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Frosticus

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Everything posted by Frosticus

  1. If you are ok with 10 targets it is a sentinel - by a significant margin.
  2. All things being equal, Rad has much better debuff protection to recharge debuffs and endurance debuffs. Those are both things that resistance based builds will have to deal with.
  3. Here's a vid. I switched things around and have: 11 KB protection Pylon knocks me back I use weaken Pylon knocks me back w/ 14 pts kb protection pylon doesn't knock me ever.
  4. Unless it has been fixed the -recovery of poison trap from poison doesn't work. The -recovery only lasts for a split second.
  5. Missles do up to mag 12 knock. I dont think weaken does anything to knockback mag anymore, but I could be misremembering. I have mag 14 kb protection on my poison/fire/psi fender. Pylons don't knock me. Edit. I'm pretty sure you can still be knocked down (but maybe not back) with rune running
  6. Domination recharges in 200 sec and lasts 90 sec. 200/90 = 2.222 Everything starts at base 100% So you need 122.2% recharge. How you get there is up to you and what you want out of your character. The closer you are to that base number the smaller the margin of error. It will also depend on the content you enjoy. You may find exemping down challenging depending on how you build. I really like the Pen Yin TF so having perma dom at lvl 25 is really nice. You'll probably want at least a few seconds of overlap so that a cool breeze or being stuck in a power animation doesn't cause it to drop.
  7. Fire/dev/fire or (force) But I mostly solo with strict self imposed limitations.
  8. I could see not taking/using single target confuse on a mind/sonic. Same reason I almost never use it on my ill/sav. You have better openers and you want to get in the middle of the spawn asap. So single target confuse just ends up being counter to your aims. It is great while leveling and nice to have in some situations where it is the best you can do though.
  9. For my earth/psi/psi Resilient radial is best when I fight groups Stun (stalag, psw), immob, absorb (spirit ward), tohit buffs, and resistance * Cardiac Radial when just one AV cause drain psyche isn't quite enough with just one target *the resistance buff of course boost my shield and rune of protection, but also boosts the resistance of melee hybrid and barrier.
  10. Psychic clockwork king can nuke for about 4400 pts of psi damage at +3. Huge bonus base acc, I think his tohit floor is ~14%. Not sure I'd build just for that but it is funny seeing the one shot prevention code in action
  11. My suggestion from playing a lot of storm is to practice using hurricane. Maximize your ground speed (bunny hopping) and learn to skirt the edges pushing everything tighter and tighter. If you get skilled with hurricane it will drastically change your build goals. Far more important than def/res will be mez protection. You can certainly build for high def and/or res, but that will make your primary and secondary choice mainly aesthetic.
  12. If you are looking to scavenge slots I think for most content you'd be fine with just 2 +3 heal/rech D-syncs. Just depends on global acc and recharge, and what you want to do with the character. I do a lot of AV's with my earth/psi, so endurance is more of a concern for me, otherwise 2 targets is ample endurance.
  13. I can tell you how I slot it, I have enough global acc/tohit to ensure it hits +4s (+3 is usually good enough) 5 pcs +5 pvp heal (no proc) 1 pcs +5 endmod/rech Pvp IO set bonuses still exemplar down even at +5, so it may be something to consider.
  14. That's true enough. I won't pretend that I play the same as most. I rarely team, generally just solo tf's with my own self-imposed restrictions (I hate lore pets so much haha), and only join for the bigger stuff. I usually find on most late game teams the defense buffs are aplenty whereas resistance buffs are more rare outside of whatever residual barrier is going. So for something like dominators, who have a good modifier on the App shields I strive toward a solid resistance base. This is my earth/psi with melee core. I alternate rune and melee hybrid, so usually have good resistance going. One thing most players don't know is that cardiac boosts the resistance of melee core (and barrier), pushing its base resistance up to 19.3% with no targets in range. In the case of /psi chip (or steady) damage is nicely covered by the regen, whereas spike damage (defense based) can still see you faceplanted very quickly. But that's just my experience.
