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Posts posted by lobster
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26 minutes ago, Captain Powerhouse said:
I considered giving tankers a red bar that would fill as they get aggro/attacked, but that would had honestly changed too much the current flavor of the tanker, and make them feel way too brute-ish. Like i mentioned before, i dont want the feel of the tanker to change, or force, any new behavior.
Hmmm. OK. I can see this. Is there way to reward the current playstyle (which, I guess, is just "use whatever attacks you want based on no criteria? What are you defining as the "current flavor"?), but still bring in some kind of theme or flavor?
Having it scale based on how many targets are aggrod? I dunno, I just want it to be something that makes you feel more like a tanker, not just a damage buff (because that's what this translates to - hitting more targets = putting out more damage (and debuffs)). You can have it give the exact mechanical thing you want, but tie it to ...something and I think (maybe I'm wrong, what do others think?) that having it tied to something - and be a pure reward/buff - will feel better than just a flat buff?
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Hoo boy.
There's a lot to unpack here, and I won't be able to test anything for a few days :(.
Some off the cuff thoughts:
Bruising/target cap/aoe size/inherent:
- I like the idea of targeting the target cap and aoe size as a way to address the brute vs. tank discrepancy.
- Bruising was always kind of silly and hacky (IMHO), I'd love to see it go. I think maybe solidifying the concept around your target/aoe increase into a new inherent might be a solid way to go thematically. Now you just need a good name for it.... Magnificence, Glory, Valor, Valorous ?? I dunno I suck at names. I'll use "Valor" for my examples.
- Honestly this change alone might be enough on its own (maybe with some other additional aspect to fully flesh it out), I would have been fine just testing that.
- As to that additional aspect...to drive the point and the inherent home.....maybe it's not needed, but I feel like there should be a way to tie it to every skill in the secondary. Can this bonus be made flexible? If so, what about a base valor bonus of 50% of current or whatever, and that scales up with each use of a single target power (by some amount corresponding to the base damage formula, or to DPA or something), resetting each time an aoe that does damage is used? This would make it a bit more tactical to use as well. Having an additional bar showing the buff amount like Brute's fury may not be doable, but I think something like this would do a solid job of wrapping it up thematically and making the other attacks and abilities used feel like they are also a part.
Other odds and ends:- Extra end seems fine, will make slotting tanks much more interesting and flexible than other ATs. This could also be expressed as a scaling endurance usage reduction buff that is based off the size of the current Valor buff.
- The swap out of AT mods and bruising making damage basically the same just get there differently seems OK...but...I think we could honestly get by without this initially. The aoe increase and the damage cap increase might be enough on their own. This might be overkill.
- The T1 swap seems dangerous on a few levels (upsetting people, just forcing a new paradigm, etc.). Since it sounds like we don't have the tech to do a T1/T2 choice, I'd favor something like my above suggestion to tie the T1 into the new inherent/aoe thing. Maybe that power gives the biggest Valor boost? And since it's quick, should be a decent reason to use it....or continue not slotting it as some of us do.
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On a personal level,
Fault >>> Tremor(EDIT: I got it confused with Dominator Fissure, sorry! Fault is great for tanking, but I can see why it would be shifted later under this model),and these should not be swapped. Maybe leave Fault where it is and swap Tremor->16, BU->28, Hurl->35. The other swaps seem fine. - Taunt stuff seems fine
Tank vs. Brute
- As a player who loves brutes, I wouldn't cry too hard if their res cap was made 5% lower than tanks - or even somewhere in between, like 88%. We can start on all sides now as Tanks or Brutes, so there's less reason to make Brutes as good at tanking in teams as Tanks imho.
Regen tanks
- So what if they suck? Let's do it! 😉
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Suggestion: Could we get the icon set to highlight (like snipes, etc.) when the power is NOT active? That might help with those that trigger manually. It would be a clear indicator of "SAFE TO CLICK WITH NO PUNISHMENT."
