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TNT

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Posts posted by TNT

  1. It is essentially a "kill all" in the path to the captives.  I just completed this mission and here is what I found.  If you stealth and kill the captors, the rescued programmers run for the exit.  The problem is that they have low health and as they run back toward the entrance, they aggro any enemies they encounter.  They might survive the attacks because they never stop, but there is a chance that they could die.  They even take damage from a fall if they choose to jump rather than taking a ramp.

     

     

    • Like 1
  2. My Grav/Thorn dominator doesn't have procs in thorntrops.  I have other powers that need those slots.  I have two damage/slow enhancements slotted  and consider that good enough.  

     

    I do run with perma-dom and nearly perma-hasten, so I can briefly drop three patches during protracted fights.  I feel that makes up for any potential proc damage that I have lost.   But I don't have numbers to back up that claim. 

     

    I find the slow just as valuable as the damage, especially since I didn't take the immobilize AoE.  

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  3. I have never had that happen.  Is it inconceivable that somebody came up with the same name independently?

     

    I have had a character name that I loved, but I decided a different powerset combination suited it better.  I deleted the old character and created the new one with the now-abandoned name without a problem.  

  4. My first toon was an elec/elec blaster, which I played primarily at range.  While it was fun, I thought it could be better. So I started perusing the blaster forums and learned the joys of blapping. On that toon it was all about locking down the biggest threat with holds and draining the endurance of the group while hitting them hard. 

     

    That being said,  I didn't try a Dominator for a long stretch. I got into the game of getting a 50 for all AT's and Dom was down the list a ways.  It was a great deal of fun when I finally devoted a lot of time to one.  It plays an awful lot like that first blaster. Living at the edge with low hp and only active mitigation, versus the shields that melee characters get, really scratches the itch. 

     

    I will be the first to assert that I am not anywhere near the top of the totem pole for high-end play. For me concept trumps power and there is much to love about this AT. 

    • Like 1
  5. The updated Ice Control paired with Sonic Assault seems pretty solid.  I haven't been getting destroyed by the first salvo after jumping in. 

     

    As far as Symphony, I agree that an assault set like /Fire is better suited than the /Sonic set. I have no doubt that /Sonic can be made to work but the synergy is lacking. 

  6. I am digging this new set.  It feels a bit like Earth Assault without the hammers.  I like that the mix of attacks have chances to hold, apply -resistance or knockback effect; depending on which attack is used.  It can fit a wide range of playstyles.  It isn't a one-trick pony with just -res.

     

    I have been pairing it with the updated Ice Control and it is pretty fun so far. 

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  7. I have been playing around a bit and noticed that when I get mezzed Arctic Air drops and needs to be re-toggled.  Is this working as intended?   I know this patch allows for offensive toggles to suppress during mez. It isn't a big deal since it was ready to be turned on pretty quickly, I just want to be sure it wasn't an oversight.  

     

    I was pairing it with Sonic Assault and the Disruption Aura was not dropping.  From what I see, Arctic Air is not a pseudo-pet like Voltaic Sentinel.  

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  8. Electric/Electric with either Mu or Electric as your ancillary is great fun and thematic.  You can play it multiple ways. As a straight-up damage from range blaster.  As a hard/soft control controller; with end drain, kb/kd, holds and a little stun. Or as my favorite, a jump in the middle and blap the hell out of things hybrid.  

     

    The shock mechanic is a welcome addition.  You can devote some resources to draining endurance to maximize the effect.  Or you can just ignore it and be happy when you get some extra damage.  You don't need any specific power for shocked to be available. 

     

    The static mechanic does require Tesla Cage and the static charge only fires when TC is used, for a semi-chain effect.  I like to have two holds on my elec/elec, but Tesla Cage isn't always one of them.

     

    Voltaic Sentinel is no longer an instant skip for me but it also is not a must-have power. It is now a toggle, which fires more often than it had previously, but it will drop if you get mezzed.  

     

    Thunderstrike is great if you like to get into the middle of the fray. The same goes for Power Sink.  If you want to mostly stay ranged you could ignore them.

     

    Dynamo is your sustain power plus it does damage and drain.  Some might say to skip it and it isn't necessary if you don't enter melee. If you blap and focus on end drain my opinion is to take it.  The regen isn't going to save you in a fight but the damage adds up and the little ticks of end draining helps with keeping the enemy blue bars down. 

     

    Basically electric manipulation begs to be in melee and has a lot of tools for making that a tenable situation if you can keep your head on a swivel.  It can be a hectic play style but it can also be rewarding.  

     

  9. 24 minutes ago, Ravarex said:

    Thanks for the feedback - Does +Range increase the range of a slotted pets (ranged) attacks or just the range the player character can summon pets from? (I notice MM pets without ranged attacks like regular wolves from Beast Mastery can't take +Range)

    I only checked Singularity. Slotting a range enhancement only changed the casting range for me.  Checking the combat attributes showed no change in range for the entity.  

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  10. I slot four Expedient Reinforcements including the pet resist proc, a Sudden Acceleration kb>kd and any pet damage acc/dam IO. 

     

    I have a patron pet slotted with the Sovereign Right resist proc also. Singy has pretty good resistance numbers already and these two procs get him around scrapper levels of resistance to most damage types.   He is pretty tough without the added resists but I opted to slot them. 

     

    He is tough enough that if you aren't chasing recharge bonuses, you could slot pet damage IOs instead of the recharge intensive ones.  The kb>kd proc keeps him from flinging enemies around. Which is a good thing.  

  11. 21 hours ago, Achilles6 said:

    What are your thoughts on Ripper vs Thorn Burst?

    I much prefer Ripper. I treat it as a single target attack with bonus AoE damage. It isn't terribly hard to get two. It is pretty sweet when you hit three.  Thorn Burst will help you hit many more targets but you are vulnerable while you wait for that burst of middling damage.  

  12. On 4/29/2022 at 8:55 AM, kelika2 said:

    Animation/activation times on a few attacks is another set killer.  Impale and Spine Burst are the big offenders

    This is why I don't use them.  I tried them out and didn't like the animation time.  It's never good to be squishy and locked down by your own power. 

     

    I find Fling Thorns to provide more utility with the extra wide starting point of the arc.  Get some range bonuses along with the Positron Blast damage/range IO and it is superior in almost every way.  I started to use Thorntrops and it works pretty well with just two or three frankenslots of dam/rech.  Multiple patches stack and is decent value for rooted targets, plus it is a soft control for mobile ones. 

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