsion Bomb is almost never used unless I want to try knock a large group around or try to apply some -Res. That attack was essentially added because I dipped into Force Mastery for IO mules. Arcane Bolt is part of the flavor, and made Rune of Protection possible. You may notice that I skipped Tenebrous Tentacles. I considered using this in place of Repulsion Bomb, but honestly I like the look of Repulsion Bomb more! EDIT: I used Time Shift while leveling up, but I found that it was interrupting the flow of my attacks. Normally I am a fan of Stuns, but on this DPS-focused character it wasn't helping. The Build: Here is the code:
  10. I'm curious to read if anyone has tried alternating the Soulbound Allegiance %Build Up proc between the 3 Lil' pets and the 1 Big pet? I have always included in the lower level pets, with the assumption being that they "need it more". I often see more than one of them with the %Build Up icon in their buffs. EDIT: we had some discussion about this a while back. You can see in the linked thread that I also put the Overwhelming Force KB->KD piece in the Lil' pets, so to increase their contribution to the madness.
  11. My experience is that the ATs only start to differentiate around level 14, by level 20 most will start to feel and play in different ways. You've identified a couple of the sets that don't exactly fit this pattern. My experience with Masterminds is that the play experience shifts as you level up. At low levels, you have to focus on keeping your (small number of) pets alive to be able to provide your DPS. At higher levels, you have more strategic options... and more powerful pets. Dominators are the latest of the late bloomers. You really do need to plan to have as much +Recharge as possible to achieve perma-Dom. This is typically achieved through Global +Recharge bonuses from IO pieces and sets... and this requires the correct powers and slots that you won't have until you have leveled up. One irony of Dominators is that once they have the Recharge (from sets), they can exemplar down and will be MUCH more powerful than they were previously. This is true of all ATs (with level 50+ slotting) but Dominators really notice it. I've been taking (mostly solo, 2xDFB for some stat boosts) a new non-DPS alt through blue-side without using XP boosters, and I am surprised how quickly its progressing. I'm primarily doing a combination of old solo missions and radio calls. YMMV.
  12. Controllers: I see a lot of people pairing Gravity/Time, but I honestly think Gravity/Kinetics is the basic pairing that demonstrates 'mastery over the forces of nature (and all who obey those laws)'. For both Controllers and Dominators: If there is a single pool power that screams 'I AM YOUR MASTER' I would nominate using Hover (or even better Group Fly) to slowly progress through mission maps as you lock down enemy after enemy as you (appropriately) look down upon them all.
  13. I feel like somebody moved into the PVP space, and relisting seems like part of their strategy. I can only describe my own use of the PVP pieces. I tend to use PvP pieces while leveling; it's uncommon that I have a 50+ build that includes non-proc pieces. My (personal) SG is catalyst/merit/inf rich, so since PvP recipes drop at all levels, my SG crafts them all and stores them... lower level ones get slotted (and often attuned, despite the potential 'waste'). If storage is getting tight, I will often roll un-attuned sub-50s into something 'valuable' and list it on the market... but never in quantity. After the lvl 50 respec, attuned pieces go back into the bins... and if keeping the pieces in the build I'll switch to level 50s for boosting...I'll greedily try to get as much of everything as possible (watching Recharge, naturally). Just last night I realized I didn't have an attuned Panacea proc handy for a new character, so the new character grabbed converters (from 'Character Items inventory' ) and just rolled into one.
  14. I feel like the game would have morphed at least a couple more times, and almost certainly in at least one direction I would not have appreciated. In some ways, I'm still not over the (relatively neutral) changes to zones that added Universities, Auction Houses, and Arenas! Please don't bring up the zones that were destroyed/re-imagined. I did not appreciate the grind... either for build-crafting or Incarnate content. The future plans included more zone remodeling (Perez Park was to be made into some combination of Dark Astoria and Grandville, with high-level content that existed on geographically high levels) and more Incarnate grinds. The Live Incarnate system really rubbed me the wrong way. I saw it as "in order to be really good at running this content, you have to run the exact same content a whole lotta times to maybe get the rewards that will make you even better at running the exact same content." I know that people held out hope that more incarnate content would be the answer, but I always saw that as a dead end. Writing only for myself: I appreciate the Lore the best when it is essentially open-ended. I understand that the Live Devs felt like they wanted to tell stories about certain characters, but the game didn't need that. There is a reason the Golden and Silver ages of comics lasted a combined 50 years, and 'modern' comic universe re-imaginings last less than 5.
