Jump to content

MoonSheep

Members
  • Posts

    1208
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by MoonSheep

  1. The word 'build' implies i put some sort of planning into my slotting or power choices 😁 For team play, if a kin def has SB and fulcrum shift it's good enough for most things in my opinion. Take the powers you find fun and go wild with sets which you enjoy - too much min/maxing can wipe out the fun factor It's done an 11.29 ITF, 12.59 LRSF, master of various TFs etc, teamwork makes the dreamwork
  2. i picked up soul mastery for power boost on my kin def, it helps beef up transfusion if things are getting spicy, makes transference a real end sapper and it’ll boost the -defense component of your rad attacks i really wouldn’t spend too much time overthinking your build, you could slot 2 acc / 2 rech into all your powers and you’d be 99% as useful to a team than if you had a 600m build - kin defender is pretty is one of the most forgiving sets out there the game has tank/brute/scrapper archetypes if survival is a priority
  3. my main since returning has been a remake of my live-era mind/fire/ice permadom, i only play one other alt (a kin def) so it gets played quite a bit for a team orientated character, in my opinion, any player is making a mistake by not choosing sleet from ice mastery. it’s defender strength on par with a storm/cold def and opens up the character to an entirely new dynamic of being able to mez, damage *and* now put out strong debuffs. whenever you’re on a team where someone else also has an AoE -res debuff it shines even more veng is good for similar reasons, now provides the swiss army knife dom with a strong team buff, mez, damage and debuff - all on one incredible “do everything” character with mez protection
  4. I take assault and maneuvers, combined with siphon power it helps on earlier teams and TFs to start stacking up the damage. also helps to reduce the strength of AVs along with fulcrum shift veng is a must have for defenders, a great team buff interial reduction fantastic as it doesn’t succumb to the travel delay when attacking, lets you bounce around freely i don’t build for any global bonuses, e.g rech, def etc. insps keep me alive and everything recharges quickly anyway
  5. I believe SoC aggros enemies whereas mass confusion doesn’t, putting MC at a significant advantage
  6. i don’t think it needs a buff, put the confuse proc in the ST confuse and that helps spread it around there’s enough other mez powers in the set to choose from if mass confusion is recharging
  7. i team with a traps/sonic def that is huge at debuffing - makes speed runs incredibe, e.g. LRSF/MLTF/ITF etc. great character when played right on high end teams edit: just realised my friend is a trick arrow/sonic, please continue the hate for traps
  8. @DreadShinobi Is correct on how great Sleet is from the ice mastery. Not taking it should be a bannable offence 😛 I build my mind/fire dom for recharge to achieve perma and that’s about it. I don’t bother with any defensive powers as I prefer to lock things down or pop a few insps. You’re correct that some doms are more ST focused - I often have targeting macros for bosses and ensure I kill them in a mob first, letting the masses of AoE characters quickly finish up the luts/minions
  9. Leo - I understand your logic here, though changes are generally made to introduce balance to the game and promote underperforming or underpowered sets to increase the variety of ATs/powersets played As empathy is by far the most played set, it’s unlikely to be a candidate for positive adjustment Moreover, many people are simply bad at playing an empath. Speed run a tricky TF alongside a skilled PvP empath and you’ll have a great and rewarding time
  10. For some extra added AoE damage definitely, could be a nice combo with bonfire/hotfeet/fire cages
  11. Hey Blackfeather, thanks for considering me. I've had a review of the set and put some comments below which are hopefully helpful T3: Ray of Light - Having the primary hold as a T3 rather than a T2 may annoy some users who wish not to choose one of the T1/T2 powers, I know some other individuals who play Mind Control aren't a fan of such a layout. I like the potential chain effect T4 Refractive Halo - It would be a great dynamic for foes to be attracted towards each other within the halo, "fascination of light" or similar. Or, a reverse Hurricane where foes are attracted towards you, becoming increasingly To Hit debuffed as they get closer with an added chance for confuse for the really close foes T8 Luminous Distortion - Love this power, this should be the T9 with a few buffs. I'd want to see this one with a very large radius (60-80ft) to really give the set a memorable 'wow' power. I'd suggest amending it slightly so that there's a very large 'attract' radius, then towards the centre, perhaps 8-10ft is where there's a powerful confuse - given they are closer to the light and uncertain of whats going on. The grouping of foe is a theme I'd like to see elsewhere in the set, it would compliment modern playstyles well and make it an in-demand set to play T9 Shining Motes - This feels slightly underwhelming for a T9 power. The equivilent Photon Seekers power from a PB's Luminous Blast has a recharge of 180s vs 240 for Motes. I'd recommend making this a T8 power and have them in an intouchable state for the first 5-10 seconds of their life, like a quasi phantom army. Overall, I like some of the new dynamics within this set and there's several that I had never considered before. It feels more suited to Controllers as I'm not sure it would fit as well as a Dominator set, a lot of the heavy hitter powers wouldn't get much benefit from Domination. To put a potential spanner in the works, I wonder if it's on the verge of being more suitable as a buff/debuff set for defenders/corrupters and really play on the theme of -ToHit and foe taunt/attraction to deliver something that would really stand out
