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Blackmoor

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Posts posted by Blackmoor

  1. I currently have my Stalker up to 26, and I'm loving it so far. The hype machine was right, it's a really fun combo. I now understand the reason why everyone says to go Stalker- Assassin's Strike is super useful in order to have a worthwhile single target attack chain.

     

    I only have Lightning Rod and Thunder Strike atm, so I really haven't seen the AoE potential yet. But I can easily see this toon making it to 50. I'm going to start looking at some builds.

     

    On 2/2/2024 at 2:02 PM, StarseedWarrior said:

    You could go blapper if you want they can pick from a few melee attacks.

     

    My first 50 blueside was an E3 Blaster. You're right, they make excellent blappers with tons of AoE. Highly recommended.

    • Like 1
  2. [Lol, I just noticed that I misspelled the title.]

     

    I've heard so many great things about this combo over the years, and I'm finally ready to give it a go. I just can't decide on which AT to go with. I mostly prefer to run TFs/SFs, so this would be a team player, not a solo or PvP toon. Let me break down my perceptions and preferences as they stand:

     

    Stalker - Most of the glowing praise I've heard about this combo pertains to Stalkers. I've heard that the two awesomesauce AoEs don't break stealth, and that the resulting damage is insane!

     

    The problem is, I'm not particularly interested in running this combo as a stealth toon. It doesn't fit particularly well with the character concept I envision or the playstyle I'm aiming for with this particular combo. That said, I'm not discounting it outright based on the constant hype.

     

    Tanker - I'm leaning more towards Tanker than anything else. Melee is the role I play the least in this game, so I haven't really witnessed the new changes to the AT firsthand. I love tanking in MMOs in general, so building and playing a tank isn't a problem for me. But I do want a ton of DPS in addition to the survivability.

     

    Is the damage noticeably lackluster compared to other ATs? Does anyone else sing Shield/Ele's praises? Did anyone else find themselves disappointed with it?

     

    Scrapper - I've taken the other three ATs to 50, but I've only ever had a single Scrapper(a Dark/Dark back on Live that fell by the wayside around 35 or so). How does Ele/Shield's damage output compare to the Stalker version? Is it an egregious paper tiger as compared to Shield/Ele or the Brute version? I'd be interested in giving Scrappers a second chance, but I always feel as though they're outclassed by other ATs. Could they be the Sweet Spot of non-stealth DPS that I'm looking for?

     

    Brute - I've run a few over the years, but I'm starting to pine for other options. I run a ton of Dominators, so I'm looking to get away from the constant "Gogogogogogogo" mechanic. That said, I can see how they might also provide that Sweet Spot of DPS and survivability for me. Although I'm leaning "No" on Brutes, I'm open to any convincing arguments in their favor.

     

    Any testimonials? Is the Stalker DPS so OP that I'd be a fool to roll otherwise? Can the Scrapper version deliver the goods? Can the Tanker fight its way out of a paper bag? Charge in here and turn this thread into a Lightning Rod of controversy!

     

     

  3. On 1/9/2024 at 10:36 AM, cranebump said:

    You know...Torch is still searching for an identity. 

     

    Unofficial bad guys & (misunderstood) douche bag server, anyone?:-)

    Sorry to disappoint you, but Everlasting has always been The Redside Server.

  4. On 12/12/2021 at 2:06 PM, DarknessEternal said:

    So far, it sounds like the answer is "nothing".

     

    I asked what they were good at, not what you can kludge together with expert play that then allows them to do what other ATs do with less effort.

     

    We can hold AVs dead in their tracks. When I ran Aeon SF, I held Midas in place so well that he barely even hit anyone.

     

     

    • Like 1
  5. On 10/28/2021 at 11:05 AM, MoonSheep said:

    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.

     

    I strongly agree with virtually all of this.  Chasing the softcap is the last thing most Dom builds should concentrate on. The best defense is a well-slotted primary.

  6. 3 hours ago, Myrmidon said:

    The one thing about the Rogue Isles I never could stomach. All the damned Longbow.

    Those heroes in Paragon City are far too wimpy to contend with a truely tough enemy group like that. A Longbow Warden is way more powerful than your average cape can handle.

    • Like 4
  7. 8 hours ago, tidge said:

    Before this thread attracts the weird comments that "I just want to say I never play Redside because ____",

    God that gets old. People act like they're fighting a real life moral battle by performatively dissing on redside as much as possible.