  15. I haven't done anything like serious market play in quite some time; personal observation bias has me believing that until the market goes the 'path of fire' it is unlikely to affect my participation. There is still Inf to be made, but aside from some specific high-end pieces everything seems relatively smoothed out. Recently: I almost find myself spending merits for a Winter-O! A character had hit 50, and it was time for the build-tuning. The Winter set in question was being used at 5 pieces, but I had been sloppy/cheap with the 5 used during leveling. The AH didn't have one at what I thought was a reasonable price (even for buy-it-now) and I wasn't sure I wanted to commit to converter roulette. I actually remember to check a semi-retired market toon who had the piece I wanted. I used to think that the market was the best place to store certain items, but recently it feels like hording some pieces has been better for my toons' budgets. It felt like some previously available PvP pieces have been in shorter supply than I remembered.
  16. I'm still in favor of this.
  17. There are essentially two schools of thought for Gaussian's %Build Up. 1) Slot it in a Leadership-type aura power because everything that can benefit from the aura can contribute to the chance of the %Build Up firing. 2) Slot it in an Aim/Build Up type power, because that gives the user precise control over when it will fire. Note that the chance of any %proc firing will be clamped at a maximum of 90%, and that the Build Up is only for the character with the %proc slotted. Crabberminds are IMO the best way to use (1) because They can, with enough recharge, have a full suite of pets with them to potentially trigger the %Build Up from tactics (as @Omega-202writes) The base damage scale for Arachnos Soldiers isn't gimped (like it is for Masterminds) Crabberminds have a secondary power that works this way, without dipping into a power pool. Other AT's can set themselves up to benefit from the aura-effect, but they will need teammates/pets and a decent damage scale to see a reliable benefit from the %proc in an aura. If the AT doesn't have a Build Up, or wants to set-and-forget, then an Aura with the %Build Up will work fine for the character. For most other characters with an Aim/Build Up power (see also other powers like Chronos), path (2) will yield better (and more consistent) results. My specific experience with Blasters has been that with sufficient recharge (Hasten doesn't have to enter the picture) that the power can be triggered VERY frequently with the 90% chance to %proc. If Snipes (fast or slow) are part of an attack chain, you will benefit from having +ToHit from any source. I have a /Time blaster where Chronos is ready to be triggered every 20-ish seconds or so. This gives 10 seconds of the inherent Chronos boost, where the first 5 seconds will include the %Build Up boost from the proc. That character has Chronos on auto, because for most content I'm constantly spamming attacks. Chronos is also up more frequently than any other such non-attack power. I certainly could calibrate my attack chain to get even more performance by specifically triggering Chronos, but that isn't the way I roll. The recharge time for equivalent powers for lvl 50 Scrappers and Stalkers (which include some Global +Recharge from IOs) is roughly the same, although for those ATs I don't typically have the Build Up-type power on Auto. As @Mezmeranoted, the set bonuses for Gaussian's Synchronized Fire-Control are pretty good... especially if chasing after positional defenses with 6-pieces. None of the set bonuses that come along the way will make-or-break a build, but each has something that most builds can appreciate. I wouldn't fault anyone for single-slotting (the proc) but most powers can benefit from at least one other slot invested in whatever power: either a boosted IO or HO.
  18. I haven't taken Placate on Stalkers. I had (what I assume to be) near equivalents on VEATs (and Pacify from the Presence pool). The only real utility I found was during leveling, if I was facing EB/AVs or +3/x0 content a Placate/Pacify on a lonely big bad would earn me some breathing time during long fights. You can of course use 'inefficient' powers while leveling up and respec out of them if you see the utility drop off. I suppose it is possible that in an end-game build with a very specific attack chain using only a limited number of attacks that a play could take Placate for use in limited circumstances. From my PoV the main thing being sacrificed by doing this is not making a power choice that offers an opportunity for some global bonus from an IO piece or set. If Placate could single-slot a useful Global IO bonus piece, my attitude would shift significantly.
  19. The best that you can do is demonstrate to other players that you can use powers with KB that don't necessarily detract from their play. I've had many non-KB toons specifically take the P2W Plasmatic Taser attack (with KB) and use in in PUG to demonstrate how an AoE KB can be used to group enemies. I've seen a LOT of hate directed at users of Group Fly, and if no one else says it I'll be the one to point out that a trip to Null the Gull can address that specific issue.
