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MoonSheep

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Everything posted by MoonSheep

  1. i may, or may have forgotten about follow up and been rather confidently incorrect 😄 below is an artistic articulation of this scenario from 2004
  2. the finest mathematician in paragon city 😛 i look forward to the inevitable PvP match where @Sovera shreds my sheepy wool infront of a large audience
  3. yeah that'll bump the damage of course, but it'll also slow down the real world rate of killing - having to open every fight with a 0.83s light damage attack when you could open with WM's Clobber instead is not as speedy. for solo play i'm sure it'll be good fun - i have a night widow i sometimes play which is essentially the same set whilst claws is definitely a fun set as Sovera suggested, i think high damage / fast sets are what will help with OPs search. long combat chains and setup time often means someone else in the team kill the foe infront of you instead
  4. not trash talking, just highlighting incorrect information and helping OP find a high damage set some damage numbers of claw's attacks to help explain things: name - damage / activation / damage per activation Strike - 67 / 1.17s = 57 Slash - 82 / 1.33s = 61 Focus - 87 / 1.17 = 74 Eviscerate - 143 / 2.33 = 61 for scrappers, there doesn't appear to be a set with lower numbers
  5. there's some misinformation on this thread, - i'd recommend looking at the damage numbers in-game and especially the animation times. the important calculation is to divide the base damage by the animation time claws has one of the lowest damage outputs so not really sure why someone suggested it given OP quite clearly asked for a high damage set War Mace and Fire Melee are on par for DPS (around 350 every 4 seconds - top 4 powers DPS added together), both having quite reasonable AoE outputs, with War Mace the better allrounder. Ice Melee also has about the same DPS, 361 for 4 seconds and quite a good AoE output too EM ST output is around 387 every 4 seconds due to it's long animation times, however it has quite weak AoE you'll also get a great PBAoE with shield, DoT Auras on other sets are mostly effective at lower levels where you spend a long time stood next to enemies. the taunt aura in against all odds will bunch up enemies nicely for AoEs too edit: just had a look at some more numbers before dinner, looks like claws might actually have the lowest DPS out of all the scrapper primaries has @Sovera ever logged into the game or is posting on the forums their main skill?
  6. i also made a war mace/shield and levelled it until 40 or so, and played a tricked out one on the test server a lot i found fire/shield is also a great damage dealer. you don’t get the same ‘thuds’ you do with war mace, however it’s certainly capable of putting some good numbers out. i think WM outperforms it slightly
  7. hey i didn’t say i was any good at reading 😛
  8. and to back up OP - people are only interested (and experienced) in playing every AT as a combat class which is why you’ve experienced frustration. stepping outside of the status quo will get you in trouble with the internet forum dwellers
  9. good work buddy OP, please contact @Mercurias before posting again to check whether he has approved of your opinion
  10. yes absolutely, it’ll of course not be as powerful until you have your nice IO setup for permadom, but hopefully an enjoyable journey regardless. posi 1 and 2 are my favourite TFs on the dom as i can really feel like i’m making a difference! some notes if helpful; i’d recommend slotting the ST sleep for damage as it’s a nice psi damage dealer for foes which pop a +Res All But Psi power the dominator +Damage IO goes nicely in the hold and triggers quite often contagious confusion in the ST confuse is great the AoE sleep is valuable to shut down other mobs that accidentally get aggroed incinerate despite being melee is worth taking. incin as an opener then blaze/blazing bolt is a great combo other than that, season to taste really and see how you get on. hope you enjoy finding out which goes give out buffs and confusing them for yourself, e.g rikti guardians, CoT mages. ones which give debuffs are also good fun to confuse. the most powerful foe in a group is now a handy pet - longbow wardens and paragon protectors are no longer a pain