     

    I main redside on Everlasting- The server that consistently has the highest VIillain pop. I do a mix of both solo and Strike Forces. IIRC, 6-7 of  my 35 toons are villains, and I always make sure to do the mayhem mission on level(even though I know we have another option now).

     

     

    • Like 9
  8. Everyone forgot to mention Admiral Sutter! It takes about 30 minutes.

     

    56 minutes ago, Eva Destruction said:

    For the Redside SFs, my best guesstimates, assuming you ghost some of the longer missions.

     

    Tarikos: 40 mins

    Silver Mantis: 1 hr

    Renault: 1 hr

    Ice Mistral: 1 hr+?  I don't do this one often

    Mortimer Kal: 30 mins

    Barracuda: 1 hr?  It's longer than Khan with all the escorts in the last mission, and I hardly ever do it because of the dumb AT requirements

    RSF: no idea, I can't remember the last time I was on one that wasn't a speed run.

    Treespecs: 30 mins or so, the third one is faster because of Incarnate abilities.

    Barracuda no longer really requires specific AT compositions in the current meta. The last mish is still too long though. I'd say 60-90 minutes, depending on the team.

     

    LRSF is usually around 45 minutes if you're actually playing through, but it's rare to see a non-speed run happen.

  9. I'll show you my Earth/Earth/Ice build. A few thoughts:

     

    Ice epic is a much better pairing, both power-wise and thematically. It gives you 2 rain powers(Sleet & Ice Storm), plus much better defensive potential.

     

    Drop both Quicksand and Mudpots. Quicksand is basically worthless overall.  Mudpots requires way too much End for way too little DPS.

     

    Power Boost is good overall, and doesn't take up additional slots.

     

    I'm the first person to tell you that most Doms don't need to worry about defenses, but /Earth Assault is a notable exception to that. /Earth has only 2 ranged attacks(Fissure's range is too short to qualify,it's a melee power for all intents), and all of it's good moves are melee. You will be right in the middle of everything, fighting as the world's squishiest Brute. That needs to be addressed.

     

    Here's my build:

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Pop Roxx 2020: Level 50 Science Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(3), UnbCns-Acc/Rchg(3), UnbCns-EndRdx/Hold(5), UnbCns-Dam%(5)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(11), CrsImp-Dmg/Rchg(13), CrsImp-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(15)
    Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 6: Tremor -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(43)
    Level 8: Super Jump -- Jump-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Stalagmites -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Stun/Rchg(21), AbsAmz-Acc/Rchg(21), AbsAmz-EndRdx/Stun(23)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Power Up -- EndRdx-I(A)
    Level 18: Earthquake -- TchofLadG-DefDeb/Rchg(A), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37), TchofLadG-%Dam(37)
    Level 20: Heavy Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(23), CrsImp-Dmg/Rchg(25), CrsImp-Acc/Dmg/Rchg(25), CrsImp-Acc/Dmg/EndRdx(27)
    Level 22: Tough -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(34), StdPrt-ResDam/EndRdx(40)
    Level 24: Weave -- LucoftheG-Def/EndRdx(A), Rct-ResDam%(27), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(34), LucoftheG-Def/Rchg+(36)
    Level 26: Volcanic Gasses -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprAscoft-Rchg/+Dmg%(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(40)
    Level 28: Seismic Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
    Level 32: Animate Stone -- SlbAll-Dmg(A), SlbAll-Acc/Dmg/Rchg(48), SlbAll-Acc/Rchg(48), SlbAll-Dmg/EndRdx(48)
    Level 35: Sleet -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(43), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46)
    Level 38: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40)
    Level 41: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42)
    Level 44: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)
    Level 47: Hoarfrost -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50)
    Level 49: Hibernate -- Heal-I(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 -- Clr-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7), Pnc-Heal/+End(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(9)
    Level 1: Quick Form
    ------------

     

     

  10. 6 hours ago, tidge said:

    It's most of the the other control (and debuff) sets that could use some proc-love. In particular, the Fear powers don't have either a PVP or Purple choice! I can sort of understand the historic reluctance to not having a PVP Fear set, but Fear's four IO sets when compared to the six (not counting the Superior or Winter varieties) IO sets for Holds definitely feels like it is begin short-changed.