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On 9/1/2019 at 8:26 AM, esotericist said:
The DPA for Mercs on their AR attacks is astoundingly awful. I believe direct comparisons show Mercs has typically around 2/3rds the DPA of analogous Thugs attacks. More recharge doesn't fix DPA.
The cooldowns are a problem, especially for the utility attacks (Spec-Ops, i'm looking at you), but the truth is even with reduced cooldowns they'd still be in bad shape.
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Alternately, if it needs to be a clickie, possibly a Merc-pet-only analog to Farsight/Mind Link.
I think a DPA boost (as highlighted in other excellent comments), killing(?) brawl & changing Serum would go really far towards bringing the set up to an even level.I love the idea of a "teamwork" buff that is a timed buff and not a toggle ("come on guys, get it together!"). It could provide simple defense, or a combination of def/tohit/damage.
I think swapping out Serum for a temporary (recharge based, maybe perma-able) Medic and converting the T1 medic to another soldier is also a great idea! So many solid ideas....
Another idea I really like is taking the ammunition toggle idea from DP and either replacing Serum with that, giving it to the player for free along with the T1 mercs, or changing the T1 or T2 buff to have multiple options, each of which changes the damage type for all mercs (to make it simple). Basically they do say 50% Lethal to start, then you can choose between lethal, toxic, fire or cold for the other 50%.Solid, doable suggestions. Hopefully the HC team takes a pass at MMs soon (especially the epic pools! *points to his signature*).
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I mean,
On 9/8/2019 at 11:10 AM, oedipus_tex said:I think the reasoning is that there are few powers that would directly benefit from Domination mode. Only Blind, Confuse, and Flash directly benefit.
I'm on board with the idea that this isn't much of an argument. Earth isn't too far off. Stone Prison, Fossilize, Stone Cages, Salt Crystals (which almost no one uses) & Stalagmites. Grav is about the same.
My vague recollection was that the devs thought it would be too powerful? Likely because it's a high damage primary. Still...with the Grav changes...I think it would be fine. -
Hmm. I have a plant/poison as one of my two 50 controllers...and I play him completely differently than this, so this is cool to see. I think I might spin up his second build as a copy of yours and see how that feels. Just in case I want a 4th or 5th option for farming... :P.
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This is my target:
Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Ice Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Soul MasteryVillain Profile:
Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), SprAscoft-Rchg/+Dmg%(45)
Level 1: Stone Spears -- Empty(A)
Level 2: Stone Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(9), CrsImp-Dmg/EndRdx/Rchg(9)
Level 4: Tremor -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), EndRdx-I(15)
Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(43), EndRdx-I(19)
Level 8: Super Jump -- Empty(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(17)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Flash Freeze -- Acc-I(A)
Level 20: Heavy Mallet -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(21), CrsImp-Dmg/Rchg(21), CrsImp-Acc/Dmg/Rchg(23), CrsImp-Dmg/EndRdx/Rchg(23)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(40), IntRdx-I(43)
Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(31)
Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(29), CrsImp-Dmg/Rchg(29), CrsImp-Acc/Dmg/Rchg(31), CrsImp-Dmg/EndRdx/Rchg(31), SprDmnGrs-Rchg/Fiery Orb(46)
Level 30: Field Medic -- RechRdx-I(A)
Level 32: Jack Frost -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), BldMnd-Acc/Dmg/EndRdx(34)
Level 35: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(36), Mlt-Acc/Dmg(36), Mlt-Acc/Dmg/EndRdx(36), Mlt-Acc/EndRdx(37), Erd-%Dam(37)
Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40)
Level 41: Dark Embrace -- StdPrt-ResDam/EndRdx(A), StdPrt-ResKB(42), GldArm-End/Res(42), GldArm-3defTpProc(45)
Level 44: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(45), Erd-Acc/Dmg/Rchg(46), Erd-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Summon Seer -- CaltoArm-EndRdx/Dmg/Rchg(A), CaltoArm-Acc/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(25), Pnc-Heal/+End(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(25), PrfShf-End%(42)
Level 50: Vigor Radial Paragon
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I'm still missing a couple purples and the panacea set, but close.
