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Frosticus

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Everything posted by Frosticus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Avoid LAN parties with @Solarverse
  6. 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.
  7. 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.
  8. 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.
  9. As @Area Mansays, not accurate. That isn't how PA works. Super easy to test. Summon PA see their damage in combat log Take a red (or more) summon PA see their damage in the combat log It will be the same.
  10. I can't think of any psuedo pet that works like that. The ones that copy over player buffs will have them drop the same time they drop on the player. I won't say definitively that none work the way you suggest, but I can't think of any. It definitely isn't how PA works The only way to buff PA's damage directly (as in other than by weakening the enemy) is through slotting (alpha counts toward slotting), having them buff themselves via soulbound chance for buildup, or by having hybrid assault (core/radial) active before you cast them as they will inherit the mechanics of that hybrid and either buff themselves via core, or proc the doublehit energy proc via radial. PA will also trigger whatever interface you have making you frequently saturate both the damage proc and the debuff of something like reactive radial.
  11. Far too often players are making the claim that they have played for "x" amount of time, or they have "tested and proven" something they actually know very little about. It is frustrating and difficult to ignore. It doesn't matter what the general consensus, or someone's personal take, is. All that matters is that you understand the power. You do and you have it on your build because of that.
  12. Yes this is more or less what I was envisioning. A community driven initiative that would encourage players to explore some different content and/or tackle it in a unique way. Not entirely different than what we have seen with Pylons and Trapdoor testing, but differentiated content. Are there issues around players collecting their inf/reward when they win player hosted costume contests? I don't see any reason why someone would reneg on the bounty unless they were posting something really outlandish that they didn't believe anyone could pull off haha. Edit: I miss old sirens call. Lots of fun had there
  13. Ya that is true. I guess it just depends on how tasty the reward being offered is. I imagine if you heard the crackle of benumb, or the big cloud of lingering radiation coming from offscreen someone would notice it. I wouldn't feel compelled to cheat for $50M inf and I'm dirt poor, but I hear what you are saying. For the most part you don't see too much shenanigans going on the the scrapper pylon thread and that has potential to be a major ego measuring contest. In mission bounties/challenges would certainly be easier to police as you can disable game elements and it is harder to hide a friend.
  14. And then to claim the bounty you'd upload suitable proof: Dominator - meeting constraints of the bounty I would earn the bounty, but not the bonus. I don't farm or play the market, so I don't have much inf to offer, but I could put up a few bounties if people think it is fun. I'd love to see other players offering up bounties.
  15. I had a fun idea where players post up Bounties for the rest of the player base to take a shot at completing. It would be up to the person offering the bounty as to what conditions would need to be met to satisfy it. Reward would be whatever the issuer thinks is incentive enough (Inf, IO's, Merits, etc). The first person to upload proof of completion would get the reward (video, screens, or whatever is appropriate) For example: ------------------------------------------------------------------------------------------------------------------------------------------------------ Jack of Irons + Eochai Reward: $50,000,000 Bonus: $10,000,000 Eligible AT's Solo Dominators and Blasters These two behemoths have been interfering with local pumpkin farming. Jack squishes entire fields and Eochai keeps turning them into his minions. Times are tough and the populace needs the food production! The city has offered a sizable bounty for the individual that brings them down. Conditions Croatoa is veiled by magic that prevents the use of inspirations/temps/amps/click accolades/lore pets. Defeat Jack+Eochai in the same encounter in less than 13 minutes Bonus: defeat them within 1 minute of each other --------------------------------------------------------------------------------------------------------------------------------------------------------- My idea was to provide incentive to see players tackle challenges that they might otherwise not bother with and have fun doing it.
  16. really enjoyed plant/poison
  17. This is the exact scenario my earth dom is in! I've debated it back and for many times. I don't "need" the lotg from veng and a rarely team these days. Despite that I've been rolling with veng on my build, but I've certainly been tempted to switch QS back into my build for those occasions where choke-points work well as it only makes them better. If AV's didn't run through it like it is beach sand it would be a no-brainer for me even with the extra slow cast.
  18. Quicksand is great while leveling for sure. I'd still use it late game except it has such a slow cast time. If it got out fast like stalag or volcanic, or even earthquake I'd have it down all the time. It does nothing wrong except cast really slowly.
  19. No particular reason other than it is a bit faster moving than ninja run and gets around in-mission well. I've dropped concealment for leadership now and originally took it for the lotg spots. I think Leadership is more beneficial (most of the time).
  20. It varies a bit encounter by encounter, but Objectively: 90% earth (stoney) 7% psi 3% incarnate powers Which is to say, ALL of these encounters would fail without earth control, but I could work around the absence of psi if I really had to. Incarnates just smooth out the process, some might have to dip down to lvl 53, most wouldn't matter. Mathematically the -regen of drain psyche is not very significant against a +3 AV ex. Lvl 54 = 65% level effectiveness, Resisted by 87% AV special =500%*65%*13% =42.25% debuff that gets through Their regen is ~104hp/sec so they still have ~60 hp/sec after drain psyche hits them (it's not perma and it has to hit them) You could make up that ~44dps gained from Drain Psyche with another good attack and/or a higher damage secondary, but the recovery boost it gives me is quite valuable and the small health regen from 1 target is better than nothing. I'm not sure what incarnate debuffs you are thinking of? the powerful ones are found in Lore Pets. I sometimes use Paralytic Interface, which at max can debuff +3 AV damage by 13% (rarely works out that way though), but I mostly use reactive radial for extra damage. I mean it is pretty clear in every video what Earth is doing that no other primary does. The AV's don't attack me. It is the same tactic that controllers (but not doms) use with Phantom Army I barely toss out mezzes outside of when I expect the triangles to drop.