  20. I just got a melee character to level 50, and I'm in no rush to race down the Incarnate path, so I'm thinking of revisiting: 1) My Peacebringer. Essentially to re-experience the Kheldian content again. 2) A Blaster with Knockback as a control mechanism. I'm not *bad* at this, but on live I was *really good* at this. This is more of a proof-of-(play)-concept. I don't mind soloing if I must, but I'd like to be able to demonstrate to PUG that KB isn't the end of the world. 3) A Controller... possibly Mind/Poison. I have a character concept that I'd like to explore but I haven't settled on the primary/secondary (or AT), but I think this combo comes closest. My iconoclastic nature may be showing.
  21. Anyone suffering from reactions to Poison Ivy/Oak/et al. has my deepest sympathies. I am in the category of folks who never suffered a reaction as a child, but as an adult will develop extreme reactions to exposure. In my case it isn't like the immunity wore off; it's more like childhood exposure predisposed me to having the current reaction. Other than avoiding contact by extreme clothing discipline, I have a couple of things I do that I'm not recommending, just listing. I get exposed to the villain whenever I do yardwork. I've been much more diligent about removing as much as I can from around the property than the previous owners, but the neighbors don't care at all! Shortly after exposure, I'll take a single anti-histamine. I suppose this could be taken as a prophylactic, but I wait until I'm done with the yard work and all clothes are segregated for cleaning. Also right after exposure, I rinse exposed areas (arms & legs) with isopropyl alcohol, and then wash with detergent. NOT SOAP... you want detergent to bind to and carry off any residual oil. Earlier this year, I made the mistake of doing yard work while wearing short sleeves; this exposed my forearms to more contact than I should have allowed. I discovered that I got some relief from a few of the affected areas which developed blisters (thankfully small, but nevertheless VERY itchy) by applying salicylic acid (sold as a wart remover solution) directly to the blisters. In my case, the blisters were all very small, and located in places where I could apply bandages to cover them. DO NOT OVER APPLY acid this way, as it will cause scars. Depending on your skin complexion and general health, the scars may not heal quickly (or at all!) Topical anti-itch and/or steorid medicines may provide some relief, but generally I've found that applying a protectorant such as a Zinc Oxide ointment and then covering the affected area with a loose bandage can be enough to resist the urge to scratch.
  22. IIRC, they appear in other Red Side arcs (40+) as well. Televison vs. Radio includes them.
  23. If we can't get it as a Control set, let's get some of it as a Power Pool set:
  24. Not a Stalker Lord, but I've played a Spines/Bio with several cones and PBAoE: Spine Burst, Ripper and Throw Spines from the Primary, and DNA Siphon, Parasitic Aura from the Secondary. I left Genetic Corruption (secondary) on the table. This is a very active combination of damage-dealing powers. Sustainability means different things to different folks. The build I have (plus Accolades, before Incarnates) has plenty of Recovery/%+Endurance and can sustain attacks with perma-Hasten running (and a recharge on Build Up of 24 seconds, not considering the %proc). It's defenses are peculiar (30%+ on Fire/Cold/Energy/Negative), but it wasn't built to stand in one place and take a beating. If THAT is likely to happen, Shadow Meld is available to exceed soft-cap numbers on Defenses. On teams, the character has more than enough defenses to not worry. Playing solo I control the flow and pace of the combat. /Bio had other tricks to deal with incoming damage. Here's the current build. I tend to go heavy into set bonuses (leveraging Global +Recharge), and I don't worry about optimizing attack chains. This is a leveling/exemplaring build. If you are only playing 50+ content, I think it should be possible to drop one 'attack'. DNA Siphon is good enough (when slotted) that it really should be taken earlier in the build, but I wanted Hasten in the build before taking the lvl 32/35 attacks ASAP. Throw Spines is a good candidate for franken-slotting (with HO Centriole: Dam/Range). Not everyone likes to 6-slot Build Up like I do, so if all you want is the %proc and recharge... cut that down to 3 slots (1 for the %Build Up, and 2x recharge or 2xHO Membrane) And here is the code:
  25. When I tried a 'pure mace' build, it was so slow against large numbers of enemies that I'm not sure Placate would improve performance except in very limited & specific content.
×
×
  • Create New...