
Frosticus
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Everything posted by Frosticus
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Sonic for blasters might leave you wanting a bit more in teams. It is a pretty slow set animation wise both aoe and st. With how fast some teams move you might feel like you are struggling to contribute much. It's best st attack (scream) is also a dot, which ticks fast, but still often leads to you launching an extra attack due to uncertainty of the kill. Fantastic nuke tho.
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used to. it was corrected.
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2. All three of these examples have unique mechanics that offset this aspect in some way or another. - savage has blood which adds +rech and +end discount. Additionally, hidden hemorrhage is something else all together. Hidden hemorrhage vaporizes high hp targets. Savage is probably the best aoe set as well. - stj has combo points that turn crushing uppercut into an unreal one shot wonder. Additionally, you can put two -res procs into your attack chain. - km has insta buildup recharge. This one may be of questionable value but I'm sure someone has a crazy build out there. MAs DPA values for its heavy hitters are consistently middle of the road. But it does build focus well if you exclude a mandatory power pick and like you say it has a good fast AS. At the cost of all aoe unfortunately.
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Haven't looked at your logs, but Like bopper said, it only has a 15% chance of proc'ing per target every 10 sec. So you shouldn't expect too many to occur. When I personally tested TA from a proc persepctive I was fairly underwhelmed, but everyone has different expectations. As for why you are seeing more lady grey vs posi I'd say that is because the fire pet probably isn't inheriting accuracy properly. I can't say that for certain, but that's what I'm seeing with burn on the /fire stalker I was testing out.
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hidden fast snipe w/procs is an extreme damage attack. I have 5 procs (4 damage procs) in my moonboom. misspelling intentional. fast snipe, for many sets, is the 2nd highest damage/dpa attack they have.
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I was looking at claws/ea/dark more as a cone ranged attacker. shockwave, torrent, nightfall and teny-tens. proc'd out should do some solid damage.
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I think it also has some residual popularity due to how strong it used to be. Psy shockwave was pretty amazing for a good while.
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ya feral charge and savage leap only work if you have a target and they are extremely fast feral charge in particular due to its super short cool down can drastically change the way one plays the game if they so choose. While I wouldnt give up savage leap on my stalker because it vaporizes entire spawns, I wish the set also had feral charge because that character is strong enough to use it without regard for safety and the combat mobility it offers is very unique.
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Ya, I'd like it to take pbaoe sets for the purposes of accessing some additional sets. It is a 15ft pbaoe attack w/5 target cap I believe? however it rolls procs like it is a single target attack, so.... beggars cant be choosers I suppose.
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unkindness is very solid. I like it because its root time is very short, so it has little impact on me moving around quickly.
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Your suspicions about aoe damage procs only being called into action once lit are likely accurate. from my extensive testing of different procs in carrion creepers I found similar results. Creepers summons different pets that have different powers. So the procs dont cover the entire power in a blanket manner. They only function when the appropriate power (pet) is called upon.
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I don't rely on blood stacks to improve my main combat abilities, but it is nice for the long cool down powers (domination, aoe stuns, hasten, etc). Call hawk is quite strong and if you like it can take a lot of damage procs giving it good burst potential to go along with the dot. I don't love rending flurry, but I do have it on my fire/sav cause i'm in the mix most of the time. In truth I feral charge a lot around the fight, so I'm not often surrounded enough to make good use of rending flurry. I do love rending flurry on my sav stalker, but that is because savage leap+AS puts you at 5 stacks and usually rehides you, so rending flurry is 15ft of aoe crit action with the beauty of buildup backing it up. I try to actively avoid exhaustion on my fire/sav dom, but call hawk is a pretty strong attack. Just leap back and feral charge the last enemy. That will keep you at 3 stacks while you move on to the next spawn, so you can always have a pretty good +rech bonus going.
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feral charge is a super fun attack. makes you feel like nightcrawler. Splash damage is pretty good with procs. blood frenzy helps a bit with recharge for long cooldowns. For me I rank it 2nd behind /fiery. fiery because the damage is terrific by any metric, especially with fire epic. But savage assault (almost entirely due to feral charge) is the most fun.
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"bonus energy damage" is indeed from proc.
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I put it in burn as that is the start of my aoe cycle and it cant crit anyway. it performs excellent .
