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TNT

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Posts posted by TNT

  1. If you like button pushing you are a few years too late.  There was a time when most buffing powers needed to be applied to every team mate and minion individually. Just think about how many buffs a level 50 force field mastermind on an eight man team would need to cast   It wasn't the number of abilities so much but needing to click just one shield up to 14 times.   

     

    Those were the days. Good times.  

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  2. 16 hours ago, Omega Force said:

    If not blasters, then dominators.  I can't think of a dom that even has an in-set toggle.  Kheldians and /Kin corruptors are up there, as well.

    Ice control > Arctic Air

    Electric control > Conductive Aura

    Fire control > Hot Feet

    Earth assault > Mud Pots

    Icy assault > Chilling Embrace 

     

    Aside from those exceptions Dominator are pretty darned clicky.

     

     

     

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  3. Frozen Aura can give you an additional 15% heal with the Call of the Sandman proc slotted.  It is 2 PPM but if you use it on a group that is on top of you it is almost guaranteed to proc. though it won't stack with multiple hits.  If you have good bonuses from other power slotting, you can ignore normal slotting and get a pretty solid hitter with a small heal with the use of the melee AoE procs.

  4. On 4/11/2022 at 5:24 PM, Naraka said:

     

    I don't know what you guys are talking about. DS is a fun and versatile tool. If you're a player that wants to experiment and not worry about the same herd and burn strats all the time, there are other users for this power. Of course someone could say you can duplicate these effects in other ways but that's entirely fine. But not everyone wants to duplicate the same thing the same way all the time lol 

     

    The simplest application is just as a pocket corner pull: aggroing another group and then sitting inside the first with your DS on is similar to a corner pull but with the stipulation that the 2nd spawn probably wasted their ranged volley in the process. Or do it in reverse and drop the DS between you and the mob and add they run toward you, they get caught in the net.

     

    A flash-aggro tool that you can use around a corner in prep for an around the corner wormhole or just to prep for a team.

     

    I think one of the major strengths of Gravity is in unconventional control. It's not meant to stand behind a tank or keep a lot of foes held but rather to move and position foes. My Grav/Energy Dom often doesn't even throw out a hold or keep his Singularity out, he's sneaking ahead, scoping out where spawns are and scooping them up to dump or draw them back to the team. 

     

    But it's been a while. This was before they implemented Fold Space which I think should be on a much longer cool down.

    It can also be used for stealthing glowies.  You use some form of stealth.  Find the glowy. Then Dimension Shift the group that would agro when you click the device.  They might shoot at you but you are safe.  Then just run away.  The only problem is placement.   I wish the reticle showed the full size of the sphere.  Sometimes you get your target or miss some of the enemies.  

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  5. I recently solo-leveled a Grav/Thorn/Leviathan Dom and it may have been my quickest toon to reach 50.  It plays a little like a devices blaster and a stalker rolled into one.   You set up the trap and gank a group by wormholing their happy butts on top of you. Then let all hell break loose.   Teaming requires a very different playstyle because of the steamroller effect.  

     

    I would rethink your slotting of Dimension Shift.  It is an auto-hit, pseudo-pet phase power which cannot be made permanent because it doesn't recharge until it is deactivated or expires. With the recharge doms strive for, you will be getting it back up at its' quickest recharge easily.  Put those slots somewhere else. The proc is wasted in there too.  I like the power but I just use a single endurance reduction in it and call it good.  I will caution you about casting it on already-moving enemies.  It pulses the immobilize, so fast enemies can run right through it before the pulse hits.  I'm looking at you, Warwolves and Spectral Demons, among others. 

     

    You don't need the knockdown proc in Water Spout.  It uses knock up. So none of your enemies will be thrown around, they will go up and straight down, unless hit by another knock power.  

  6. From a pure damage perspective,  it may not look that great. But you can slot -res procs, along with many others, and the stun you get from some powers pairs really well with some secondaries. 

     

    Yes some powers Feel slow, which is hard to get past, but they definitely can be played well and have their place.  

  7. All of the original blaster secondaries were reworked to add endurance and health recovery in some way, largely because of Drain Psyche.  In some ways they have surpassed MM, but it's hard to beat the -regen that it applies to enemies.   

     

    I prefer that they take different paths for the sustain powers.  Otherwise we are all playing the same powers with different animations.  

     

    I will admit that it can be dangerous to get into melee, in order to apply the buff and debuff.   It is not for the faint of heart.  If you want to stay ranged, sadly MM is not the secondary for you. 

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  8. I have Arcane Bolt on a Dominator and it procs the arcane power, from time to time, even when I use an inspiration.  I only use it when the proc pops because it is slightly better DPA than some of my other attacks, because of the double damage.  I can certainly see a reason to take it on a Mastermind, if you want to invest in attacks.

