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netphenix

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  1. Alright, took updating my mids through two failed attempts to be able to open those, but I managed. I gotta say they both look pretty darn solid and stick to the requests I made, so kuddos to you both and many thanks for your help. I tried to be more focused in my goals than the generic "plz review" and I appreciate the detailed feedback you both gave. I'll be keeping those tips in mind going forward on building doms. @serxiom, I like how yours has slightly higher def scores, but I admit I prefer @Wimbochismo's take, especially since it lets me keep deafening wave (I forgot to say I intend to blap quite a bit with this toon - in my mind, both Ice and Sonic favor wadding in with their auras and melee hard hitters. That's why Cold Snap will be mainly an opener, after that I'll be in the thick of things.) Nonetheless, you both did a bang-up job and I'm really grateful. 🫡 I think the one change I may try is ditch Hibernate (which I never really liked as a power on squishies) and take Disruption Aura instead. 15% -res is nothing to sneeze at, and Hibernate, as far as I've experienced, is either a boosted Rest out of fight, or a death trap IN a fight on any non-melee AT. If I'm doing so bad I need to use it, there's a good chance I'll get flattened the moment I come out of it by what's still around and giving me such a rough time, most likely without Domination up to help. I'm sure it will be clutch sometimes, but there are many time it'll just delay a hospital trip. But I'll try both and see if I'm right or just misjudging its potential. Either way, I now got my work cut out for me. 😋
  2. Thanks for the replies guys ! I'll look them up in detail once off work and give you my opinion, but I wanted to express my appreciation for the time you took in doing this right away. 🙂
  3. Hey folks, I could use some help here. I'm levelling an I/S/I Dom right now, and I'm getting at the point where IO sets need to be planned. I messed around on Mids, but there's SO MANY GOOD POWER PICKS in this combo I'm facing choice paralysis. So I'm coming to you for a bit of assistance. First, I went for the usual Permadom, but aside from truly great S/L defense scores, I ended up with middling numbers on protections. I know Scorpion would help a bit, but I'd like to keep the Ice APP if at all possible. Second, I REALLY LIKE Cold Snap. With the new fear effect, it's pretty much my opener on most fights, letting me put down Ice Slick then wadding in for some blapping, plus a great spot for one of the ATO sets. So despite knowing many consider it a bad pick, I'd really like to keep it, unless extremely good rationale can be given. Finally, I tend to play characters for their themes, so I'm not really fond of taking three primaries, three secondaries, and a gazillion pool powers as mules. Min-maxing isn't my goal here, just recommendations on what is worth keeping and how many slots are optimal on such and such powers. Here's my current build : This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Solstice Spirit: Level 50 Natural Dominator Primary Power Set: Ice Control Secondary Power Set: Sonic Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Block of Ice (A) Basilisk's Gaze - Accuracy/Hold (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (3) Basilisk's Gaze - Endurance/Recharge/Hold (5) Basilisk's Gaze - Accuracy/Recharge Level 1: Shriek (A) Decimation - Accuracy/Damage (5) Decimation - Damage/Endurance (7) Decimation - Damage/Recharge (7) Decimation - Accuracy/Endurance/Recharge (9) Decimation - Accuracy/Damage/Recharge Level 2: Strident Echo (A) Kinetic Combat - Accuracy/Damage (9) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (11) Kinetic Combat - Damage/Endurance/Recharge (13) Kinetic Combat - Knockdown Bonus Level 4: Hasten (A) Recharge Reduction IO Level 6: Frostbite (A) Positron's Blast - Accuracy/Damage (13) Positron's Blast - Damage/Endurance (15) Positron's Blast - Damage/Recharge (15) Positron's Blast - Damage/Range (17) Positron's Blast - Accuracy/Damage/Endurance Level 8: Arctic Air (A) Coercive Persuasion - Contagious Confusion (17) Coercive Persuasion - Confused (19) Coercive Persuasion - Confused/Recharge/Accuracy (19) Coercive Persuasion - Confused/Recharge (21) Coercive Persuasion - Recharge/Accuracy Level 10: Shockwave (A) Force Feedback - Chance for +Recharge (21) Force Feedback - Damage/Knockback (23) Force Feedback - Accuracy/Knockback (23) Force Feedback - Recharge/Knockback (25) Force Feedback - Recharge/Endurance Level 12: Cold Snap (A) Superior Ascendency of the Dominator - Accuracy/Control Duration (25) Superior Ascendency of the Dominator - Control Duration/Recharge (27) Superior