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Snokle

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Everything posted by Snokle

  1. Played Psi and Illusion on seperate Dom's, I am not sure if really works the best together. It can probably work if you are able to proc out Psi a lot to overcome the psi damage resistance, but that does go against the perma-PA. Sonic might be a better roll for it do to the -res which will help the PA damage, and with not having the taunt effect you might be more in range with it, to utilize it more. I did a ILL/Dark build and with the seperate damage type made a big difference.
  2. While enflame is really nice, I find you need a more tanky pet for it to really work. Although ROP is really good on Dom's for emergency situations, the defense shields are usually mediocre, unless you have a controll or secondary the supports it. The res armors have some of the best values, so you really get the best bang for your buck. Also I think I was running ROP on my Plant/Earth Dom for a while it it is a solid piece when you need some extra toughness. So if you hit perma-dom you can still look into that once you get alpha slotting done. But with two hungry end auras you will probably have to bend more to that for now. Hope to hear more as you level.
  3. So, Ice Control is not an underwhelming set just misunderstood, it really excels in melee focus sets, like savage melee, psy, earth, ice. Something else these have in common is that they have other soft controls like knockdown, slow, disorient effects which amplify the controls of Ice. With Fire Epic, Psi Epic being some of the best to match with Ice Control. I am not sure if Fire/ works well with ice too well as @EnjoyTheJourney mentions, I have no experience with ice Assault with Dom. But Fire control has some big control powers, but the big focus is extra damage it has with fire. I mean, the combos can work if you want to but not the most optimal for them.
  4. One thing I did notice with Moment of Glory on Scrappers, on Live there was an audio queue when you activate the power. When activating the power during the Beta at different times outside in KW, or during missions, while it was quick and spiffy, there was no audio queue of the power triggering.
  5. There is more need for high-level zone content, in general we probably need more content that can provide a challenge for people that are looking for more tough content to play which they did here. Playing the in Open Beta I am glad what the did with KW, it is a nice niche as it it fits the other zones perfectly well. Also this was originally being done by the live Devs as apart of the Coming Storm arc which would be apart of the Bastion invasion attacking us when they revealed the Statesman statue. There is a lot of low-level zones we have right now, and mostly they are ghost towns, hell they removed Galaxy City on live for reasons, in a way to remove complexity of low level content and introduction for players. They could revamp some of the zones we have ala Striga Isle by making new contacts and making the Hazard zones into co-op Hazard zones with some story lines of villains and heroes trying to take control and revamp it. Nothing major to give a reason to go to them. But to say the Warf should be low level when it was never designed for it nah dog.
  6. Did a run today on my scrapped with the new endless missions in KW, I really just kinda kitbashed it together and tested it out against the new mobs that are coming. I only ran it at +1x8, as I did see the new Protectors can pack a punch (spoiler they do), also I was very lazy and just wanted so see what it looks like on normal game play. Usually taking all Regen powers, and need more work on slotting as I just slapped some of it together for now, but man it was a big difference than how regen feels right now. I did die a couple times, when I was not paying attention or not thinking a lot as I pulled way to much aggro, but for the most part I felt very sturdy and when I was starting to feel some pressure, I had a heal backup or the MoG/SM in time for the extra save needed. The -Regen debuff was huge usually sitting at 49% I saw some enemies dropping it on me, and before when I saw it cripple me, I barley noticed it now, maybe a point or two lost nothing major. Adding to that I was getting around 70% -rech debuff so I was always able to get a timely heal or buff when I needed it. While there might be a tweak with the Reactive with stacking as it dropped off pretty quickly once I started seeing stacks, I think it is pretty small overall. It feels sturdier than before, and I want to replay the character and see if I can squeeze out more damage or a better set for it now.
  7. Oh yeah I fully agree with ya @ScarySai, it is an odd way of doing it. I think putting KB in Obsidian Shield would make more sense. The other effects in CoF I think are fine, as you note taunt could be in place instead of KB to pull people in to the Fear Aura to trigger it, which could make it unique. Still I will need to bring my Brute in and test this out, as I think I run Cardiac Alpha on it, so as it to see how it goes, then test out how it goes with some small adjustments.
  8. I think, the reason for it in CoF instead of Obsidian Shield, is to give a reason for people to take it. Instead of it just being trashed. I agree with your idea none the less, but I guess it fits in line that they want all powers in powersets to have some sizzle.
  9. I can add it feels odd, but it is one of those things, I remember people back in the day (not sure anymore) telling people to skip the last three powers in DA as they are useless, Cloak of Fear, Stun, and Soul Transfer. So I am glad to see some love into it, and DA getting some KB protection is good, although as you said in a weird way. There is a lot happening now with Cloak of Fear, and aside from the cost reduction which is amazing, it is hard to see how good it is since there is a tonne to unpack there. I also like we can use Soul Transfer while up, to give out a Mag 3 stun. not sure how much I will use it for that, but it can be good in a pinch for CC.
  10. Since I cannot get on right now, what slotting is allowed on Ailment Resistance? Is it just Healing, or does it give Resistance as well?
  11. I mean Plant Control was due for an adjustment as it was a bit overtuned since end of Live IIRC. With Seeds, and Carrion adjusted it will be interesting how it all works now compared to everything else, especially as I found Seeds was way to OP compared to other confuse powers. Unfortunate about the proc bombing about Carrion, but foreseeable. Time to see where this all shakes out during some testing. I do like the Carrion is getting the bonus of Domination now, so that will be fun to test now.
