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Arcadio

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Everything posted by Arcadio

  1. If the purpose of the character is to crit a bunch for the sake of criting then it should be a stalker, true. Scrappers are doing just fine how they are now.
  2. I really don't think AF needs to be more consistent. It may be annoying to not crit with AS every time, it's ultimately irrelevant. It still gets a large chance to crit from each stack, and it's better to just continue your rotation anyway. And we can get good numbers doing so. I would be interested in placate becoming something more useful and not almost universally skipped. Something like just reducing the cast time and recharge could freshen up the stalker attack rotation meta. But I disagree that stalkers NEED a buff.
  3. Absolutely. MC is more like a nuke to me with the damage proc. It tags almost everyone with a little damage and I can just walk away, the group's dead.
  4. Offensive opportunity adds a small damage proc to all of your attacks while it's active, and it's activated by your T1. Defensive adds a chance to heal & restore end with each attack, and it's activated by your T2. The main benefit is the res & def debuff that both have on the target you activate it on.
  5. I love sentinels... thematically. But the inherit has got to go. If you're playing with a team, by the time you build up opportunity the mob is mostly dead. Bosses half alive, and you get to choose to amp damage on one of them or not use your T1 or T2 until the next group. It feels beyond terrible to play. And these hypothetical-team-pylon numbers are... short sighted to say the least. (Most developed builds are going to have a source of -res, generally blasters and all melee ATs get much better rotations, etc) It's giving peak forum "statistics." I personally don't care if sentinel scalars get pushed up, I'm going to keep playing mines regardless. But only having an inherit on one target "50%" of the time just feels dreadful.
  6. /bio shouldn't be mentioned in a question of balance. We all know what bio does. (or //psi for that matter)
  7. I like reducing the taunt effect while keeping the power essentially the same, it's definitely less OP in most cases. The only problem I could see is that it's still able to permanently control single hard targets like AVs/GMs. (Whether that's actually a problem I don't think so but others might disagree) That's probably true, I was just hoping it could check for an effect and if the target doesn't have it it could use a different rule. But I'm not sure there are any examples of that in the game right now, oh well. I really like this idea, I would love to see a ST terrorize like mind has mesmerize. I think the only other powers like that are the one in dark melee and presence pool. And terrorize is such an underused control type, could be pretty spicy. Hold on now I'm seeing the stalker/dominator crossover I've always wanted! 😍 I love the placate as a defensive option. Shifting Images is an good idea too. If an aoe buff is going to stay, having it enhance attacks is a much more dominator-y way to do it.
  8. I had some ideas on how illusion might be adapted to dominators 😬
  9. Arcadio

    Bots/FF

    You can just run the SBB to get an Overwhelming Force, it's pretty fun and it shouldn't take more than around 20 minutes. You can do it once and convert whatever you get, or you can just run it as much as you want. Contrary to what it says, you can choose the enhancement reward as much as you like. Just remember you can only use Overwhelming Force one time in your build.
  10. I agree after playing around with the aoe CC in blaster secondaries. Especially with the nin pocket sand with a purple proc, it's up there with seeds. Still, I take the aoe holds for a panic button/basi gaze mule.
  11. I remember it doing this since I've had my /poison. It's the hit effect I think, though I do kinda wish it were changed.
  12. Arcadio