  21. Earth/Psi taking out a wide array of AV's. I'm very reserved with the title "av killer", but I think this build has earned it. I run low defense, so counter to the typical approach seen most commonly. All encounters are set to +4, I have a level shift so actual combat is +3 No inps/temps/amps/click accolades Definitely no Lore Pets Anti-Matter (lvl 45+1 vs lvl 49) Extreme debuffer. Rare are the builds that can take him at higher settings. His damage output is not huge, but his radiation debuffs are debilitating. He makes Clamor (low level radiation AV) look like child's play. In particular Lingering Rad crushes builds that rely on high recharge. It checks aoe/energy def so is probably going to hit you. Battle Maiden (lvl 54) Not overly dangerous from range, but a very high lethal damage dealer in melee. Black Swan (lvl 54) A lot of negative damage, a lot of tohit debuffs. Watch out for dark servant when she summons it because he can debuff you to the point you fail to control Black Swan. Given most of her damage is in dot form, you will be dead before you know it. Dominatrix (lvl 54) The slows from Gravity are annoying and significant. As is her damage resistance. All of her main attacks have bonus base acc so she'll hit you more than you like. Malaise (lvl 54) One of the easier psi based AVs. Fairly low damage both st and aoe by lvl 54 AV standards. That said, all of his attacks are only typed Psi, so he will cut through most defenses like they aren’t there. Because they aren’t. Marauder (lvl 54) For my build this is one of the hardest Lvl 54 AV I've succeeded against. He's all smash damage so he can 2 shot stoney (hurl hits him for 810 damage of his 1070 hp…). All of his attacks have bonus base acc. He also has unstoppable so you can't keep him in one spot. I had to use a lot of strategy for this encounter. It definitely took me a few attempts to figure out a workable approach for this build and on several runs I had him down to a sliver of health only for him to turn it around and kill me. Ultimately, once I made the decision that Stoney would only tank during barrier the fight made a lot more sense. Playing keep away with fly during unstoppable was less nerve wracking than bunny hopping around. Mother Mayhem (lvl 54) More dangerous than Malaise, but Psi AVs are the strength of this build. She is pretty aggressive and has a very continuous attack chain. Neuron (lvl 45+1 vs lvl 49) You might mistakenly believe your dominator has an abundance of endurance. Neuron will prove that a mistake. He will sap you and then walk over and one shot you with one of his truck-like melee attacks. Thunderstrike hits for about 2500 damage, havoc punch 2000 damage Stoney did a surprisingly good job tanking him despite such high smash damage. He will sap 32+ end with powersink out of nowhere. His damage aura does more damage than you think and saps you. Plus stoney will intermittently lose aggro control because he is out of endurance. So Neuron will turn and probably one shot you. Even if it is going well he will summon voltaic sentinel which will definitely give you grief. Nightstar (lvl 53) The easiest AV of them all. She has no stun protection. That is also independent of the purple triangles, so she will be mezzed most of the fight. I ran her at lvl 53 because she has 75% psi res so it is basically like fighting a practice dummy and a waste of time. Tyrant (Olympic Guard) (lvl 54) He’s the real deal. Resistances to all damage, bonus debuff protection, not just bonus acc, but boosted beyond what is regularly considered the bonus that AV’s get, his tohit floor is 12.67% (for reference). Huge damage output.
  22. I'm not sure. But I did attach the file separately for download as well which hopefully works.
  23. It's not that Frosty can't survive its that Stoney has taunt on his attacks. So as long as he is hitting he will hold aggro. You can see Clamor almost never directly attacks me while stoney is alive. Occasionally he will be tohit debuffed, or run out of end enough to lose aggro (his taunt is only about 8.5 seconds against +3s) Unless you do very low damage you will quickly peel aggro off of Frosty and being the primary focus of any AV is challenging. Re: ranged attacks vs melee attacks from /psi? Tk Thrust is definitely a better attack than subdue except subdue can take the +dam ATO and sometimes standing in melee range just isn't an option.
  24. You shouldn't have issues with the x8 spawns. I can do them pretty smoothly at +2x8 and sketchily at +3x8. /psi is pretty monstrous when you give it a bit of breathing room, which ice can do. The issue will be the AV. Earth is the only dominator primary with an answer. With stoney tanking AVs are much more approachable. That said, Clamor is so low level that drain psyche completely stops her regen at +2 and lower, so you could in theory try to fight her only when the triangles go down. It's a fun TF so I say go for it
  25. Negative. Buff has to be on you when you cast it initially. Buff has to persist on you or it will drop from storm cell as well. So that means even global bonuses, tactics, assault, etc won't affect storm cell or the subsequent blasts it does because those all tick (refresh) every 0.2-0.5 sec.
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