  11. lets see if the export works.. it's not a fancy build, as long as you get your permadom achieved i'd recommend slotting to however you like - e.g. if you have a favourite set, proc etc go for it. perscriptive builds take the fun out of things in my opinion the build needs some improvement, e.g. ice storm is pure dreadful, but sleet is incredible, especially with the -res proc (a total of -50% res when it triggers) at lower levels you'll be more focused on locking down the most disruptive enemy in a group, makes a notable difference when on sub lvl 20 teams. the main damage powers bloom quite late, but they're well worth it. the animation times are so low that you'll be in the top 10% of damage dealers. blaze + blazing bolt puts out crazy numbers in such a short amount of time This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Moon Sheep: Level 50 Magic Dominator Primary Power Set: Mind Control Secondary Power Set: Fiery Assault Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Ice Mastery Hero Profile: Level 1: Mesmerize -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(23), Dcm-Dmg/EndRdx(34), Dcm-Dmg/Rchg(37), Dcm-Build%(37) Level 1: Flares -- Empty(A) Level 2: Dominate -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprAscoft-Rchg/+Dmg%(23) Level 4: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rchg(11), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(13) Level 6: Confuse -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(7), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Acc/Conf/Rchg(9) Level 8: Super Jump -- UnbLea-Stlth(A) Level 10: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(15), Dcm-Acc/EndRdx/Rchg(17), Dcm-Acc/Dmg/Rchg(17) Level 12: Incinerate -- Hct-Dmg(A), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(42), Hct-Dam%(43), Hct-Acc/Rchg(43) Level 14: Assault -- EndRdx-I(A) Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(21) Level 18: Total Domination -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-Acc/Rchg(19), BslGaz-Acc/Hold(21), RechRdx-I(34) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 22: Vengeance -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 24: Mass Hypnosis -- FrtHyp-Plct%(A), FrtHyp-Sleep/EndRdx(25), FrtHyp-Sleep/Rchg(25), FrtHyp-Sleep(31), FrtHyp-Acc/Rchg(45) Level 26: Terrify -- GlmoftheA-Dam%(A), GlmoftheA-Acc/Fear/Rchg(27), GlmoftheA-Fear/Rng(27), GlmoftheA-Acc/EndRdx(29), GlmoftheA-EndRdx/Fear(31), SprDmnGrs-Rchg/Fiery Orb(50) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Mass Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Acc/Conf/Rchg(33), MlsIll-EndRdx/Conf(33), MlsIll-Acc/EndRdx(33), MlsIll-Conf/Rng(34), RechRdx-I(45) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(37) Level 38: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(45) Level 41: Sleet -- AchHee-ResDeb%(A), UndDfn-DefDeb/Rchg(42), UndDfn-DefDeb/Rchg/EndRdx(42), RechRdx-I(43) Level 44: Hoarfrost -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(50) Level 47: Ice Storm -- Bmbdmt-Acc/Rech/End(A), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Dam/Rech(48), Bmbdmt-Dam(50) Level 49: Telekinesis -- Empty(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46), Mrc-Rcvry+(46) Level 2: Stamina -- EndMod-I(A), EndMod-I(46) Level 49: Quick Form 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 4: Ninja Run Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Portal Jockey Level 50: Freedom Phalanx Reserve Level 8: Double Jump ------------
  12. it’s not too bad, some people massively overhype it i’ve included it in Sleet for some extra -res at times it won’t change your life but all procs are a good bit of a fun
  13. awwww yeeee stone/stone blaster.. kin/stone defender.. stone/shield scrapper.. aw mayun it's looking like a rocky weekend
  14. and there’s me thinking there’s no travel power worth taking other than superjump.. if the best is on offer why choose anything else
  15. this should be auto displayed above every build in the various squishy AT subforums. you’ve articulated my “don’t try and play every AT like a scrapper” thoughts a lot better than me i have a kin/sonic which i’ve played to around vet lvl 160 - no defense, does alright as i don’t take alpha/put myself in direct combat situations and most importantly, the ever unaddressed question: what’s wrong with dying once in a while? there’s no value in ruining every build for the sake of the odd death, just pop a purple or a wakie
  16. MoonSheep

    MORE TANKS

    on test i've been finding shield/ice surprisingly good for AoE and reasonable ST damage too
  17. i’m not sure i agree with this, looking at the post i’m not sure the defender AT will give OP the expected playstyle. sonic is one of the most laidback def sets, building it for combat and defence says to me “i want to play a scrapper, how do i make my defender a scrapper” well, by playing a scrapper i suppose support ATs shine the best when they are built to maximise the benefits of the AT. trying to turn a defender into a scrapper just makes something not as good as either
  18. i think things read quite harshly in text rather speech which is perhaps why nemu saw it as a strong response - more of a genuine suggestion than bitterness 😀 for me, i play my defenders as support as that’s what they’re best at - and what makes them the most enjoyable. the fun of being the only support on an 8 person team and keeping things going (or allowing a death for powerboosted veng) i leave the aggro taking / tanking to the specialist ATs as that’s their natural ability
  19. looking at the build and comments posted by OP, the individual seems to be keen on playing a ranged defense:attack class rather than a support role, therefore a sentinel would be the best fit for their playstyle and experience
  20. perhaps play a sentinel instead
  21. during the next rikti invasion i’m locking you outside