  12. Hey, I would take Sleet and Hibernate as the panic button, would definitely fit veng into it if you're big into teaming - it makes a death in the team very exciting! Everyone gets a mini god mode for 90 seconds or so If you're into defense then frozen armor is a great pick, it depends how much you plan on being at range vs melee. My mind/fire hasn't got a single melee power so I didn't build for defense and live life by the seat of my pants instead 😄 Ice storm might help get your AoE damage up a bit, combined with bonfire and hot feet it could be a nice combo
  13. Which is a shame, as many of the arcs, maps and enemy types redside are fantastic and really enjoyable Redside is let down by every single zone being so miserable and looking pretty much the same. The lower level zones are far too big and hard to navigate compared to heroside (though the 'insta-win' of travel powers being availible from the start helps negate this)
  14. Preeeaaachhh! 100%! Sleep is a very useful power - I often use it on lower level teams if the group wouldn't be ready to handle a second mob entering the fray, or during speed runs when I'm focusing on a target and don't want to get squished. I haven't built my dom for any defense/survival as I'm not interested in the entry level shield:attack playstyle. Being able to creativity influence the dynamics of a battle (especially with things like mind or dark control) is far more enjoyable. Like you say, when everyone is invinceable it gets a bit boring. I like to plan a few sacrifices during a TF for veng 😈
  15. Not picking up Sleet is a critical and unforgiveable mistake when building a dominator - it's a defender strength AoE debuff with a great recharge when slotted. Easily -30% res and -45% defense. When another team member has a similar debuffing power it makes team play great and really increases the "box of tricks" feel a dominator can bring to a team. No longer just control and damage but now a strong debuffer too! If you pick veng, you've got a nice team buff also - I find it hard to play anything else other than my mind/fire dom as it has a bit of everything I personally only build for recharge and don't bother with silly defensive builds, a permadom has all the survival abilities it needs. If you need a boost during hectic times, just pop a purple or mez something
  16. I only play two characters on HC - my dom and a kin/sonic def. i’d say just enjoy playing around with the elec end drain component, don’t worry about damage or silly builds etc. a kin def is very forgiving, your primary role is heavily focused with the delivery of kin powers rather than being a damage dealer, it allows you to have pretty much any build you like a basic IO or SO kin def is 95% as good as a kin def with a 1Bb build on a team
  17. Well said mate From my view as a mind/fire permadom main which this thread is more about inexperience than any problem with mind control. A few tweaks for quality of life may be nice, but the set is great as-is. lol @ people wanting a pet
  18. i’m late to the party, though my secondary main is a kin/sonic defender i really enjoy playing it, the combination of massive +damage for the team and -res on enemies is really fun. fantastic for AVs, GMs etc i play my defender purely as a buffing character, i haven’t slotted the sonic attacks for damage, i just use them for the -res component playing low level content, e.g posi TFs is just as fun as high end TFs, there’s always useful buffing/debuffing powers on hand to use
  19. I solo AVs with my mind/fire permadom main, keeping confused layered on the target ensures I don’t get instantly squished. The incredible ST damage from fire makes things go quite well - I bring a bunch of insps with me for any hairy moments. Haven’t built any defense/res into the build as insps are easily available and work well. I leave the armour for the brute/scrapper/tank ATs mind or dark control with fire or energy assault would be the way to go in my view
  20. That’s interesting to know. I have memories of the reactor going off on failed trials before, not something you could ever imagine happening thesedays!
  21. Hey You’re unable to switch powersets, however you can indeed rechoose your powers. The respect trials were a feature of the game many years before respec recipes and free respecs existed. They used to be quite the challenge!
  22. This is one of the few great changes in I27, I’ve been proposing it for a while in-game. I don’t understand people who wait 7 years to play CoH but then want to automatically skip one of the main aspects. There’s already too many travel “cheats” in the game, it takes away from the team spirit of helping others to the mish
  23. Hmm, I recognise the significant amount of work that has gone into making these numerous and multiple changes. Many of these likely require a lot of development I feel quite disappointed though. In my personal view, I don't understand the obsession of many players (and the devs it seems) for instant transportation to everywhere. Travel / teleportation powers seem to have received a massive buff across the board (aside from the base access code removal) yet many underperforming powersets / ATs which people rarely play due to poor performance have been ignored (or in some cases, such as blaster secondaries, nerfed even further) I27 would have been a good opportunity to use the data available on which ATs and powersets are played the most - fire and rad brutes clearly needing a nerf obvious to anyone who has spent 4 seconds in the AP AE building, yet shadow maul is the one that gets nerfed.. (righto, good thinking captain). Reviewing the data and introducing balance to encourage people to create lesser played ATs would have been a nice improvement and made a visible difference to the game and its community Having read through the entire patch notes, it seems fitting for the release name: I27 Patch Notes. Minor adjustments to powersets played by very few people I'm hesitant to hit reply on this post, as it's a rather negative comment to a volunteer team on a not-for-profit game, however I would like to contribute to the process of community feedback and I hope my comments are taken as such. Thankyou for your continued development and support of this great game
  24. Delayed posting but thankyou to everyone who joined - Was a good trial train of Magisterium, Keyes, Cathedral of Pain and an Underground to cap off the night
×
×
  • Create New...