Ascendency of the Dominator - Endurance/Recharge (27) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance (29) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance/Recharge (29) Superior Ascendency of the Dominator - Recharge/Chance for +Damage Level 14: Ice Slick (A) Recharge Reduction IO Level 16: Bass Boost (A) Recharge Reduction IO Level 18: Flash Freeze (A) Superior Dominating Grasp - Accuracy/Control Duration (31) Superior Dominating Grasp - Accuracy/Control Duration/Endurance/RechargeTime (31) Superior Dominating Grasp - RechargeTime/Fiery Orb Level 20: Deafening Wave (A) Obliteration - Damage (31) Obliteration - Chance for Smashing Damage (33) Obliteration - Accuracy/Recharge (33) Obliteration - Damage/Recharge (33) Obliteration - Accuracy/Damage/Recharge (34) Obliteration - Accuracy/Damage/Endurance/Recharge Level 22: Glacier (A) Superior Dominating Grasp - Control Duration/RechargeTime (34) Superior Dominating Grasp - Endurance/RechargeTime (34) Superior Dominating Grasp - Accuracy/Control Duration/Endurance Level 24: Disruption Aura (A) Endurance Reduction IO Level 26: Jack Frost (A) Sovereign Right - Accuracy/Damage (36) Sovereign Right - Damage/Endurance (36) Sovereign Right - Accuracy/Endurance (36) Sovereign Right - Accuracy/Damage/Endurance (37) Sovereign Right - Accuracy (37) Sovereign Right - Resistance Bonus Level 28: Shout (A) Decimation - Accuracy/Damage (37) Decimation - Damage/Endurance (39) Decimation - Damage/Recharge (39) Decimation - Accuracy/Endurance/Recharge (39) Decimation - Accuracy/Damage/Recharge (48) Decimation - Chance of Build Up Level 30: Earsplitter (A) Kinetic Combat - Accuracy/Damage (40) Kinetic Combat - Damage/Endurance (40) Kinetic Combat - Damage/Recharge (40) Kinetic Combat - Damage/Endurance/Recharge (42) Kinetic Combat - Knockdown Bonus Level 32: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 35: Kick (A) Accuracy IO Level 38: Sleet (A) Bombardment - Chance for Fire Damage (42) Bombardment - Damage (42) Bombardment - Accuracy/Recharge/Endurance (43) Bombardment - Damage/Recharge (46) Bombardment - Accuracy/Damage/Recharge Level 41: Frozen Armor (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense/Recharge (43) Luck of the Gambler - Endurance/Recharge (46) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Ice Storm (A) Bombardment - Chance for Fire Damage (45) Bombardment - Damage (45) Bombardment - Accuracy/Recharge/Endurance (45) Bombardment - Damage/Recharge (46) Bombardment - Accuracy/Damage/Recharge Level 47: Tough (A) Steadfast Protection - Resistance/+Def 3% (48) Steadfast Protection - Knockback Protection (48) Gladiator's Armor - TP Protection +3% Def (All) Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense/Recharge (50) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Endurance/Recharge Level 1: Domination Level 1: Brawl
  4. Thanks for the feedback ! I didn't consider the interaction of slow and confuse, I was just thinking of the damage mitigation. Makes sense though, I'll definitely get rid of Breath for something else. And I'd already wondered if Creepers would need more Acc, so thanks for confirming that.
  5. Hello folks, Any feedback or opinions on this build would be most welcome. I've hit a wall that I need second opinions to break. https://www.midsreborn.com/builds/download.php?uc=1628&c=710&a=1420&f=HEX&dc=78DA6594DD4E135110C767BBBB144AA12D2DD0520A48AD540A85EA0BA8A889A64D9A98784B36658126B5256D496C7C0B4D40A3F875815F31018D08BE8037FA1646BC11F0EBC69B3A3DB313267693EDFE4EFF73E63F73CED9CDDDBCE8FDFC297B0E34FF5CC9AAD5E6E72AE57AB5522AD95533672D150B8097FB7CA96AAD966D37F2D87100C7A6F325AB5CE7D18008B8B0BAB898CE578AB54A193CF90A865E5BB1ED052F61A55AB0AB8D1E35B85C5C5AAE17CB4B3E35CADAD6825DAD2D1757FC97568A85F495823D9FB36A750C0FB76AC0FB8D863FAD9BAEA609B081CF8C01063C24E880470C8F094EC3138249784AB01602793575800EBC630684C045300406C1093009DEA2AF26BD35D04D95CE050683693AD574988EA59BA193601DBD75E9ADC33797E3B4CFF085200E5F09B6D1D794DE26F7EDE5BE7BB9EF5EEE7B8AFB9EE2BEDF610AB74CE386B0A1944E88300C117820CA306C38563182BBD8429748E3EA82D79A52E2AA52055B04E3787CBA452C74438A8AB99300E8110B8183BF34E7362A3E59A68FBBF573B77EEEB68FBBEDE36E43DCED7B4C11906902B0A92B65029EE9CED178CEF04277D6EA25C134BC2258C36A82A24E2D0819CD09394BB08B8F7EE9D40FF74919805ED3814D4D6D65181AB8A7C116EC529D43B04F4EF7705D07E55A0DAA214EDAC347441A44E088269F841F0C3F197E81D3E56F863F040FD0207AFCFE34CDA83A8BA80CC32D70E0808EDC08DCA01646C0D29C7F1A14B3816962A21A3D063B2EA58CC12EC307863D821D9C302AB77B142B55CA1696302E95713E22DBA824A451422D332AA7C0CF10620812B8F0C425E52A26718595A2A3929246293843ED1BA8A4A5519AD3CEB0E30C3BCEB0510027CDCA49B31C92E1900CA7C9709AD6BB24BF60783BD5B55E2EF9516A66DB43A729346F4801154D7D1D51F9EE699B1327E5F03F05F13A1FE3AB0813061CB44F4ED2E4A376659DB6F5E324BEABB2EA7FAFF4BD30 Alraune - Controller (Plant Control).mxd