  22. ooh, excited to see what stone melee is like on scrappers
  23. just run it on enemies buffed, tends to get people paying attention
  24. The comments below are purely my thoughts as someone who mained a Mind/Fire dom on live and now again on Homecoming since May 2019. I play almost nothing else, much to the amusement of my friends on Excelsior. It currently sits on 8,300 merits having played every TF on the game multiple times, every ouro mish and just about everything going several times over. It outlives any AT or build time and time again Opinion warning: some of the thoughts may differ to the status quo. Defense My first opposition is that building for defense and following the fad for squishies taking Tough/Weave shows the biggest misunderstanding of the character. This is a shame as it's near enough one of the strongest characters in the game when played by indivdiuals who want a dominator, not a scrapper/blaster. The majority of people on CoX play combat classes and play them a lot. This results in a playerbase which is entirely focused on a defense:attack mechanic, with little knowledge or experience of other playstyles. This is not what a dominator is about however. Think of an elite ninja, with all its deadly abilities and skills. If the ninja was to be advised by the average Homecoming forum builder, it would be equipped with a bullet proof vest, handed a hammer and told to stand in the mob and start swinging wildly. It would do some damage sure, but it misses the point of the elite ninja entirely. A playstyle that advanced dom players such as @Voltak showcase. When played as a dominator, doms will outlive any AT. Every single power on a mind/fire dom is ranged, apart from incinerate (nobody takes combustion, sorry combustion). As such, the mind/fire dom can stay far, far away from the chaos and choose what it interacts with. This means it takes almost no damage in combat The opener to most fights starts with either a hold or a confuse - Lets assess how much damage a +4 paragon protector deals after 1 application of Dominate as a permadom: 0. How about confuse? Also 0. Thus, building for defense and using a large amount of slots on defense gives us zero value or return on investment. Individuals who take tough and weave on a mind/fire dom are likely better suited to playing a sentinel or scrapper as a dominator is not a defense:attack achetype. It is comparable to a tank building itself as a team buffer and healer. There are nuances and techniques to playing a dom, such as identifying the most disruptive enemy in a mob and applying mez on that foe as battle opens. With a rapidly recharging confuse, this can be done on several foes before anything is even aggroed. AV's can be perma confused through PTOD, they deal 0 damage. Moreover, mind has several powerful AoE mez powers available, any combat situation can quickly be completely shut down with the click of a button. You have been promoted to the position of: Corpse A simple post cannot convey the sadness I feel when I see 8 vibrant, full health bars on a team. Do my teammates not know the hidden benefits of their nutrient rich, vengable body? Choose Assault and TP Target. The death of a team member is not only a price I'm willing to pay, but also one I actively encourage and orchestrate. I may be a hero, but I'm still a dominator. Psi Damage A smaller opposition, Mezmemize should be slotted as an ST psi attack. It is incredibly useful during instances where foes pop a +Res All But Psi power, it cuts very nicely dealing several hundred damage whilst team mates are pinging it for 2's and 3's. Mastery Lastly, and another biggie, which in my opinion adds to my case that someone who would play the above build doesn't really 'get' dominators: the mastery. Doms have access to two of the best masteries in the game and the individual was somehow able to miss them both of them. A buffet of the worlds finest steaks was on offer and ya’ll managed to pickup a hotdog. Ice Mastery provides some amazing powers - most importantly, defender strength Sleet. I've preached heavily on the greatness of this power, the main takeaway is that it's hugely powerful in -def and -res and can be slotted for a -res proc. Not taking it is criminal as with Sleet you now have on your dom the best power on a Storm defender, combined with a well slotted Veng for powerful team +Def, with incredible ranged Mez powers to deploy and the most damaging dom assault set at your disposal. This is the strength and glory of the mind/fire dom: it's incredible versatility, changeable playstyles and abilities. It is not a one dimensional defense:attack class. The other wortwhile mastery is Soul, which as @Mezmera will testify, brings doms to another level. Soul Drain when slotted combined with the +rech of an average dom sustains a near +70% dmg buff for 30s, taking the same amount of time to recharge. Ontop of Fiery Embrace (+68%), this puts a /fire dom in an extremely strong position. In summary, the mind/fire dom is one of the most powerful AT combinations in the game, but only when played by someone who logs on to play a dominator.
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