Jump to content
The Beta Account Center is temporarily unavailable ×

Frosticus

Members
  • Posts

    1603
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Frosticus

  1. He's playing a fire/dark, in no scenario is dark blast a priority attack once you have perma dom levels of recharge. You are better off with small gaps than delaying better attacks to fit in dark blast. That is true for almost all dominator t1s. For instance you are better off sitting there watching blaze recharge for over half a second than you are delaying that attack so you can fit in a flares . Can you expand on why neutrino bolt is a better t1?
  2. That is often the pickle I find myself in too. Either a set struggles for endurance and I take ageless, or you need the mez protection so you take clarion. I ended up alternating rune of protection and melee hybrid on my poison defender with really nice results. I might try that on my cold as well so I can take barrier. Melee core doesnt actually "need" any enemies to give good status and regen.
  3. I want trip mines like Director 11 gets Other than that, trim any/all animations a bit and give ff gen a rocket booster so it can fly a bit faster and I'd be happy.
  4. Cold is imo the best support set. A sum of all the pieces that both buffs and debuffs extremely well without overly relying on 1 or 2 over tuned powers. I think arctic fog is actually my favorite power from the set. Fog+winters gift+3 piece winter set means near immunity from slows/-rech.
  5. Someone should post a log of scrapper burn. Stalker burn behaves fairly straightforward.
  6. For me it is /fire for a damage build. Doesn't matter where you stand /fire does more single target damage. /savage for mobility and fun I haven't looked closely at the above posted "attack rotations" but at a glance I can tell you my fire/fire doesn't use flares, my grav/dark doesn't use dark blast, and my plant/earth only uses stone spears cause I like the animation. Dominator assault set t1's are (for me) throw away powers on late game builds. I can't think of a single assault set where I wouldn't prefer to flip the t2 with the t1 (yes even /fire) as many of the t2's are still great in late game and you would still have access to the current t1's for leveling. Pretty similar issue that tanks have with their attack sets.
  7. This looks interesting. Is there a "no inspiration" recommended setting? The inspiration mini-game is not my cup of tea.
  8. Mind is simultaneously amazing AND subpar. Depending on your perspective you will either love it or dislike it. With perma dom a mind dom can be a sight to behold. The aggro-less nature of some of their controls lets them be more aggressive than other doms that may fear immediate retaliation. Alternating TD and MC usually has one of them up for each new group unless your team moves really fast, in which case your controls aren't needed anyway. Plus they can completely shut down ambushes or add-ons provided no one else interferes with them via sleep/terrify. Plus all of their powers say "domination", which lets be honest, has an impact on player perspective. Add on some lingering notions of superiority from the days when the sleep+confuse tactic was extremely successful and you have some people strongly in favour of mind. Some things have changed though. Most doms can slot up a single hard aoe control and have it up as often as TD+MC combined, while still leaving them with their aoe hold if something goes wrong. Personal survivability is at an all time high via easy defense numbers and crazy OP incarnates, to the point that retaliation of a spawn while you animate your aoe mez is negligable. And the sleep+confuse tactic is no longer needed as most teams can just tackle that encounter head on. Where mind lacks imo is pre-permadom. I'm of the opinion that they bring less than every other control set at that stage of the game. Which interestingly enough, is when control is needed most.
  9. Good question. Fire/fire does a LOT of damage. It kind of sucks until you get blaze/blazing and good uptime on embrace of fire. One of the highest ranged damage builds you can make though. Like, blasters can be jealous kind of damage with pretty decent control. I want to like /rad but atom smasher is way too slow as is devastating blow. The set has issues with flow imo. /nrg is much improved - and like its cousin energy manipulation for blasters - it is never a bad choice. Imo if you are looking toward late game performance the fire/fire is my choice (and is why I did that combo). Add fire epic for direct aoe damage, or ice for great debuffage.
  10. Yes, if you already have a high recharge build and you cast it everytime it recharges it will be similar to a lotg for your long cool downs, but have little benefit on your short cool downs. The more global recharge you have to better the ff-back would be in waterspout, but the less you'd likely need/benefit from the recharge. Depends what you expect in the end.
  11. a lot less so. Waterspout has a rech of 180 sec. Even with slotting and good global rech you are looking at 50+ seconds between uses. ff-rech is a 5 sec buff. A stormy can get off 3 tornados in that amount of time. Up to you but there is likely better places to spend said slot.
  12. Unless spring leap has been altered recently the power is pretty much junk. Super low proc rolls same as LR and SC but without the strong base damage, or big aoe, to make it worthwhile. Not breaking hide is neat enough, but is more of a hindrance than a boon if you like using procs because they end up using a psuedo pet that rolls super low probability. Jaunt is really fun on a tele-attacker if you can fit it in.
  13. Why would you put ffback in waterspout?
