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QuiJon

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  1. Or it could at minimum take us back to the old days. Remember those? Like when you didnt just take the first 7 people that replied to a request for a TF because who cares any group can steam roll it anyway. I remember waiting to try and find a tanker or we had the damage but needed healing or buffing and debuffing or we wouldnt put a scratch on the Honouree or Romulus. Where blasters had to sit back and let a tank get agro because they were not soft capped for defense and couldnt survive just running into the middle of a mob and setting off nova or inferno. The point being our characters have gotten so powerful now that having a place to play them where some of that uber IO and incarnate goodness gets sopped up in a level differenct or more capable enemies might not be a bad thing if it is a choice to take part in it.
  2. This would be an interesting idea to look into. Maybe not scaling to level 100 or anything but have a mode where a level 50 T4 can go back and go to a zone and take contacts and radio or paper missions that give you instance missions where when you enter into them you keep all your powers and junk but are scaled down to like whatever the natural level range of the mission would be. And your powers scale down as well. So kind of like and exempt but with no power choice losses. Then make the enemies say naturally +2s and the difficulty slider and such can take it up to +4 above that. So essentially you could be fighting +6s if you wanted to using all the old missions and arcs already in the game.
  3. I would generally like to see a revamp to the over all end game not just vet leveling. First off i say drop the "every 3 levels" aspect of EMs after 24 and make it so that you earn some each level. So like level 25+ you earn 5 each level and level 51+ you earn 4, and then 78+3. Then at Vet level 100 just go to earning 1 per level period, never ending. Yes it works out to be a few more merits over time but still makes it worthwhile. Then i say change the incarnate system a bit. Unlock all EMs, AMs, salvage, threads, shards, etc to only being account locked not character locked. This opens up the door to allowing me choice of what character i want to play without having to do so simply because i need salvage or whatever for a specific toon. I can earn recipes and salvage and money on other toons now and use them for a different toon i dont see the difference with incarnates. Finish the incarnate system and tie the last powers to Vet levels. So where currently we get 6 powers that just chain together to unlock in turn when you hit level 50, make the last 4 vet level locked. So maybe one opens at 30, one at 40, then 60 then 80. It sets goals to make you want to play that character to reach but since we all know even currently we can play just about any content with what we have it doesnt change the base game as it stands now, just gives completionists goals to shoot for. Add some end level content. And by that i mean challenge the players that have gotten t4s complete. TFs or Trials, maybe a zone that actually presents a challenge with a couple new mission arcs and a nice zone event. I know none of this is new, or original and doesnt have alot to do with vet levels, i guess the issue to me is not the vet levels it is giving me something to do over all. I dont even think about vet levels really in normal game play, they just come as they come, where as pre-50 every level means something.
  4. So just curious but as part of the winter part of this event with winter packs be on sale again like they are during the winter event in december?
  5. But if you are going to "try" the sentinel out just power level one in AE up to the 40s, cause frankly it is really when you get to end game that you realize how badly blasters are out classing you. You feel almost competent for the first 25-30 levels before that confidence starts to scale down and you start counting it taking 28 attacks to kill a +2 boss.
  6. Sentinels are blasters if blasters really sucked badly.
  7. Guess i am the odd ball. I dont find it to hard to put the dom button on the top left corner of my power bars and turn on that timer function and just hit it when it comes due. I know hasten comes due less often but old habits die hard i guess hasten has always been the auto power on all my characters.
  8. I get that what you are doing is more pure numbers then feelings. My point is that really who cares about numbers. This post was not asking "hey i want to farm, what is the best" and if all we are wanting is a AE build that kills fastest then no one would make a dominator anyway because 2-3 brute builds out class absolutely anything any other AT could do in a farm. I base my builds and comments on game play and the feeling of playing it because frankly to me that is what counts. Wheni am farming and care about attack chains and DPS and XP per Minute etc, is when i am working not playing. Farming is working. When i play i want to try and challenge myself and to do things others dont or dont think they can do. Make builds i dont see often. If all anyone cared about was numbers every AT would have one ultimate build of power selections and build outs and no one would ever make anything else. I am not disputing that your numbers are right, what i am saying is i dont give a rats butt about the numbers. I have enough attacks no matter what they are that i have a constant chain of attacks, i have enough control that i can lock down mobs at +4/8 and enough recharge that i can run perma-dom and enough damage mitigation to live through what damage does come my way. I dont need to know your numbers and attack chains to make a character that over comes AV level regen and damage resistances. So why not just make the character i think is the most fun to play and not worry if i would have gotten 9 more DPS from a /fire build rather then the /stone or whatever i made. You can do as much number crunching as you want, but none of the differences between the sets constitutes a character becoming unplayable. And pushing the numbers just creates a thought process among players that dont experiment that making anything else must gimp you and so you end up with a ton of fire/fire doms instead of anyone being original.
  9. Oh, i can not say i have ever worked out a "best" attack chain but with the recharge levels the way they are i find I am rarely using Dark blast at all. My attacks are mostly Smite, Midnight Grasp, Moonbeam, Engulfing Darkness (since i position myself in the middle of mobs), and then if i need it for a gap either Life Drain or Gloom. Obviously keeping Hot feet running and a Bonfire burning. Dont know if this would make a difference but like i said, i dont feel gimped when i am taking down A Black Scorpion or Ms Liberty solo.
  10. Sorry maybe i missed something in the OP. Was this only asking about AE performance? My point is only that in most cases i consider most of the assault sets to be equal. Most as you point out have similar builds to how the powers are organized and chosen. I get that dark perhaps does a bit less damage, though having many doms i am not sure it is how much you show it to be, but even if it is, I have personally soloed 25 different AV/Hero class characters with a fire/dark dominator. I personally see this as if i can solo a enemy made to be taken on by a team, even if i am on the lower end of the DPS scale, i am doing enough damage to where that extra doesnt really matter to much and it becomes about the fun of playing more then the uberness of the character. And you can say that dark is "not strong" and you might be right who knows, its kind of an opinion thing. However the standard dom build for farming even back on live was Fire/Psi a build you dont consider strong. And yes if you want the fastest AE killed guess what, role a brute. None of them will compare to a good spines/fire brute. That doesnt mean doms are not "strong" in comparison.
  11. I dont see this at all. Sure fire is prob the best for strait damage, but with quick snipe, 2 pretty strong AOE single target attacks, and the PBAOE fire/dark is a great melee centric set IMO. It really is not a problem at all. Fire/dark, approach from range hit AOE Stun (maybe fire cages to hold them in place but not really needed IMO. Then drop Bonfire on the middle of the mob. Now they are flopping around not moving, You run into middle and hot feet widdle them down with PBAOE and the two melee attacks and the snipe. Now i am sure that its ability to kill a AV is not unique to dark, but the fact that it can IMO means that you are doing more then enough damage output, even if it isnt the highest of the secondaries.
  12. QuiJon