  6. Hey folks ! Pretty much what the title says. I'm trying to find a Controller I can get into and the blasty cones of Symphony appeal to me, but I'm struggling to find a secondary for it that works both team and solo (I play at odd hours and on a tight schedule, so joining teams is not always an option.) so far Storm seems a nice match, with some personal defense, a nice KB cone I can mitigate with the Immob cone, good dedbuffs, and extra damage at high levels to make up for the apparently unreliable preformances of Reverberant. Any feedback from people with experience with those sets (appart and especially together) would be appreciated.
  7. I'd be curious to have your feed back on that, if you don't mind.
  8. Actually I saw no real clarification of this point in the beta patch notes, only that the new Dominator version lists Light damage. But it wouldn't be the first time that different versions of a power across ATs inflict varying amount of damage (look at Sentinels.) The Blaster's version has no change except for the "ignore strength" tag thing, as far as I can tell. Now, I suppose you mean that the Dominator version lists the correct scale and that the power is indeed meant to do pidly damage ?
  9. I could be wrong, but every source I find here in patch notes or on the wiki says that Sonic Manipulation's Deafening Waves should inflict HIGH damage, yet in game and in the city of data sites, it is listed as inflicting LIGHT damage. Which, coupled with its chance to hold being only a chance, makes the power... Really underwhelming as this set's PBAoE. Is it working as intended ?
  10. Thanks for all the replies. 🙂 Those are great ideas for my next bout of altitis. 😛
  11. Hey folks, Maybe it's been discussed before (my search-fu is weak before coffee) but what would you say are the best Blaster primaries for a "Blapper" playstyle ? I know sets like Dark or Sonic are considered sub-par because they are mostly cone-based and love range. I'm just curious to know what the consensus would be on the other end of the spectrum - sets that mesh well with melee-intensive secondaries for a "thick of the fight" style.
  12. Thanks, I'll use that as a base and see if it helps me tighten my focus. 🙂
  13. Hello all, After a long while, I decided to give Dominators a whirl. So, of course, I went Energy, and Elec because I love that set thematically but can't make it jive on Controllers. Now I need help building it. I know I want permadom, so Hasten is pretty much a given, but I also like to take as many core set powers as I can instead of slot mule pool powers. That said, I'm open to suggestions and arguments. But most of all, I need tips on how to slot my character. For example, it seems like Force Feedback needs to be proc'd in as many blasts as I can, but so does Sudden Acceleration. And I have no idea where the AT sets would do the most good. So any pointers as to how to do this would be very, very appreciated. 😛
  14. While I can understand the outcry for Burst's nerfmalization, I can also see where the devs stand on this. Despite what some have said, I personally do not think that letting a power keep a borderline bug-y feature under the idea that it's the one thing that makes the set playable is a reasonable approach. If the set is so lackluster that one bug fix breaks it, it does indeed need a rework. Devs asked for opinions on how to fix it without letting the faulty power as is, and I can respect that. So, instead of bemoaning the loss of something that shouldn't have been, let's brainstorm for suggestions that can make KM once more fun and unique, yet still in line with the rest of the melee sets. One thing I'd ask, first and foremost, is that if the 100% crit feature is removed from Burst, its radius should indeed be increased, at least to the 10' that seem to be the norm for Stalker PBAoEs those days. That would sweeten the bitterness of that pill. As it stands, Burst is already tough to use effectively. Other than that, I'd ask that the set play more effectively to its theme and strength. KM's secondary effect is a -dam effect, and Kinetic's overall theme were always power transfer and speed. This was, in theory, reflected in Power Siphon (which Stalkers don't get) and Concentrated Strike's ability to recharge build-up (which, as far as I can see, no one really likes.) I'd suggest the following then : drop Burst's ability to crit to 50% like every other AoE, but up its -dam effect on every target, and add to KM's crits a +damage mechanic to emulate what Power Siphon lets other ATs do. Crits are such precise strikes that they actually steal some of the strength from the foes and give it to the Stalkers. That way, the set gets its unique gimmick for Stalkers too, and losing guaranteed AoE