It's not a crazy OP build or anything, and I likely can't do +4/x8, but it's fine for what I'm doing, and fun!-
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On 9/4/2019 at 1:53 PM, MunkiLord said:
Been playing Stone, and I love it. I have Seismic Smash with 91% enhanced damage and four procs, and it just clobbers people. Question, I skipped Fissure altogether while leveling, what are your thoughts on that power compared to Tremor?
I personally love fissure and always have. The visual is great, the damage is OK, the debuff is solid. I always take both...although if I had to skip one, Tremor is probably the one I would skip. I use Fissure in single target rotations for the +rech proc and the chance for knockdown/up too.
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- Transparency
- As far from ncsoft as possible
- Moderation/kid safe
- Continued direct forum interaction from whoever is developing, including active beta testing and feedback.
- Continued balancing
- Continued access to Incarnate drops through normal content (no trial gating!)
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Are we talking new content? If so, seeing the stories that were laid out in the lore dumps over the years be continued would be cool. New powers, etc. I'd especially like the shapechanging EAT that was rumored...Primalist or something?
EDIT: - No going after the other servers
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It's likely one of the stronger combos you can put together, hard to go wrong.
Feel free to skip the sleep from plant, the healing tree (I usually move too fast for it to matter) and the single or aoe root if you want as well.
For martial, everything is good, but the things you absolutely want to take are Envenomed Blades, Trick Shot, the snipe and the T9. The rest is up to you. -
Some thoughts post patch:
- Stone feels really good. My main dominator is ice/stone/(mu or soul, currently soul) and he's a blast to play. Hurl Boulder is now better than Stone Mallet across the board, so if you have a choice, take Hurl. I couldn't make it work on my build (which is annoying) because I didn't want Chillblain or Frostbite, but most builds should have the option.
- Elec is a little better. Thunderstrike is certainly better. The snipe availability is a buff in general, so it's just a better set now.
- Energy wants to take Whirling Hands even more now as the damage boost to Whirling Hands after using TF is considerable. You can still play it entirely at range if you want, but you won't be fully taking advantage of the capabilities. I like choices like this!
- Icy is just better across the board, flat buffed. It even got a special exclusion to stop the damage aura change from breaking sleeps (This will let the mind/ and elec/ combos with /icy work as they did before - other sets have sleeps, but those two have better reasons to use them). There's nothing here that changes the way it plays - everything is just better, except maybe early game where your attack recharge increases might feel more like a nerf than a buff (it's a buff, because later with high recharge it's just more damage).
- Martial is still really strong at range (and the best pure range dom I would argue, especially paired with grav/ or something), but the melee attacks were slightly nerfed from a raw damage standpoint. However, they still have very good DPA, so for late game play it should still be quite good, and for all levels of play it keeps the smooth/fast flow.
- Psi is basically the same.
- Rad got solid damage buffs across the board, but still needs an identity imho.
- Savage got minor damage buffs, but a minor nerf to aoe target cap on the T9 attack, which is a bit of a bummer. I'm still working on my dark/savage (l39 currently) and it still feels solid BUT the flow of the set isn't working quite as well for me as say, it's Savage melee counterpart. I think it's the alternating attacks and calling birds... I think I'd be fine if they just got rid of all the birds and bees and made it a 100% melee set, but that's not generally how dominator sets are so this is what we've got. All in all, it's a solid set that just feels a little off to play (to me).
- I haven't had much time to test Thorny yet, but overall the numbers look to be a buff overall. A little less on the cone - but it's up more often - and less arc on the melee cone, but other than that damage boosts abound.