    Bots/FF

    I disagree with this common notion that +def is useless at high level. I've played enough at 50 to know just how many people don't have IO builds at all, or just aren't even 50 yet. And that's fine. Also especially for a mastermind, your pets don't get better defenses after 40 and that's your priority. I like force fields myself, but if you want more to do you can get some attacks out of your epic and proc out your force powers. I recomend KO blow on leviathan mastery, it's a really nice chunk of ST damage to supplement your bots.
  13. Hi everyone! It is once again, yet again time to discuss porting Illusion Control to dominators! I understand there are several problems with moving Illusion as it exists now onto dominators, both with powers that have no synergy in domination and the permanent set-it and forget-it control of phantom army. So I feel like the set should just be reimagined as 'Illusion Domination' the same way controllers have 'Darkness Affinity.' Some powers I think might need changing: Spectral Wounds: Somewhat redundant for dominators... but it's flavorful, and we already have lift and propel, so it can stay. Blind, Deceive, Flash: all fine Superior Invisibility: I personally would want to see a return to dominators' villainous roots and give them a chance to crit out of invisibility. Either a critical hit with damage or a critical control/domination for one move. I think either one would make the set unique and fits what I would expect from illusion back when doms were villain only. Group Invisibility: I don't think this power fits the flavor of a dominator at all. I would prefer to replace it entirely with a more active defensive option which I'm going to call 'Smoke and Mirror' Smoke and Mirror: TAoE toggle (like dimension shift). Targets inside the AoE have a tohit debuff applied when attacking targets outside and vice versa. (I just really like dimension shift as a power and wish there were more powers like it) Phantom Army: Now this is the sticking point, always has been. PA is a problem as-is because a) it's instant and permanent control over your targets. b) the things do pretty decent damage themselves. c) dominators also do pretty significant damage themselves, especially when they don't need to cast their controls in between attacks. I think it's understandable that the devs don't want dominators to have PA as it is in controllers. However, I personally also am not interested in a diet-PA on dominators so I suggest just replacing it with 'Phantasmagoria.' Phantasmagoria: For this replacement, I imagined it essentially being like Gang War or Hell on Earth where you would summon a swarm of weak phantoms with low health. I think for these to make sense as part of a control set, each attack should have a chance to apply a low-mag confuse or stun just like an interface proc. To keep in the spirit of aggro management of PA, they should have pretty high AoE defense so that they require at least one direct attack to get rid of. I think between them being able to CC with their attacks and requiring direct attention to get rid of, this would be a decent interpretation of CC and damage through pets that keeps the flavor of what PA does without being that unstoppable force. Spectral Terror: I used to think this needed to be changed, but I've recently seen that Animate Stone gets domination with its seismic smash, so why couldn't this? Sounds fine to me. Phantasm: Maybe with the removal of Group Invisibility it may want some stealth built into its resistance power (which I'm only just finding out it doesn't already 🤔) but otherwise it's just fine to me. How do yall feel about Illusion on dominators?
  14. Domination has got a recharge of 200 and duration of 90, so you'll need about 125% global recharge to keep it up. Using hasten, you'll want 125% average recharge or maybe more to cover edge cases. In my perma-doms that depend on hasten, I'll usually end up with 80-90% recharge without hasten on and that gives me a little breathing room to not need to press hasten as soon as it's up. Domination itself doesn't benefit from alpha recharge bonuses since it can't accept slots, but they do benefit hasten so you'll effectively need a little less global. I personally get to the 80-90% range without too much hassle so I prefer to go for intuition or musculature usually. As for building for it, there's the usual culprits LotG in defensive powers. Also the Ascendency 5pc bonus, and I usually put 4 slots into the aoe hold for basi's gaze. Otherwise 5pc decimation in ranged attacks is good, 5pc posi blast in an aoe etc. and you should be just about there. Dark control is pretty nice for building defenses since you should be getting a lot of -tohit on your targets so you don't really need to be softcapped. Especially when you have a power boost in your secondary. Also more generally for playing any dom: control is your first line of defense, so you shouldn't focus too hard on softcapping anyway IMO.
  15. I loved this film. Seen it three times already including the gorgeous grey cut, personally had no trouble sitting through the whole thing; but I've also had no problem continuing on another day pausing after one of the acts (which is the way I saw the movie the first time). Snyder just knows how to shoot an action movie, period! I think it's pretty disingenuous (to say the least) to think this tells the same story as Joss's when his cut out cyborg's plot entirely (especially considering he's just about the main character). It also ended completely differently, and Joss cut out several characters including one that introduced a particular plot point needed for a future JL movie. Of course there are the same major plot points, but it is clearly very much a different story. And to be clear, Joss reshot most of the movie to fit his vision. It's not 'just 10 minutes of new content.' Even down to the post processing, this movie is just gorgeous. Even the "Justice is Grey" version does something special with the greyscale, it just feels classic. If you're a fan of good cinematography I highly recommend the grey version, even if you don't really care about the Justice League. It's just such a huge improvement over Joss's cut. Joss was trying to make it into a Marvel-adjacent movie with the ugly red/orange filter, corny dialogue, and which some people (me) don't like. I wanted something else and I got it with this movie. (and Man of Steel which people hate for some reason)
  16. I personally really like how mobile MC is since it doesn't drag a pet behind with a mind of its own. It would be really interesting to see MC get some control over confused targets like a MM, but that'd probably be way too strong. You can keep an AV perma-confused after all.
  17. I love my Nin/Storm so much. Between spot healing, keeping hard targets taunted, and casting my storms I feel like I'm in a constant state of panic. But damn it if she doesn't just melt everything down. 80s pylon time if the ninjas don't get aoe'd down too much.
  18. I feel like blasters are already the AoE powerhouse, and they do it well. I'm personally more interested in sentinels being a ranged single target dps, because quiet as its kept blasters' st dps is not at all comparable to these melee ATs'. I think this was also the idea behind the AT in the first place since they have the reduced target caps and an inherent that only affects one target, it's just not as big an effect as it needed to be. People compare sentinel blasts to all the other ranged ATs blasts, but gloss over the fact that defenders and corruptors have the ability to massively increase their damage with their secondaries and do so all the time. And blasters' defiance damage really stacks up in a longer fight too. Sentinel's sometimes damage boost really doesn't compare. I really like the idea of exposing a weakness on one target, but I feel like the -res route is a little limiting. You can't make it too much, because it boosts everyone's damage. I would be more interested in the sentinel being able to score crits on an exposed enemy to increase their personal damage or something like that, but I know many people love the -res.
  19. I very much disagree with the statement about Wormhole. For my grav it's the defining feature. Put a kb->kd in it, and it's you're every-spawn-control AND it groups them up. It's an amazing power.
  20. Did something happen to the crit on hemorrhage and I missed it? From what I remember, using it out of hide on a stalker did ridiculous damage
  21. Tacheyon has it mostly covered. But I would say you want to play like this moreso if you have weak pets. Like my tanker-mind is a ninja/storm, and I feel like this is the only way to keep my pets alive is by holding aggro my self. And for the most part it works. Very well. As far as building one, I highly advise picking the presence pool for at least provoke so you can keep enemies off your pets. When I'm soloing AVs I just keep it on autocast because my ninjas at least will die in a split second if they get aggro. It's also a great benefit (although not necessary) to have an aoe heal available, since you're splitting damage it'll be 6 times effective if you're healing all your pets too. Still I get by fine with just O2 boost so it's not make or break. Overall it's a hugely engaging, rewarding, and different playstyle if you want to try one out.
  22. I don't think archery is really the worst we can come up with. I'd say Ice/FF controller is weaker, there's significant anti-synergy with all the repel/kb against arctic air or ice patch. On the bright side jack frost will be softcapped pretty easily
  23. The Returned alternatively, Immune
  24. Can PB's combat flight get this option?
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