  9. 1 hour ago, Glacier Peak said:

    Stealing this for my Elec/Regen Sentinel. All those Chance for Heals gots me excited! 

    They didn't help my elec/elec blaster much but an elec/regen sentinel may yield better results. 

     

    Good luck on your journey and feel free to report your results.  There may be some really good symmetry with that combo. 

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  10. I was running an Ice/Thorns Dom for a little while and the initial agro was a problem for me.  I tried mitigating that with the sleep power.  It worked in a so-so manner. I would cast the sleep and then move in.  The problem was that Arctic Air would confuse half the group who would then take it upon themselves to wake the rest, who would then go after me.  The character is sitting and collecting  dust at level 30.  I will have to adjust and take it up again one of these days. I have a great concept and backstory that demands completion.  

  11. Temp Invulnerability is your standard Ancillary pool resistance shield. It does a nice job.  A lot of blasters focus on defense, so they may look somewhere else.  I personally like to use the resistance shields on top of some defense.  I don't typically try for the defense cap.   Also you don't have to be wreathed in flame or ice, by selecting this option.

     

    Personal Force Field can be a life saver, you just have to be quick.  It has a bit of an activation time and you can get killed before it is up.

     

    Force of Nature is a typical god mode type of short duration buff.  Make sure you have things handled before it drops.  If you don't, you will have a hard time.  Or just run away.

     

    Repulsion Field and Bomb are probably the reasons you don't see this pool used often.  They annoy teammates, have slow animations and cost a lot of endurance.

     

    Take the pool and try it out, you may like it.  Variety is the spice of life, otherwise CoX would just be a cookie-cutter world

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  12. There are times when you get caught in a knockback chain and death is the only thing that gets you out of it. This will happen if you don't have knockback protection.  In my blasters I usually pick combat jumping with my first power pool selection and slot a -kb IO, either a Karma or Blessing of the Zephyr. 

     

    If you are constantly flopping on your back, movement is not an option.  It happens on rare occasions,  but it happens.  

  13. On 4/14/2021 at 12:15 AM, Onlyasandwich said:

    If you do go down this path, I would heavily suggest a resist shield epic and fighting for sure, otherwise you won't survive enough of a hit to bother healing it back.

     

    I'm all for mixing it up from the defense-based meta! It doesn't have to be optimal as long as you like it and it works. 

     

    I will second this suggestion.  I had very high s/l/e defense and changed up the build.  I am running with 75% s/l resist coupled with 44% ranged defense.   I very much prefer this iteration of my elec/elec.  That said, slotting those heal procs will have an affect on those precious set bonuses.  

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  14. I tried it on my elec/elec.  I slotted Entropic Chaos, Power Transfer and Call of the Sandman procs in my attacks.  It was nice to get those green numbers once in a while but it rarely saved me from an imminent faceplant.  

     

    I have thought about putting the Pounding Slugfest procs in some toons, which have some stun abilities, in order to enhance that playstyle. My experiment with heal procs in attacks has dissuaded me from that tactic.  The rate is too low to be relied upon for mitigation.  

  15. I love the electric blast primary.  My main on live was Electric/Electric, mostly because he was my first character but also because he was fun.  I inevitably learned how to actually play him effectively.  I remember doing a TF with a group of five and I was always leaping in at the start of combat and draining.  After the final mission I was complimented for my blapping/draining.  That was a good day.  You don't usually get noticed for that sort of contribution. Of course there were a couple of times that I bit off too much, but that is part of blasting.

     

    Electric/Energy is a little bit of a different animal but just as much fun and effective.  /Energy power boost is a very valuable tool and may be the best reason for taking that secondary.  It can be a game changer.

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  16. Triumph has lost one of its' survivors.  @Justarisor as I usually knew him, Tet, has passed away.  It was always a pleasure to find myself teamed with him.  There is a post in the "Fallen but not Forgotten" section of the forums.  Drop a note if you had the pleasure of his company.

  17. Force of Thunder would be a big help with its' knockback.  You can even change it to knockdown.  If you took a couple of the rad blasts that have stun you could supplement the stun chance in FoT along with stun/sleep chance in your melee attacks. 

     

    Blapping should not be exclusively melee.  Those range attacks are a good thing and there are ways of finding synergy.  

     

    I don't think you should need power sink.  End drain is fine if you have a complementary combo.  But that is not helped by rad blast.  

     

    I have run Radiation/Energy and Electric/Electric blappers.  The elec/elec was built around knockdown and drain.  The rad/atom was built around stun.  

     

     

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