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Do you mean AOE control, or AOE damage? Psi is pretty strong for aoe damage, but the lack of soft controls (immob, slow) in mind can make it hard to keep everything in your cone & pbaoe.
Playing plant can definitely spoil you, it's pretty beastly.
Mind control is best (IMH)O either solo, or in a group who understands how to play with a mind controller (in the sense that a group doesn't have to do much different to play with the other primaries, but to take advantage of mind/ you have to understand how to play around Sleep & TK) - and neither of those might match your playstyle.
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On 8/27/2019 at 12:28 PM, crytilis said:
This will be fixed in the next public version which will be out soon.
Will the new dominator numbers be in there?
Trying to decide if it's worth the time of doing manual changes for those...and I do want to re-evaluate several dom builds. -
13 hours ago, ThrillMill said:
Oh dear... Before I dip into the Elec Patron Pool I'll try the Cardiac route. Wish me luck, Dominator brethren.
I picked up T2 vigor and was able to stop using Power Sink entirely, so Cardiac should be fine. Popped over to Soul Mastery for a bit to see how it feels with this combo.
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47 minutes ago, Galaxy Brain said:
Hm, ice/ has a damage aura now doesn't it?
That's /icy that has damage added to its slow aura.
I'm running ice/earth/mu and enjoying it - this is a dom that LIVES in melee. Why ever leave when everyone is so busy falling all over themselves for you...
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1 hour ago, ThrillMill said:
For the love of all things holy and good, how are able to run both AA and Earth's end hungry attacks. I'm currently running a Fire/Earth/Soul (dat Soul Drain, ya know!) with 180% recharge, the Pancea, Numina and Miracle Procs in Health and the +End Performance Shift proc in Stamina and I can't go more than 2 runs of Seismic > HM > Mallet > Hurl Boulder with Hot Feet running without running out of blue! I want to add Mud Pots but there's just no way right now. Maybe Cardiac Incarnate is the answer?
Power Sink ftw. I don't even think I have numina proc slotted yet. I also have aid self with the new T3 that gives it bonus end (which is not recovery, but some weird delayed, +end), which I use rarely.
This one just hit 50, I don't think I have any incarnate stuff on him yet. I think I was running 2/2 and while yeah, my end bar drops, I do not have what I would consider "end issues". -
5 hours ago, Caulderone said:
You might want to recopy the patch notes and update the original post. Some things were tweaked for missed patch notes. For example, Ice Slash went to 17 seconds instead of 20. It was originally upped to 20, but a follow up patch on Beta dropped it to 17, which is what went live.
Done, thanks!
EDIT: I didn't have a ton of time to test tonight, but here's what I got:
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Martial
- The damage from Envenomed Blades seems irregular. It does around 9% of BASE damage on some simple powers, but way less on aoes, likely based on their expected target cap. I'm not sure why that's necessary? 9% should be 9%.
- I don't have any of the melee attacks on my grav/martial, but damage from the ranged attack still feels fine @ 36. Once I hit 38, I'll have THREE heavy ranged attacks (including propel from grav). This is one of the few doms I have/would build to be 100% at range. I might try a melee /ma dom at some point to test those crazy DPA kicks. I need a good idea first.
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Savage
- Feral Charge: Target cap lowered to 5. : Can we get the in game text to reflect that this is an aoe please? These is no indication of aoe size. And it should target targeted aoe or pbaoe instead of just melee sets? Mids shows it taking pbaoe, but in game it shows 'melee damage'.
- Damage feels fine.
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Earth
- Like butter. Rocky, kick ass butter. I already loved Earth...now it's even more fun. Mud pots stacking with most of my AA is great, the animations are smooth...my ice/earth is just a blast to play. He was my first dom to 50 in HC. Ice/ could use a little work, but ice/earth/mu in particular is solid. I absolutely wanted to keep playing so I could smash stuff.