    Yes, there  is a purple choice available, at least for Mind Doms! I six-slot Terrorize with the full Ragnarok set.  The Chance For Knockdown proc works beautifully. It causes mobs to regularly fall down, rather than perform the quick attack they're granted by Terrorize's effect. Its relatively low damage is more than compensated for by its freakishly wide arch. It's a bread & butter attack for me. Granted, its not a "Purple Fear set" per se, but its an interesting little caveat...Or oversight. :classic_ninja:

     

    Come to think of it, this is germane to the OP. I thought about this thread while running LGTF last night. I frequently started fights, hitting first with Mass Hypnosis in order to pacify spawns so I wouldn't eat the alpha. I then hit them with Terrorize. I rarely ever took noteworthy damage from doing it.

  11. Here's my Earth/Earth build. It might be of help:

     

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Pop Roxx 2020: Level 50 Science Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Fossilize -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(3), UnbCns-Acc/Rchg(3), UnbCns-EndRdx/Hold(5), UnbCns-Dam%(5)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(11), CrsImp-Dmg/Rchg(13), CrsImp-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(15)
    Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 6: Tremor -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(43)
    Level 8: Super Jump -- Jump-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Stalagmites -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Stun/Rchg(21), AbsAmz-Acc/Rchg(21), AbsAmz-EndRdx/Stun(23)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Power Up -- EndRdx-I(A)
    Level 18: Earthquake -- TchofLadG-DefDeb/Rchg(A), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37), TchofLadG-%Dam(37)
    Level 20: Heavy Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(23), CrsImp-Dmg/Rchg(25), CrsImp-Acc/Dmg/Rchg(25), CrsImp-Acc/Dmg/EndRdx(27)
    Level 22: Tough -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(34), StdPrt-ResDam/EndRdx(40)
    Level 24: Weave -- LucoftheG-Def/EndRdx(A), Rct-ResDam%(27), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(34), LucoftheG-Def/Rchg+(36)
    Level 26: Volcanic Gasses -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-EndRdx/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprAscoft-Rchg/+Dmg%(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(40)
    Level 28: Seismic Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
    Level 32: Animate Stone -- SlbAll-Dmg(A), SlbAll-Acc/Dmg/Rchg(48), SlbAll-Acc/Rchg(48), SlbAll-Dmg/EndRdx(48)
    Level 35: Sleet -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(43), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46)
    Level 38: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40)
    Level 41: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Def/Rchg+(42)
    Level 44: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)
    Level 47: Hoarfrost -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-Max HP%(50)
    Level 49: Hibernate -- Heal-I(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 -- Clr-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7), Pnc-Heal/+End(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(9)
    Level 1: Quick Form
    ------------

     

     

  12. I have both a 50 Mind/Fire and an 50 Earth/Earth. There's a lot to unpack here.

     

    1) The first thing that stands out is "I have an irrational dislike of Hasten, that's why it's not in this build".

     

    By far, the single most important thing for a Dominator to build towards is PermaDom. It makes a huge difference to your efficacy and play style. Double slotted Hasten is absolutely essential for getting your recharge high enough to achieve PermaDom. If your dislike is strong enough, you may want to forgo Dominators altogether.

     

    Dominators deviate from the standard build philosophy in one major way: Most Dominator builds don't need to chase after softcaping defense. Scrapper Mains get this idea in their head that not chasing the softcap means that you're objectively playing "wrong". But that's the #1 way turn a Dominator into a gimp. :classic_biggrin: Why? Because, when properly slotted, Dominator primaries *ARE* defensive powersets! You can lock down entire freakin' rooms.  You can turn Elite Bosses, and sometimes even Arch Villains, into statues. For most Doms, softcaping is nice if you can squeeze it in, but don't build around it for the most part.

     

    That said, my Earth/Earth is one of the few exceptions to that, due to /Earth being an extremely melee-centric powerset.

     

    2) Dominator builds are almost always extremely tight- especially if you want to softcap. Yeeting your golem isn't necessary when you have Stalagmites. 🙂

     

    3) You neglected both Health and Stamina.

     

    4) You don't need 2 Blessing of the Zephyrs. In fact, dropping Teleport for Fly means you could also take Hover and Afterburner to slot 2 LotG's for 15% more recharge.

    [Edit - On second thought, ignore that. Flight is a poor choice for Earth Control because a lot of its powers require you to be on the ground.]

     

    5) Personally, I love Incinerate. It does nice damage. YMMV. I couldn't get past that spot in Mids without adding it, so that's why it's there. Crushing Impact has some nice bonuses.

     

    6) Flares sucks. 1 Slot it for Accuracy and call it a day.

