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Arcadio

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Everything posted by Arcadio

  1. 1. 🤷🏽‍♂️ I feel like fly and SS are both almost as difficult to use in closed maps, but TP is by far the fastest travel option outside. 2. The +tohit is stronger than tactics, which is still a pretty popular power. I've been playing around with combat tp and I've seen almost constant uptime (on a medium recharge build), often double stacked. I feel like it would be especially helpful below lvl 50 and on SO's where missing is more frustratingly common. Edit: Although I will say this is much easier to do on a melee character where they just want to jump to whichever enemy. 3. TP is still the fastest crossing the zone, but it definitely is annoying in the last few jumps to get to an obscured door. It is a little annoying that it needs both range and end enhancements to be great though, whereas others just need their movement enhancement.
  2. Oh I see, ya it's level 50. The patch notes just said ~80% of base damage so that's what I thought I was getting.
  3. It looks like shinobi skills is critting on inferno for a measly 17.33 damage.
  4. Wormhole is a Birkin, FS is a ziplock IMO. There's no stepping on Wormhole because FS isn't seeing the degree of control you have over enemies' positioning, nor is it disabling them. And if you can't take 16 mob aggro, why are you soloing missions where they spawn in groups of 16? Also, does hover not benefit range classes more? Group fly? Unleash Potential, Rune of Protection, Acrobatics? They're all more useful to some archetypes.
  5. I see there's a lot of opinion in this thread, so I'll add mine. I do enjoy travel in this game. I like navigating the city, and something about the mundaneness of waiting for the train is refreshing. Even though I have LRTP on (one of) my main character, I almost never use it because I'd rather run or TP to the train. So I don't necessarily care what happens with these dozen or so portal options, I'll just continue not using them, but I will say that that uninhibited access to portals at all levels absolutely affects perceived liveliness of the zones. Of course there's still intra-zone travel after TPing to a zone, but that travel is one-way. That's half the travel cut out of each zone, and it's noticeable, especially when every low level character can do it with little to no investment.
  6. I still do wish BU could generate focus, just so the added functionality can be used occasionally before getting TF.
  7. In what way is barrage, or any power, becoming less "skippable" a con?
  8. Sure, here it is:
  9. It's essentially the same thing as jaunt on speed of sound, which have been in the game for a while.
  10. Here's a quick build with no purples, and I was able to get permadom without hasten. It should be able to get permadom at a pretty low level while you're fighting since, in my experience with /earth, the ff on tremor procs almost every time. I also got dim shift, so you can replace that with whatever you want. http://www.cohplanner.com/mids/download.php?uc=1479&c=670&a=1340&f=HEX&dc=78DA65944B53D35014C76F9A14287D51CAA3142896470B7DD9887BC701649087EC5CD6085532139B9A848E2C5DF805DC80E0387E02BF83DFC1C74A67D4B58FBD03F570CFBF2D6332CDFC7ACF3D8FFF3D27C9F6B3D5C8BBF5E7B784125FB10CD7ADADDA4FCC86E1D94EFF8EE11D3A86A50ABAFAE9CE76B76A2B76C3736CABB2EE182DD33BEAAC677A1EB75DD738B4BCCA9AE178079D9518DEB529EA8EEDECD56BF6A3DA7DD3B2E2D2B45537F6EB8E7B60361372BDD16899AEF9D0B4287BA4E3D1341B8FD36B4D73AFB241F1DB86EBD59DA39EE01469CCD15D928A2FAFB626CE08794D68C7CCC113F0153372CA3C897663E84797285316852DAAF22120C4B426021FC14F4CED33F394A255E9DC0EAA2FC8A66B62A8CD9C17AA64FE82D7F97366E12FB342DB41A80D426D1F54F541E500540FE014DE224FE4526DBF54EB9225044B282D64E633521546E630329791B98CCC3A32EBC89CA0B4513E49203AAAC83CB10CE78B6599AF296F1CB5E245B6E9748A04BA9540B786D1AD61746B04DD6A91D6247425635C636490990A83116626CA8C92AE51E81A85AE31E81A83AE18F98C43D7387C6E90AE094C66E29027916E824F99531EE832333F34C93774CE49E89CAC738DCC3E33FB0034C03D6695524C43C334742D936D06BD99F9C23DB8F61DFC067E65A6A889B3EC1B9C0D0465FC9C025EB0AE39C1EBF9735ECFBFA7D8A426DE92DE053EABB680D81C6273F0CD21368F5C93546F11FD5944CF96E22066B384D914308B02663345B145F4A7887A25D42BA14E0975CBA897A6980A622ABB9CE7FA3D7013DC61EADB9833CDB5CA1A45151AA7B4FFDFD7D99EA5BD59E8FD2FF83CAB3E8BEEB32CFB2C377D962D9F6557EB7E3384222DA121215428F93948BBCAD5DDDF3D8BA264F9E91BBAABC837F197CFFBCF55EF63FE7A445E32FF018C8DF65F