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Thorny
- My fire/thorn is only 33, so I'm missing 2 of the attacks that got solid changes. Will continue to level and test. I will say that the one thing that feels awkward right now is the animation time on Thorn Burst. I think the animation time would be easier to accept if it hit a bit harder...but I'd probably just prefer a faster animation - it's still over 3 seconds.
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Energy
- I need to respec into Whirling Hands
- On second thought, I need to respect this character in general. Will comment more when I have time to do that.
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Martial
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1 hour ago, Planerunner said:
That's a big deal for martial doms. Envenomed Blades is a powerful ability (some would say almost, ALMOST a required one). And it was due to a BUG . . . . ugh. Not only that, nerfed to ignore damage buffs and enhancements? Not good.
It was required for best performance for a number of reasons...you wouldn't take /fiery without taking Embrace of Fire for similar reasons.
When Score or whoever created EB, it looks like they copied the code over for Embrace of Fire, buffed it across the board, nerfed the damage, but forgot to flag it properly. As it stands, it's basically an Embrace of Fire with the following changes :- Toxic instead of fire damage
- 40s duration instead of 30s
- 160s recharge instead of 180s
- 12% tohit instead of ZERO - this is buffable and will boost your snipe damage!!
- From a post I found on reddit, it looks like it was doing about 16% of total damage, instead of 16% of base [note : this low number makes the power make more sense to me now, including the uptime].
It looks like, while it might be a ~50% damage cut, the other #s still make this power solid.
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I tested /energy and /icy on Justin a bit during the beta period and was pretty happy with the changes. We are getting stronger across the board. Whether or not that's a net positive is hard to say right now. Yes almost everything will "feel better" to play, but will it put as above other ATs where we shouldn't be? Dunno, let's find out!
I'm not super happy about the fact that Chilling Embrace is now a weird exception style pbaoe - I would have preferred it not doing any damage to being the one damage aura that is weird HOWEVER, I'm selfishly happy that, if it was going to get damage, it doesn't mess up the elec/icy playstyle. However, this seems to imply that it should be a "special" for dominator damage auras (and maybe controller stuff like hot feet), since any of them might be used with an aoe sleep power as well.
Snipes hit hard. With ONLY 6% tohit from the proc IO, the energy insta-snipe was hitting about the same as the T9 blast. That's a pretty big damage boost across the board. To the point where I think it might actually be too much. Sets typically only have 1 big range blast for a reason. Hopefully the DPA #s are low enough to keep it from being OP? Something like 75-80% of a heavy blast would have been fine, then maybe scaling up to full T9 strength at 22% tohit, or whatever the magic # is.
Earth, Energy, Rad, Thorny and Icy got some really solid buffs, hopefully bringing them into line with psi, martial and fire without going overboard. -
For Dominator specific discussion of the patch changes:
Powers: Snipes
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Dominator Snipes
- 20 second recharge and 18.512 end cost.
- Base 2.67 scale damage in their "quick" form, down from 3.56 scale.
- Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff.
- Slow form will do 4.5 scale damage.
Powers: Dominator Assault Sets
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Earth Assault
- Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
- Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second.
- Tremor: Cast time reduced from 3.30 to 2.50 seconds.
- Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage.
- Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage.
- Mud Pots: Increased radius to 15ft. Lowered endurance cost slightly. Damage lowered from scale 0.18 per tick to 0.13 per tick
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Electricity Assault:
- Thunder Strike: Cast time lowered to 2.5 seconds. Now knocks enemies down. ST and AoE Damage increased.
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Energy Assault
- Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
- Total Focus: Cast time shortened from 3.30 to 2.50 seconds.
- Power Burst: Cast time shortened from 2.00 to 1.67 seconds.
- New special mechanic. Most single target attacks have a 20% chance of granting Energy Focus mode. Hitting a foe with Total Focus will always grant Energy Focus mode.