  15. No one thinks unrelenting as a power is bad. They think the powers needed to unlock it are rarely desirable or efficient use of time and they think the final uptime of Unrelenting could be more favorable. It also really begs for multiple slots. I have a gimmick power pool dom build that while surprisingly effective, it is entirely a gimmick that leverages the domination boosted fears of the presence pool. Back to endurance, not only is WoC one of the cheapest in the game, a single confused enemy attacking a foe will make your build end positive as it is cheaper damage than any assault attack. Let alone multiple enemies helping kill off the fodder like it does in every video I've put up. If your target selection causes wasted endurance that is on you, not WoC. Hasten is to this day the strongest pool power in the game. Not leveraging it is deliberately downgrading one's build. You are gimping your build in other ways to reach that amount of global recharge whether you believe it or not. It would be far more productive to leverage hasten and utilize procs, or shore up defenses/resistances, plus have overall higher global rech. But it depends on the difficulty of content that you solo, or the strength of your team as to whether things like that matter. You talk a lot about other power choices providing more benefit than WoC, it is ironic that you are promoting a build that skips hasten. Additional recharge benefits taper off quickly and an additional 7.5% rech will provide no noticeable improvement if you already have perma key powers and a complete attack chain. It is also a drop in the bucket against -rech debuffs, you either shut them down on a dom, or use much more powerful ways of countering them. Here I hard counter Lilitu's -rech powers by having her target something else (one of several strategies that a dom could use). I'd lose perma dom after the first cycle if I just piled on an additional lotg, or went for a hasten-free perma dom. OK? I have combat jumping already. I've never seen someone take combat jumping and not run it. It is basically free and provides movement benefits that make it prudent to run all the time. Anyone that has a similar playstyle to me (I've uploaded a decent amount of x8 content) would likely see benefits to trying WoC both offensively and defensively. It is well worth a try. Lots of players don't play their doms up close, that's ok too. Anyway, it is clear we play the game differently. That's ok. My hope is that players were able to gain some insight from this thread and dispel misinformation.
  16. I wouldn't either. And didn't. It would be pretty lopsided to centre a build around a 1 slot power. I was in the exact scenario that others have posted in this very thread pretending that a lotg mule (veng) was more beneficial. Beneficial to who? I already have perma hasten. I took it on a whim after failing the multi ambush stage of the Ice Mistral SF a couple times with no viable path forward (no insp/temps run). I literally hovered over picking quicksand or WoC (I love quicksand, but it is so slow to cast). I was immediately skipping WoC on my dom because of it's reputation despite saying this about it in my poison guide from 2020 "Psychic is my favorite. It gives you another heavy hitter (proc'd dominate), A very useful shield and a confuse aura that works really well with venomous gas to provide meaningful mitigation and improve spawn clearing." It went much smoother with just that change. I didn't think much of it until someone asked me if it was doing anything in the vid I posted. I was actually shocked when I started testing it in isolation. Objectively it isn't a poo poo power at all, it is actually a really good power if your playstyle/build can support it* *If you can't safely engage in melee range against mobs then that won't work.
  17. @tidge I asked if you were being disingenuous because you claimed WoC had a When I corrected that assertion you doubled down by saying it is No one would make that argument in good faith And now you are tripling down with You either aren't understanding what is being stated in the OP, or you are intentionally giving bad information. The easy out would have been to just say you misremembered the endurance cost because it used to be listed per tick rather than per second. It ticks once every 4 seconds. If you have used the power like you said you would definitely have noticed it costs as close to zero end as we get. The attached images are what WoC and 3% defense cost me respectively.
  18. See I don't think any single enemy affecting aura is particularly great at any one or two things. The exception being perhaps hurricane, which is extremely high tohit debuff and is very effective at debuffing range. It's got some serious drawbacks, but where it excels it is the best. Even Arctic Air, which is among the most powerful enemy affecting auras isn't particularly great at any of the things it does. The -rech isn't great as a stand alone, the confuse (has been improved), but still isn't total spawn control, even the slow ticks infrequently enough that most mobs can walk right up to you and take a swing before it kicks in. I don't think any App power is, or should be, a lynchpin power. I don't think they are designed with that intent. A few bugged/poorly balanced App powers might distort that (like dominator sleet), but those exception seem to prove the rule. I've demonstrated it as pretty effective in isolation. It also kept pace with sleet as a package. My intent with this post was to dispel the misinformation about WoC that I've seen, and is still being posted in this very thread. People don't have to like it, or use it, but hopefully we'll see a little less misinformation.