crit damage would be mitigated by the follow-up attacks hitting harder for a time. All while keeping Build-up, since apparently Power Siphon was too cool for ninja types. Secondly, replace CS's instant crit recharge of Build-up with an instant recharge of ASSASSIN STRIKE. This would make the T9 far more appealing in building a very strong ST chain. AS, proc the Stalker's ATO, crit CS, combat AS again, potentially getting a crit on another attack (obviously not another CS, but now would be a good place to Burst.) This would give KM an identity as a burst DPS machine, and thematically fit with its concept of fluid, tai-chi-like energy flows. Obviously there would be some balancing act to figure out there, but I think this track would fit both the theme and the need for better high-end powers in KM, as well as detract from the need to save hide procs for Burst. Anyhow, those are my 2 cents. But hey, you devs did ask. Oh and on a completely unrelated side note, I love you guys so, SO much for that locking trays gimmick. I've been wanting that since issue 16, I kid you not.
  15. While I like the base concept of the idea (because let's be honest, TOs and to a point DOs are obsolete in today's game) I dislike the idea of granting my character a 30+% boost to an aspect of a power at very low level. Beyond the idea of power creep, it simply removes a feeling of... progression, I guess, that I already feel things like IOs and power-leveling took away from CoH. Honestly, with the way things are right now, levelling almost never feels exciting on the spot, short of an HP/end refill and maybe an auto-raise if you were down, and with any gear that's not IOs, it actually feels bad, because any number boost the power gets is offset by the lowered efficiency of its enhancements (not that you'd feel much of a loss with the pitiful numbers on TOs... But I digress.) Yes, it drops the con color of mobs, and that's about the one thing that makes me feel good about it. Heck, if you level at the end of a fight, by the time you get to the next, half of your Big Insp Time is up, so even that isn't that much of a cherry. Rading your post, I hit a bit of a brain wave, and I'd like to propose it to the dev team. I fully realize that it would be much more work to implement it, but I truly think it would give back some of that feeling of actually powering up in the lower levels that is currently missing : - TOs would be out of the game, period. Good riddance, you shan't be missed. - SOs would drop from level one, BUT give only (11+character level)% boost, up to a max of 33% at level 22 (adjusted for the enhancement schedule, of course.) - Actually getting better numbers on an SO after levelling up would require inf - you could do it on your own anywhere with a button AT INFLATED PRICES (self-training is sloppy) or visit the equivalent of old "vendors" at lower prices (getting tips from a pro for better results.) Until you pay, a given enhancement is stuck at its last unlocked value. - SOs would never phase out, but exemplaring would set them at the number they would be at that level - Ouroboros down to 15 to get Spelunker, get "only" 26% on your SO instead of 33%. Oh the humanity. - IOs would still be relevant because they'd be the way to go beyond that 33%, and that's not even getting into IO sets. On the other hand, it would make a lot of low-level IO sets obsolete, so those may need to be revamped and rebalanced into higher level versions, maybe ? I know I'd love to see some 3-pieces level-30-to-50 sets, and frankly, who even looks at the level 10-to-25 ones ? - Maybe DOs would still be at thing, but boost two aspects at half values, kinda like IOs - it would open more dynamic build paths (I know this would be the toughest part, but I kinda like that idea. Maybe in a phase 2 ? Anyhow, it's more a way to keep them in the game than anything, and it would seem in tune with the dual aspect - like on a magic/natural one, the magic bossts one thing, the natural training another... Ah well, may be too much of a pain.) This would give us a system where getting geared up has an impact from level one (where 12% extra damage or accuracy is still a thing, already over a +3 TO, and only going up from there) but still give us a sense of progression that would beat the tar out of "oh well I passed level 19, and now my ENTIRE GEAR is red and useless, yay for levelling up !". At level 22 we'd have the same SOs we know and love, and could transit to IOs without having to swap whole trays of enhancements at a time. Slot management and actually buying/finding the right SO to slot would keep power creep in check, along with this, and remove the need to buff every part of the game from level 5 to 25. Any thoughts ?
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