- While in this mode, Whirling Hands will inflict a large amount of bonus damage. Power Burst will do some bonus damage.
- The mode will be removed if a power with bonus is used.
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Icy Assault
- Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
- Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage.
- Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage.
- Ice Slash: Recharge increased from 10 to 17 seconds. Damage increased from 114.5 to 179.8 damage.
- Chilling Embrace: increased radius to 15ft. Added -10% damage str to affected enemies. Power now deals cold damage every 2 seconds to foes that are not under the Sleep status effect. Slightly lowered the speed movement debuff.
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Martial Assault
- Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Procs now ignores damage buffs and enhancements.
- Thunder Kick: Recharge lowered from 8 seconds to 7 seconds. Damage lowered from 95.8 to 86.4 damage.
- Trick Shot is now a proper chain attack, hits up to 5 targets. Damage lowered from scale 1.4 to scale 1.1
- Spinning Kick: Recharge increased to 10 seconds. Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed but recharge increase should keep damage decent.
- Dragon's Tail: Recharge reduced from 20 seconds to 16. Damage scale from 1.1 to 0.8985.
- Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target.
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Psionic Assault
- Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds.
- Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Recharge lowered from 8 seconds to 7 seconds. Damage lowerd from 95.8 to 86.4.
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Radioactive Assault
- Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage.
- X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage.
- Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9
- Devastating Blow and Atom Smasher now accept Dominator ATOs.
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Savage Assault
- Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage.
- Call Hawk: Recharge increased from 12 seconds to 14 seconds. Damage increased accordingly (variable damage.)
- Feral Charge: Target cap lowered to 5.
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Thorny Assault
- Aim replaced with Build Up.
- Thorny Darts: Recharge time increased from 3 to 4 seconds. Damage increased from 44.4 lethal to 52.8 lethal.
- Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 6 seconds. Damage lowered from 114.45 to 77.1 damage. Chance for DoT increased from 80% to 85%.
- Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 10 seconds. Damage increased from 86.6 to 103.5 damage.
- Flling Thorns: Lowered recharge to 10 seconds. Scale to 40.9 lethal damage and 4.5 toxic damage over time.
- Ripper: Recharge increased from 13 to 15 seconds, arc lowered to 60 degrees. Damage increased to 136.5 lethal damage.
- Thorn Barrage: Recharge time increased from 11 to 18 seconds. Damage increased to 42.8 lethal damage per tick.
EDIT: Copied in updated patch notes.
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Dominator Snipes
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1 hour ago, ShogunGunshow said:
Is the Energy Assault mechanic of Energy Focus not supposed to trigger on grey mobs?
Asking because I took my 35 Mind/Energy Dom for a quick spin around Talos, killed a hundred mobs, and the only time I got Energy Focus was from using Total Focus.
That is likely correct.
The only way to gain it without using TF is to use a power on a DISORIENTED npc, you are likely killing greys, not disorienting them and having them last enough hits to trigger it?
From my testing on Justin, it does not come up very often in the random way - but when it does it's nice. Plan around TF if you want to force it.---
Jealous of all you guys that get to play today! I've been tinkering with the dom stuff in beta and it was great (although I am actually a bit hesitant about many sets getting another big range damage attack via insta-snipe, but that's not a dom centric problem), can't wait to take my doms for a spin tonight!
Edits:
QuoteI was hoping Dark Assault would also get some love, as my Dominator feels like they barely output any damage, but hey, maybe at some point. If the other sets did even less before this patch then well deserved.
Dark has a snipe. That's a huge buff on its own. Each set with a snipe basically gets a free t9 blast. Also, I'm not sure how your dom is built...you can post it up in the dominator forums and myself and others can take a look :). -
I'll check when I get home. Basically, when you go into the enhancement screen, at level 50 with stock IO sets it was showing say, 800 damage for whirling hands and 480ish for Total Focus (approximate #s). I think there were ...4 or 6 damage items in the list below, it seemed like a bit much.