  12. At what cost? Every adjustment is a cost. I am just going by what I say on the post here. I have not had a chance to log into to Open Beta to take a look at it. I have seen enough people ask for -rech debuff resistance, -regen resistance, and -recovery debuff resistance. Gaining those, there would be some losses. It is all about what is acceptable or not. But with the multiple power stacking the regen it will be interesting how it is done at the end. If you get more once you have access to all your powers instead of just one. Instead of Dull Power you get Ailment Resistance so Auto Power, with give MaxHP and is an Auto power, a removal of a click power which people do not like in Regen. It makes healing more powerful and all our resistance debuffs. I mean it could be better for leveling. I would have to make a new character and see how 10+ goes for it. While Dull Pain is nice, one of the big problems with Regen was the leveling train. I cannot comment about Tanker Proliferation, I have little experience about tankers, and do not want to say much about it. No changes about Willpower means nothing. I think it is because people have been pushing of works being done for Regen for how long I have been on the forms, and people flag it as the worst Armor set for Melee toons, it was going to get attention and adjustments sooner than later.
  13. I mean, -regen is the bane for Regen, then -rech. From what I have seen in this it is giving -regen, -recov, and -rech debuff resistance. If reading the Ailment Resistance, it gives a bit of debuff resistance in general which is pretty nice. Once again I will need to bring my character over, and take a look at the numbers, but capping out HP looks easily obtainable, and with the debuff resistance will be nice to give more layered work for resistance and more recharge.
  14. From one of the comments in the Force Feedback stuff about Tankers, probably not.
  15. The no low level for TF seems to be fixing a problem that is not a problem. If there is a level requirement for Ouro I can say removing it there would be fine, as it is just story content, but I think here it is a bit rougher, and not really needed. I know on Excelsior there is usually no issues forming TFs/SFs in the level ranges for the specific ranges needed. I feel if this goes it will still be mixes of whatever going on but I will probably work on certain ranges of the TF which would be acceptable if I would be forming.
  16. Yeah the adaptive recharge is really interesting for doms and controllers. I am really interested in tested getting some reps on that, as I know on Doms, the AOE hold most people are not a fan of those due to the long recharge on them due to dependability on them. Having something like this makes it more swiss knife style which is fantastic.
  17. Yeah, I plan on bringing my Kat/Regen scrapper there to test out the rework of Regen. I am excited to see how it looks and plays.
  18. Just read over the notes, really excited to test this out on my scrapper. It is more high-recharge based, but I feel adding the -regen resistance and the -recov resistance is huge. Also a huge fan of the +MaxHP bonus just built into the set now. Really need to load into the beta and port my character there to test it out and get my reps in for the new powers.
  19. I have played most FromSoft titles from Demons' Souls up to Elden Ring, and trying to access their older backlog. I can say when I played DeSouls the very first time on PS3 cause it was clunky, slow and I had no clue what I was doing it was hard...BUT I learned quickly through the game and through dying (a lot) how to get around and how combat and other mechanics worked as I got better and more comfortable in the game. While for the most part there mainstream games have specific mechanics and lots of options to let people explore and try and beat the game they do not hold you hand in any which way. It is designed in a way for you to learn yourself. It is tough because it is trying to emulate a sense of dread and hopelessness which is something that you are suppose to overcome with time. Tying into this the mechanics for the most part are usually tight as the focus is on combat, mistakes will get you punished, many mistakes lead to death. Death is common in the games but not as harsh as older games, as it is intended to be apart of the experience. I think people in hyping the game through word of mouth, which now become a meme make something "FromSoft" hard, even if it is really not hard or difficult. It is too much in gaming verbiage in a lazy slang now to either say something is too hard, or not hard enough, or even just to "get good". Hopefully we can move past this stuff someday.
  20. Yes, using layered defence is always good. Defence is vital to a point per context, it all counts on what you are giving up and how much support you have for all the defence you have. Even if I got 45% with some resistance armour from an epic on a support character, if I have low DPS cause of this and it takes me longer to take out enemies than there is a tradeoff, and raises risk for me to fail as extended time can lead to mistake and chance for hits. While defence is nice, it is not vital, or not as vital as it was on Live.
  21. So I went through and did another pass or two and ended up with this build. I did respec into this, and did a couple test runs through some random KM TFs, a couple paper mishes, and then the heist mish. I have not done the incarnate arcs yet, but it feels a lot better on paper now. While it is light on AOE from myself, I think with the clones and Phantasm it brings enough to cover normal mobs. I thought I would miss not having the target AOE, but I do not, sleet is more than and Army is crucial for damage. Also with flash while it has a long recharge time, I do find it is nice in certain clutches. Priority is always Gleam -> Terror, and Darkness two start wreaking havoc. But sometimes if additional mobs come in during a cool-down the extra AoE control is good to have as a backup. Finally gloom does do wonders for adding to the single target DPA, while I stuck with Smite proc'd out, I found Midnight Grasp is best going 5 slot Hetacomb + ATO for abusing the +power proc. As you are gaining the stacks quite a bit. If I felt frisky I could shave one slot off Smite and put it into Blind and Proc that power out, as I have enough recharge for perma-Dom, but I am comfortable with it as it stands. Vigor made a big difference on the End bar, as I am not worried about popping blues anymore really. So I will probably most times skip Ageless, and run Barrier for tough stuff but have that as backup if need be. Overall very happy how it has turned out with the turning and adjustment, thanks for all the input! Dominator (Illusion Control - Dark Assault - Ice Mastery)v2.mbd
  22. I thought the the true answer was i x -i
  23. I am just asking questions about numbers!
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