  19. Here's without the proc, just 1 +5 confuse + resilient alpha = 95% confuse enhancement Looks pretty similar to the Contagious proc performance. So you can stuff your proc in a single target confuse until your heart's content if you feel like it is better. I can tell you the only real difference is that w/ proc it can occasionally confuse bosses. But leaving them uncontrolled and hoping for a confuse proc is pretty risky. End of vid is with no WoC on, just to demonstrate the additional layer of protection that 1 slotted WoC gives to fill in potential control voids (cims in particular don't get knocked by earthquake which is typically pretty important to earth). I'd strongly encourage melee doms to give it a whirl. It improved the stability of my build a lot in the ice minstrel TF I uploaded earlier. You might be surprised if you try it. I was.
  20. Something like the lowest end toggle in the game? Is that the bar it has to jump over? It's among the cheapest enemy affecting auras in the game (excluding the blaster systains). You said you've used it right? I think this is an interesting discussion. Are you being disingenuous? I think your perspective is off personally. Run into a spawn with just hot feet, entangling aura, choking cloud, blazing aura, chilling embrace, mudpots, etc and see how it goes. Where do you set the goalposts for an aura power? Is the expectation that the afraid in hot feet prevents all damage? Or that the hold in entagling aura never lets +3s attack? Cause that seems to be what you expect from WoC. Sure but Psi App doesn't get fireball. Psy nado is ok though, bigger aoe, additional control, ffb proc, painful cast time tho. But ya fireball would be nice. 60 second rain of fire is even nicer. I rolled with fire App for some time. Loved it. I needed Psi for link mind's. It might not seem like much but it is important when stoney tanks lvl 54 AVs (lots if vids), I've run the numbers to death and it is enough to win some encounters that I couldn't otherwise. That was the whole purpose of this build: no insp/temps/lore AV killer,which it has succeeded at. Additionally, it is a res based dom, so fireshield is wasted potential as it puts your fire res too high in conjuction w/ purple IO bonuses. So melee hybrid or rune put you way over cap and creates an imbalanced build. But yes, fireball in isolation, is good.
  21. Haha I wish it were so! People seem insistent on telling me what I'm seeing in game isn't happening. I'm looking at whirlwind as part of my powerpool man build. It is going to upset the applecart.
  22. You sure about that?
  23. Had an interesting discussion on discord. Obviously not a scientific test, but WoC+psy nado + my attacks kept pace with the all-mighty Sleet+icestorm+my attacks *exact same build, just swapped in out the App's. There are many scenarios where sleet would pull way ahead, lets not pretend otherwise. But you also walk a tightrope the entire time with paper tissue s/l defense on a low hp toon. Risk/reward I suppose. Again this is not an endorsement of the Psi App over others, just sharing information
  24. Yes, I've switched out concealment for leadership since that build, but it is more or less the same. IMO defense on a build with no innate defense or ddr is not a productive path. It works when you don't really need it (ie easier content) and fails when you do. it is too inefficient to get multi-vector defense on a dom and still have a character that does good control and damage. Single vector defense like ranged def builds have giant holes in their protection. It fails at the things I enjoy doing with characters, though it may be satisfactory to others. The def I have is more or less incidental, or in the goal of boosting stoney's defense. He does benefit greatly from any and all defense on top of his huge resistance and absorb when tanking AV's.
  25. I've done grav/fire/fire and grav/sav/ice. The latter was pretty cool in that you can wormhole a mob against the wall and then feral charge them before they hit the ground. Felt cool. However, I'd suggest an assault set a bit higher in control to fill in while wormhole is down. Something like earth, psi or sonic (I've haven't tried sonic much, but seems like it could work) Additionally some of the App's could help in that department too. Psy nado+world of confusion is a lot of control as an example.
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