     

    7) Quicksand is worthless. We agree.

     

    This is a quick and dirty build, but it does fix a few glaring issues I saw with yours. Other people might have good advice too, especially WRT defensive issues.

     

    http://www.cohplanner.com/mids/download.php?uc=1489&c=681&a=1362&f=HEX&dc=78DA6594D952134114867B92890804C34E206042640D2424805EAAC826421405BDC511A660AA6226950C557AE92B78E30368E99D376EB83D805BA9F8043E80CB0D2AE5124FF2FF84542555A96FFAEF3E7F9F3E7D6692D7A6BCF7676F9C509A6F3265E4722B53F6552B6D3876D69334D6AD55B752CA3B6FA5360DD308CDAD99469508C1D2A295493BED64ED546CDAC83A1B7BA3B2F9895CCED84C39B119CBCC5EDF1BA9C6455B6296CD9499B1B38EE15876DA5B94164C2363A5D76B8A83A58C69AED5151F67ACF50D472602D3196B554659732569E49C8267692FBF64D627FF8E42CEC55F5E57D32EA512BA72CD90B3A07E9A9C03775CA5183150452D203E1A7DB4F35877E002B9041E5C262F82FD521E377DDC5E683F051EFA781EC0BBE621F908F43E269F80ADE253A5C1A7AA452B6ABFC4A71A3EEEEADB5817BD038EDC0513F7C0C392442DF7AC9D471E8716C824587F963C078665CF3AECA9D50D310F725796F8988F8F5A50F668E01E0DAFE0D1F89A7C0336BF25DFB1FEB24713EBD3C43ABB456B81B7ABA5551EBA74D5D10676FA415DD6B431B7B666D4A3937509491EED98F3B46FB971FEA7E433F239187A41BE047F4B5A81E22DE7F5C01FE418FA0B76FF23F3A442CC0F1976F1DC5D9771867E038C5C2157793F6B60B784067977C1E3F03B72929C204F818534C2F40FBF477CCF07F223B90DF67D020B29F732A677183E7D5132C6DE8C9309F6815CDE006306D89783ECCB41F6E520FB31B205FA2466883143A3F0191E23C7C9A360F418FB4B6262B81F3D368A1A8E24C85D30B1438EE04E1B2426CE3E897FC65CA75EF68EE6E5A7C2FB4A7E3EB2FF1CA95819AF501215CA5885325EA12C54288B7AE92BA1B41E54A9BABEF415C87FA99179BE395A14F3DFF63597D68DD3B59E11A15F57FE4BA8C0D7F2B801C47D2F8FBB89EAFA6F811D21ACF90F7A7CE7E3

     

     

     

     

  13. I rarely use it on teams, but do constantly when solo. Slotting it with Call of the Sandman: Chance for Self Heal is very useful, as it procs very often(and gives you 6.25% recharge).

  14.   

    7 minutes ago, screemer said:

    i fell like that has less to due with ele being bad perse and more to do with the fact npc's cheat and how they interact with end if that got changed would be much better for them

    I was strictly commenting on its DPS potential.

     

    The sapping aspect has always been so utterly worthless that it strengthens the argument that the set needs a buff. For all practical intents, Electrical Blast has no secondary benefits to speak of.

  15. On 10/30/2020 at 4:12 PM, ClawsandEffect said:

    One thing I need to point out that a lot of WP players overlook: Max HP is your friend. You want to slot for as much of it as you possibly can. I see so many people ignore the max HP side of HPT and it drives me batty. 

     

    When your defense fails (and it will, not much debuffs resistance in WP), you will be relying on your resistance and Regen to keep you on your feet. Max HP directly affects your Regen rate, since the amount you get back per tick is based on a percentage of your max HP. 

     

    My Claws/WP build is sitting at 2748 HP and around 70% S/L resistance. He's still softcapped, but he suffers from cascading defense failure on a depressingly regular basis. He's powered through on resistance and Regen with his defenses in the negative on numerous occasions. 

    I've witnessed this first hand on a few occasions. I can dive into huge spawns without dying, but sometimes bosses can obliterate me in a second flat.

     

    I'll definitely build with that in mind.

  16. I was leading a Silver Mantis SF. We got to the very end, fighting our way to the top of the Sky Raider's platform. I ran up to Colonel Duray, popped Secondary Mutation, and abruptly learned that this was a thing. I was pretty embarrassed, going "WTF is this?"

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