  14. keep in mind that as long as you are actively playing the blood stacks provide a nice +rech bonus. My dark/sav was easily perma in the low 40s for not a lot of inf. That said if you sit around for extended periods then you will need a bigger cushion.
  15. I remember this same discussion back on live when I first debuted my ill/cold that was crazy fast by the standards of that time. -containment has a pretty minor impact on the overall performance of most offensive illusion controllers, but you are correct, it skews the results -same for many offensive controllers that don't really use their st immob as part of their chain Honestly, my sav/shield stalker can rarely hit something more than a couple times before I break its morale and it tries to flee. So dps "chains" are pretty uncommon for that character outside of teams that lockdown/taunt things in place. Of course in teams I crit way more often, so who's to say what actual dps is for such a build? The 20% res may as well be 0% res because it affects everyone the same. Back in the day they had a psi hole, so that made a difference. Yes pets get extra lvl shifts in incarnate content, so pylons are perhaps more representative of what they could do in that content. Like I said before, I take every pylon result with a grain of salt. They really don't translate that well into the rest of the game. However, they are fun and interesting. I don't think @Bopper's discovery invalidates MM's, they can do insane damage. It is just information
  16. Just to follow up: @Bopperwas completely correct in this regard. I've attached a screen of a demonling attacking. They debuff res by 15%, but as a -2 that should only be 80% as effective if the purple patch was in play - ie. 12% -res So as he suspected, minions are getting 20% extra damage and luts are getting 10% extra damage by way of the purple patch not impacting them vs pylons. In the case of demons this is compounded by the fact that they debuff so much resistance, which impacts the damage of the other pets/damage sources. So for something like my demon/storm I can't even guess how much the dps would be inflated from the above and due to the storm powers benefiting from the inflated -res that the pets are putting down. Don't get me wrong, the combo still does ludicrous damage in most any situation, but a pylon is clearly less accurate for gauging it than it is for most other AT's. *this likely applies to GM battles too
  17. Great point. I think the pylon cons the same to everyone/thing , so you are likely correct. They would still be the vacuum dps kings, but that does clip their wings a bit. I can test tomorrow if needed. I'll check the strength of demon minion/Luts -res debuffs. That would show if they are being affected by the purple patch.
  18. What I do is I sweep the bottom 3-4 pylons consecutively. All my builds tend to ninja jump around so travel is always similar. That tends to separate the wheat from the chaff so to speak. I can't think of a time where I've done that without losing a good number of pets. But that is for demon/storm so they are more or less on their own to survive and will die fast if they ignore my positioning commands. It's actually part of the reason I forgo some of the pets on trollers/doms. They can't be relied upon in many of the situations I find myself in. I'm not necessarily against a MM starting from no summons, but that generally isn't how a play session goes for me outside of initially logging in. That said, every MM should be comfortable recovering from a pet wipe, which could be fun to try starting from zero while underneath the pylon... Generally though I take every posted time with a grain of salt.
  19. I've done it with bio and shield now. I really like shield, but every secondary is/can be great. I have a small savage guide for stalkers, might be of use if you end up taking that route.
  20. savage with a hook/claw costume option? Not really a dagger at all, but lots of slashes with bleed damage.
  21. The coralax, but he needs melee The mistress is decent from range I can't think of any troller pet I'd trade in for them personally if given the opportunity. Maybe phantasm cause it is pretty weak and likes to suicide.
  22. Savage w/ proc'd savage leap. Enough fun that I've taken it to 50 twice. It has tremendous aoe output which is rare for stalkers and the great single target that we expect from the AT. But it is more than that. Savage leap moves you almost instantly. It ends up being one of the fastest play-styles I've encountered in this game.
  23. Pretty much. Though, I personally did not use burnout, hybrid, or any other tricks on my demon/storm that was north of 900dps. I try not to use "gimmick" tactics for all of my characters. I strive for as repeatable and as close to "jump in and go" performance as possible. basically if it isnt a power I have perma or use in almost any situation, then it isn't part of a pylon run. At least imo.
  24. Frosticus

    Ice/Bio

    The t8 in bio for any of the AT's isn't that amazing, but I'd take the damage aura version myself if it were possible. I dropped it very fast on my sav/bio. That build does too much aoe and dot for a sleep to be of much use. An 8ft low value -dam toggle wasn't a priority pick for that build. that said, ice/bio can get some synergy out of the stacking sleeps. Definitely worth giving it a try. Keep in mind it only pulses every 4 seconds so there is a chance your frozen aura will be breaking the sleep of genetic corruption just as easily as it may be stacking with it.
  25. Disruption arrow is a nice big aoe and it gets out fast. Acid paints tough targets similar to envenom in poison. Oil slick is a great power. values could be a bit higher and I'm of the mindset that TA doesnt do other stuff well enough, but it can play pretty well on fast teams that are looking to play even faster.
×
×
  • Create New...