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I feel the same as you about brutes. And I've tried so many of them now. Maybe build up should boost fury if it is below 50pts or something. I dunno. I don't rely on blood thirst to optimize my attack chain, but it does help for long cool down powers. For my stalker it knocks about 8 seconds off of my hasten recharge and moves me right up to perma/very close to it. I use my blood stacks though as I outline below. Someone that just rides the crimson wave (hahah) could probably benefit from the rech more. At any rate, take a closer look at stalker savage. It is an entirely different animal. It retains all of the aoe and more and has vastly superior st damage compared to other savage meleers. For me - I buildup, launch ball lightning from hide, savage leap in, fast AS something meaty which puts me at 5 stacks and usually rehides. Then rendering flurry w/ 15ft aoe and crit chance. That will usually kill off +3's. I then scrap down the few left standing. So exhaustion doesn't matter as it is reset by the time I'm ready to port into the next spawn. with all the aoe attacks build up is almost always instantly recharged for the next group. unlike say electric melee for stalkers (the aoe king?) I'm ready to do that again on the next spawn even when moving quickly. It definitely lives up the the title of savage and if you enjoy moving quickly through spawns with a bit of tactical options available, it is pretty great.
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Some things to maybe consider: Mu epic - ball lightning and then savage leap in as it is traveling towards them. It does a lot of aoe damage. Zapp - helps fill out a single target chain of heavy hitters (AS, hemo, zapp). Procs - savage leap does pretty lame damage up close, but procs really well. So I don't enhance the recharge of it at all and try to use it from max range. that makes it a tele-nuke. If I do use it up close the procs still fire frequently giving it ok damage.
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The set requires a good understanding of how long fights will last. Basically there is nothing wrong with being exhausted while you are on your way to the next spawn. 5 stacks turns rending flurry into a 15ft pbaoe which should still proc rate as though it were an 8ft. The tele nuke is just about everything one could hope for. The recharge time is basically perfect for procs and the damage is just a bit lower than lightning rod. If I get heavily debuffed I just leap away and telenuke back in. it cycles fast enough that you don't need to hesitate to use it compared to other telenukes like shieldcharge or lightning rod. Admittedly, I think the set shines much better on a stalker, which is what my experiences come from. They retain all of the aoe and have drastically superior st damage due to AS and hidden hemo. But at least savage leap will let a brute stay ahead on fast teams to get the aggro they need to perform.
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I have a fire/savage that plays almost entirely in melee. The tele-attack is one of my favourite things in the game and is excellent both for offensive positioning as well as defensive positioning. Not much mitigation from the attacks though. But between bonfire and flashfire and hotfeet it usually isn't too much of an issue. Damage is pretty good. spot prey w/ gaussian is better for team play than power up from earth imo. Though seismic smash is one of the best attacks around. I originally went dark/sav, but ultimately rerolled into fire as I wanted a less active primary so I can just scrap. Bonefire lasts so long and is often "enough" mitigation with hotfeet, while also contributing ok aoe damage. edit - blood frenzy is also a not-insignificant recharge boost and end discount. Which benefits doms nicely.
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Overviews of Dominator Secondary Oddball Powers
Frosticus replied to oedipus_tex's topic in Dominator
Correct. I was thinking of the water blast heal dehydrate. -
Overviews of Dominator Secondary Oddball Powers
Frosticus replied to oedipus_tex's topic in Dominator
there is also: radiation siphon - melee attack that heals. The heal is increased when the target is contaminated. It will strip the contaminated effect when used. -
I put the purple damage proc from the ATO in my singy. he uses it on two of his attacks. Decent return. I def put the kb-KD IO in wormhole. On teams I usually pull the next spawn onto the one we are currently fighting. It works well.
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yes. it provides a significant damage boost. the imps that are pooped out can he made perma with a perma hasten build. At its peak you have like 8 or so of the little buggers out. they can tremendously boost single target output when they all pile on.
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iirc the burn patches get insane because of the way they overlap when there are multiple targets in close proximity to one another. A single target should only result in one patch. I ran bots/storm on live so admittedly the memory could be hazy.
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demons do ok to good damage, but they are a force multiplier because they put out a lot of -res. storm is a force.