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Energy blast focus functionality issues appear to be dealt with! (In my non-exhaustion, unprofessional bit of testing...hopefully others will confirm.)
- TF is properly triggering focus every use
- I could not get the whirling hands+following attack to double dip focus
- Bone Crusher does not have a bunch of spam
- (and all the text errors are fixed, obviously!)
- One bug that still remains: Damage from the focus bonus still shows up as P10201211 in the chat logs.
- Text issue: damage display in game for the energy powers looks goofy. I think it's showing the focus damage on everything? Can that just be hidden? Whirling hands is showing as doing double the damage of Total Focus, for example.
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Chilling Embrace interaction with sleep is still functioning as expected.
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On 8/23/2019 at 1:54 PM, kelly Rocket said:
As it stands now, the choice of APP/PPP for your MM is an automatic default to Mace, with Heat and Soul being possible choices for certain builds. Everything else is just objectively inferior.
This is the crux of my argument I would add that you could take Chill as well if you wanted defense but just refuse to take Mace for the 20th time (I have done this), and taking Mu on a bots/ was a solid choice before the introduction of the KB->KB proc and IS still an OK choice there if you don't want to waste slots on that IO. Charge, Field and Leviathan are hot garbage.
I think the layout I suggested makes each pool compelling in its own way as well as provides a solid theme for each.
Something like team KB protection or status protection would potentially just replace /mace as "the best" in many cases...I dunno, I'm torn. I'd have to see how it was implemented and how all the sets feel. What I don't want is one or two power tweaks, I want a complete re-balance and overhaul of all the pools. The devs really half-assed these for some reason (in my opinion).Quoteim all for adding a pet. not swapping out a power, but adding one more power option to all the sets. but that's a ton of work, and a lot to make it balanced. you cant remove or swap out a power, because youd never get enough people to agree on which power. xD so adding one new power to all sets is the way to go! and also... add more sets xD lol
Adding a 6th power to the pools would likely be a ton of work, and that's something I don't want. I don't want the new devs to put off something like this forever because of the workload, so I tried to suggest what I think (but could be wrong, I haven't looked at the code!) are relatively easy to implement changes.Re : adding some kind of psionic Epic
I like this, as it's thematically missing. The controller version is pretty close to usable, I would just replace the attacks with say, a single target sleep or hold in slot 1, and maybe something fun like Telekinesis or Drain Psyche (both nerfed of course - maybe drain ONLY does regen or recovery, not both) in slot 5.
Hypothetical: Illusion Control for Dominators
in Dominator
Posted · Edited by lobster
Earth has arguably 4, since no one (?) uses the sleep. Of those 4, I can't see myself taking more than 3 (Fossilize, Stalagmites and Cages OR Prison)- I should have spelled that out. I would take all 3 of the Illusion powers, so it was a pretty direct comparison to me.
I can't remember the specifics, quick googling yields that the domination bar is boosted by "attacks" : "A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. " (from the wikis). I believe this includes controls that do damage (at minimum), I'm not sure if it includes things like controls that do no damage and pseudopets (earthquake, gasses, etc. I can check this tonight when I get home on my earth dom). [EDIT: Tested, for earth at least, EQ/Gasses/QS add 0 domination]
All dominators have pets, so that one doesn't count. Many of them have pseudopets like phantom army and spectral terror (earth has two, ice has one, dark has one, etc.). The presence of two separate buffs does stand out, but this could be compared to fire having Smoke+Hot Feet. If any changes were to be made to dominator Illusion, changing one of the Inivis buffs would be what I would suggest. BUT. I don't think it's needed, just maybe something people might point out.
The bit about power level is the only thing I SORT of remember, but I'm not claiming that's 100% fact, I could easily be misremembering. Whatever the case, I think the set is fine to proliferate now and I'm really curious why they didn't during the Dark Secret Days (TM).