  11. You can't jump out of quicksand with cj. You can't keep hovering when impaled.
  12. Jumping and flying can also be suppressed by debuffs whereas teleportation cannot be.
  13. I actually love the +tohit component of the combat teleport. It makes much more sense for this to have an offensive bonus than a defensive one, and it just makes it stand out from the other "combat" travel powers. Hasten doesn't have a LotG slot either, so there's not really a rule for the combat travel powers (although now I'm thinking about what "combat" speed could look like.)
  14. Powersets interacting is great design IMO. It's much more interesting to have combos that aren't restricted to intra-set interactions and I really hope the devs adds more like OSA.
  15. My beloved/shitty em/regen stalker is not so shitty anymore!
  16. I proc out jounin and genin a bit. You could do oni too but I needed to place the def/res bonuses somewhere and didn’t want to gimp any of them. All the katana attacks on the jounin can proc the def debuff procs. I put shield breaker and touch of lady grey as well as a soul bound allegiance because they seem to do the most damage of the three. You can slot the -res proc but I’m storm so I put that elsewhere. The genin have a lot of kb attacks so I slotted the damage proc for that.
  17. I hard disagree with needing softcapped ranged on top of S/L. Building for that would gimp your build quite alot. On my Ice/Psi just S/L is enough for me to solo basically any +4/x8 content I walk into, especially with drain psyche being basically perma instant regeneration, and shock wave disorienting a quarter of the mob each time. With Elec you have much more active mitigation than my Ice so I think you'll be great on survivability. As far as single target, dominators have the same melee damage modifier as blasters so I try to prioritize the melee attacks. My chain is the ST hold, probe, thrust, and the snipe. I very highly recommend replacing mind probe with the snipe, it is really very powerful for taking down bosses. I also like to slot the ATO in your ST hold for the +Dam proc since you should be using it frequently. When the proc gets stacked it's really a significant damage bonus. Otherwise, I like the build. Makes me want to try an elec dom :^)
  18. For regen, your passive regen isn't that important. Recharge is the stat you want to focus on since it lets you use your active regen as much as possible. As far as defense, it's pretty difficult to get to the soft cap without seriously hurting your other areas. One thing you can do to add a little more defense is split the stalker's guile into two powers with 3 each, since that'll give you a total of 10% S/L defense. Also, shadow meld is a great mitigation power but it can never be perma. The best you can ever hope for as far as recharge reduction is dividing the base by 4.
  19. Is there a reason the to-hit damage scaling can't just go all the way back to the original damage scale? Speaking as a dominator enthusiast, it is notably difficult to get that high to-hit permanently. And for builds which can make that happen, to be rewarded with a 2.76 damage scale power instead of a 3.56, it feels like a slap in the face. Dominators need something to build towards besides perma-dom which, since it no longer adds damage, just doesn't interact with most of the secondaries.
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