    Plant/Earth

    All I can really do is point out the direction i took mine in. So i am going to include my build. I will say i always meant to get around to perhaps doing the more "proc" stuff with it and didnt. However I think i went a different way with defense. Rather then going for ranged and stacking for that, i build for smashing/leathal and got to about 40 percent on those two. Which i feel was more then enough considering you are confusing like most of any spawn from the get go anyway. I kind of feel like you would be better off changing pools to Ice. You get do the defense that way on a toggle, and if you take ice storm and sleet you could prob shove some of your procs in those. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Ewok King: Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Earth Assault Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Hero Profile: Level 1: Strangler -- UnbCns-Hold(A), UnbCns-Hold/Rchg(5), UnbCns-Acc/Hold/Rchg(7), UnbCns-Acc/Rchg(9), UnbCns-EndRdx/Hold(9) Level 1: Stone Spears -- Apc-Dmg(A), Apc-Dmg/Rchg(11), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(13) Level 2: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17) Level 4: Super Jump -- Jump-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-EndRdx/Rchg(19), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21) Level 10: Hurl Boulder -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(23), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(25), Dcm-Acc/Dmg/Rchg(25) Level 12: Kick -- Acc-I(A) Level 14: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(27), StdPrt-ResKB(48) Level 16: Power Boost -- RechRdx-I(A) Level 18: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(29), RedFrt-Def/EndRdx(29), RedFrt-Def(31) Level 20: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33) Level 22: Vines -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprAscoft-EndRdx/Rchg(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36) Level 24: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(37), PstBls-Dmg/Rchg(37), PstBls-Dmg/Rng(37) Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(48), CrsImp-Dmg/Rchg(48), CrsImp-Acc/Dmg/Rchg(50), CrsImp-Acc/Dmg/EndRdx(50) Level 30: Tactics -- HO:Membr(A) Level 32: Fly Trap -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(39), EdcoftheM-Acc/EndRdx(39), EdcoftheM-Acc/Dmg/EndRdx(40), EdcoftheM-Dmg(40) Level 35: Sleet -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(50) Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43) Level 41: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(43), RedFrt-Def/EndRdx(45), RedFrt-Def(46) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46) Level 47: Combat Jumping -- LucoftheG-Rchg+(A) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) ------------
  13. Why no Fire/Dark? I ended up being really surprised with how much i love my fire/dark dom. With perma dom he is a beast and can farm and has soloed 25 AVs. You take the mace pool just to get the defense and between what you can buff added to the inherent -tohit in dark and you are barely even touched by enemies. I kind of feel fire/dark is as good as fire/psi without all the hella long animation times that Psi has.
  14. QuiJon

    Non-Farm Fire Armor

    In addition to a wider radius does the tanker version of staff allow for more targets to be hit? I have a staff/elec scrapper. I find that for the most part the range of the attacks really does seem to come close to hitting target caps when you figure that the damage aura is pulling in enemies for me. So my main concern was kind of do i really want to live with the lower damage of a tanker. Granted i have not played much with tankers since the rework of them, but prior i was always pretty unimpressed with their damage compared to a brute or scrapper. So my main thought was that if i was not going to get over 75 percent resistances to those other damage types but fire anyway, did i want to go with a critting scrapper or stick with the fury in brutes. And what concerns me everytime i see someone say they you can hit all the hard caps or soft caps in defense or resistances is what you give up to get it. A character with 3 attacks is not fun IMO. Maybe just have to sit down and hash it out was just hoping maybe someone already had i guess. Thanks for the info.
  15. QuiJon

    Non-Farm Fire Armor

    Wow trying to find any info on building a non-farming fire toon on these forums is pretty much impossible. I have been looking to make something new that i dont see a ton of. I was thinking either a scrapper or brute /fire and am kind of leaning to wanting to do staff/ as the primary. I dont see any builds for staff/fire but was curious, as i have only ever build a farming fire toon, just round about what can i expect to be able to squeeze out of /fire as far as general game play numbers go? Resistances, def mostly. Money isnt really an object. So if anyone has a decent build for a non-farming fire armor toon that they can share even if it isnt staff i would be interested to see it. Thanks.
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