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Dunno. RE your next post: I'm not sure a heal power is on theme for claws. I wouldn't say no, but I usually skip these kinds of powers on doms. Usually neutered (low heal amounts, long cool down) that it just makes more sense to chew a green candy.
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Oh you're right. I forgot about stone spears. Stones spears + hurl boulder makes two.
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Need is a strong word regarding another ranged attack; Earth assault has exactly one ranged single target attack, just like Claws does right now. I certainly wouldn't say no to another ranged attack. Claws Follow Up unchanged + a good old fashioned Power Up (not Power Build Up, so only +special without +dmg) would be a really nice option too.
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No dominator assault set has aim. But yes, getting both follow up and power build up is unlikely. I'd prefer follow up, for variety spice reasons. Maybe taunt/confront could get replaced with a ranged single target immob like subdue or the one in thorny assault.
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I take the lack of vehement opposition as the highest form of endorsement this subforum can provide!
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I mean, it's already an assault set. Replace taunt with power build up.. maybe? But leave some form of follow up. Just saying it would be pretty sweet.
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Broad strokes it looks pretty good. Doms are always a little awkward - no ranged attack chain means you'll be up close and personal to AVs, so you'll have to rely on team support to contribute on AV fights. On the other hand, if you build for more defense you'll sacrifice offense. Honestly you probably have more recharge than you need. Could drop down to 90% and still maintain consistent permadom, particularly if you are willing to set up rotating keybinds for hasten and permadom. Finally I'd check the chance to hit on drain psyche. I haven't loaded it in mids (just looked at your screenie). I like drain psyche to have 95% on +3s. You could consider dropping the cone immob. Unless for some reason you love it. It will awkward to use with drain psyche and HoD.
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At the risk of making this circular, that's exactly my point; Henchmen do not directly benefit from set bonuses. Look up BRADICALs Demon/Marine setup. Current best single target damage setup in the game, across all ATs.
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@tidge I mean the big thing is that set bonuses do nothing for your henchmen. Period full stop. MM tend to be pretty tanky by being support+team rolled up into a single character. Plus BG mode. So you might as well do more damage with procs in your attacks. Dmg is king, as they say. That's how I see it. At least for now 😛
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I found your build in another thread. Impressive indeed. Using full ATO sets and Murky Cloud to hit those resistance numbers is clever. I think I'll be stealing some of those ideas over to demon/marine!
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I'm kinda thinking demons/EA. Any other suggestions?
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@Rudra @Projector Alright alright
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@Rudra @Projector I hear your points. All I'm saying is that there is more than one way to make things more challenging, and in an 8 player team with 6+ barriers, there are a lot of ATs that don't have a spot other than as a charity pick. On the other hand, if you had a small group with an encounter that specifically required other Destiny Slot abilities (Incandescence or Clarion for example) then maybe, just maybe, we could shift the meta to include a few other ATs. Or to put it another way, bigger defence and tohit numbers aren't the only way to make things interesting.
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There's no reward other than personal satisfaction for making smaller teams. Designing content for small team sizes would allow the devs to proportionally reward players (D-syncs, aethers) for the increased difficulty.