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Frosticus
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Everything posted by Frosticus
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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@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.
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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.
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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.
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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.
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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.
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You sure about that?
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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
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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.
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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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In truth I'm not really looking to promote the merits of Psi App. If you understand the powers the right choice for the build goals will be clearer. It is hard to make informed choices with misinformation. So this topic is about WoC, which has almost universally been poo poo'd. A lot of players are dug in to what they know. The players that are interested in knowing a little bit more might find it of use.
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This is why you shouldn't always listen to conventional wisdom. This is a quick demo of World of Confusion from the Psi App It is just the base slot with Contagious Confusion proc. It's not quite seeds of confusion, but if this doesn't make you rethink the power then I don't know what will.
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Subdue is for the dom +dam ATO. While not a great attack it boosts everything else I do including enflame. It was either tk Thrust or subdue in the build (or arcane bolt, but it is way too slow for me). Stoney's a beast. He'll happily tank psi/toxic/fire/cold/energy/negative with the 2 res IOs and spirit ward. Spirit Ward is what you mostly see keeping him going here. If I shut that off he'd go down very quickly (this power works wonders when placed on your team tank too) and the fact that as ambushes they target me above all else. For the most part he's only dealing with the AV, which is of course very useful.
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I'm all about low defense. My own Earth/psi has about 11%. That said I have near capped res to most damage types, and 70-100+hp/sec regen when facing groups Which is to say while dark control is good, it isn't appreciably better than any of the other strong primaries. It will still let through a ton of damage against +3s from any of the more challenging mobs. Fearsome stare gets lots of retaliation attacks, shadowfield will be punched thru by small def debuffs since it was fixed, and heart of darkness needs you to facetank to use it. Just depends on how you play mostly. If you always team or have no problem diving in to insp/temps then most concerns disappear.
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Avoid LAN parties with @Solarverse
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Depends how you play, but the absorb is very helpful, the recovery might be helpful if you play/slot aggressive and the slow might be helpful. FWIW it will slow the movement of a +3 by about 45%, which is noticable, but probably not hugely effective. Slotting it can get them close the movement debuff cap, which can be very useful. Depending on how you play that might be valuable. For instance a hover blaster might not care, but a melee centric blaster would probably enjoy mobs closing on them much more slowly while they aoe them down. Putting mobs at the -movement cap will greatly improve the performance of rain of fire, but keep in mind rof has some -movement of it's own which can help when you overlap the two powers.
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Final Encounter Archus AV + wave after wave...after wave of ambushes Player is set to lvl 40 No Inspirations/temps/amps/click accolades No deaths +1x8 If you have run this SF you know the final boss is absolute Mayhem at x8. You are at a slight disadvantage at lvl 40 as you will not have access to your final 2 powers and of course, no incarnates. This is challenging content for most AT's, but is perhaps especially challenging for dominators as it really stresses their ability to control multiple full spawns AND have a dangerous AV biting at their heels the whole time. I'd be impressed to see any other dominator do it, so if you feel your build is up to the challenge I encourage you to try. There are two unique challenges in this SF to overcome: 1 - at 75/50/25% health he summons ambushes. Each consists of 3? waves of spawns. They are time based so if you move slowly you might have a LOT of enemies present. If you allow yourself to be overrun by Succubi and Death mages you will probably fail as those are both problematic enemy types for most builds. 2 - Archus is a formidable AV. Dark debuffs, dark attacks and psi attacks. Plus he spams his self heal twilight grasp. He also has healing flames. So bring dps. Keys to success (for me): -Load up on inspirations…ha j/k, I have them disabled, but that will be the typical solution. -Being able to control entire spawns from out of line of sight. The sheer volume of enemies means most standard controls will leave you very exposed. -Earthquake and volcanic gases can consistently affect well over 16 enemies. -Stalagmites gets out faster than other stuns so less incoming damage taken. It makes a difference compared to a slow stun like flashfire, or a pbaoe stun like dark's where you need to facetank for longer. -Def debuffs. You will whiff when multiple death mages target you. Huge def debuffs of earth keep you powering thru -Drain Psyche. Lots of targets means huge regen and recovery. I screw up a couple times and fail to get in the middle to saturate it. But most times it is head and shoulders above what other assault sets can offer. -AoE damage. Proc'd PSW, proc'd psy nado, world of confusion and enflame make the mobs disappear at a good rate. -Ability to face down a dark+psi based AV and outpace his heal. All else aside, few doms will pass this part of the test even if they could handle the ambushes.
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plz need help with dark/dark build. this build is a No wolf build
Frosticus replied to h4rtl3ss225's topic in Dominator
Mu pet is buggy and rapidly closes to melee range. A stiff breeze can take it out. So you may want to scratch that plan, or adjust difficulty accordingly if the pet is thematically important to you.