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Mezmera

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Everything posted by Mezmera

  1. I bet all of the doms wouldn't even need to use Gaes. Everything built for recharge and having Ageless is more the difference maker. Offensive Amp being allowed is more of the thing you may want to limit. Normally there's no way in hell I'm not slotting some kind of accuracy into my attacks but being able to hit at 95% on everything you can just slot straight damage and procs. And Daggers sure that'll knock off about 5-8s. The doms submitted were all pretty legit though. Take Gaes, Daggers and all the other Temp buffs away and you would still see 40-50s runs.
  2. Honestly I'd like to see them rework those dom ATOs. The set with the +damage one should slot for damage and be allowed in assaults and redo the other trash set to not be so trash and have that be the good one for controls.
  3. The costume stuff this last update was my favorite part of the update. Thanks for all of the things you had a hand in!
  4. The -res procs and -res in general is a very big ability to hit hard targets with. But if you're able to simulate some of that -res by way of the Poison Mace then it kind of opens the door for more straight forward damaging assaults. Although it is tough for Nrg not having a good pbaoe to make good use of the pvp -res proc. Getting that one to fire consistently on the pylon would be the tricky part and would be cause for the many variations of times. Plus having Build Up is a nice ability when you're not wanting to add control duration into the mix. As far as aoe goes that's why I love Soul Mastery so much. There's no aoe powers in the regular assaults that come with access to this many great powers. I hard focus the best ST powerset I can get which to me feels like Nrg and then augment any aoe I lack through Soul.
  5. Yeah I didn't know Envenomed Blades carried over to pets. That's a pretty strong ability to add on to all those pets. I would have thought the extra damage only affected your powers like Fire's extra damage ability. Its fun to see all of the extra quirks in other assaults. If I was looking at straight DPA I'd have thought hands down Nrg would run away with it, I still think it's one of the better ones to transition to regular gameplay. But it's interesting to see powers that can add extra layers from other assaults.
  6. Yeah the constant spamming of the caltrops along with ripper being a nice spot for the gladiator -res which I didn't have much of a way to work in shows. Got mine to 38s a few times but thorns has more versatility with getting good value from the pvp proc and having a Build Up power you can slot a Gaussians. Illusion/?/Mace w/Enflame is the way to go. Good show.
  7. I agree about the new TK offering a bit more to Mind in terms of fun and function. Sure it's too bad to lose the stacking mag for boss fights but having a soft control that does all of this gives Mind something fresh to play with. All in all the new TK seems good to push through. Any later adjustments to it could come by way of adjustments to the splash damage if it's determined to be a little low, but there is lots it can do. I'd still like to see controllers get the containment damage from landing the mass levitate though.
  8. I'm a fan of the purple hue
  9. I've dived deep into that C/Games/Homecoming/accounts/Mezmera/ But I don't have anything showing a build folder or a text file from there. It shows a playerslot txt file and json settings file then a folder for maps. I'd give the newer 42s build though once I can find how.
  10. I did take your idea of using Enflame though @Frosticus. Fire/Fire is pretty good but I couldn't think of why it would be more damage than Illusion/Nrg which to me Nrg seemed like the better damage potential and Fire having good potential but safer since you don't have to be in melee or manage any energy release mechanics. To me it looked like dropping my -res debuff that could slot achilles heels in FoW pool for Enflame while also still being able to get the same production of -res in Mace Mastery along with the extra boss pet played out big time.
  11. Don't really need Gaes though tbh. With Offensive Amp being allowed and having Ageless, Gaes just feels like overkill. Used just to use it, the attack chain is smooth without it.
  12. Alright I knew I could top myself. Here's a Dommie with a 42s pylon. Run Type: Pylon Archetype: Dominator Primary Powerset: Illusion Secondary Powerset: Energy Epic: Mace w/Tarantula Time in seconds: 42 Burst: Sustainable but I'd have to resummon the Phantom Army in the middle Hybrid: Assault Core (on) Destiny: Ageless Core Interface: Degenerative Radial Alpha: Musculature Core Number of Runs: 1 Version: Latest build on open beta v4 Temps Used: Offensive amplifier, Gaes and Envenomed Daggers (No insps or Lores used) This build is mostly able to go play in game too, it even has a travel power selected. I'd put a few slots back into normal places like a 2nd slot on Hasten but in the effort to clear the pylon fast this is what I cooked up. I'll give it another go later I'm sure I can crack 40s.
  13. [NPC] Vanguard Training Pylon: Defeat Time: 0:48 So I did a 48s Pylon on test with my dommie but I don't do vids nor mids but I could replicate if you like. I feel like I could do a little better but I'll take what I can. I can give an overview of my build if needed I don't know what extraction tools the game has to dump my build into this post but I would share it if I knew exactly how to use the /buildsavefile. Not too worried about if it will or won't qualify my run without a vid. Run Type: Pylon Archetype: Dominator Primary Powerset: Illusion Secondary Powerset: Energy Epic: Soul w/Fortunata Time in seconds: 48 Burst: Sustainable but I'd have to resummon the Phantom Army in the middle Hybrid: Assault Core (on) Destiny: Ageless Core Interface: Degenerative Radial Alpha: Musculature Core Number of Runs: 4 Version: Latest build on open beta v4 Temps Used: Offensive amplifier, Gaes and Envenomed Daggers (No insps or Lores used) Most of the build would be translatable to regular game play but I'd have to pick up an actual travel instead of temp travels. Illusion has benefit of lots of pets, and lots of powers I would normally use in regular play I have slotted with purple sets to get recharge bonuses which I didn't use any of those purpled controls on the pylon.
  14. And it's not like they didn't just buff Melt Armor in that very pool so you can just hit all the ads with that then nuke them away. The one thing I can agree on is the use of 10 min recharge powers should be limited to rare occasions. If it's access to some nuke or temporary armors or special heals okay but I'd like to see pools that are fleshed out well enough that an emergency 10 min recharge power feels justified within the structure of that set.
  15. Bonfire with that KD enhancement IS a real cheap ability. If you were Fire control I could see there being some room for complaint. But having access to perma flapjacking enemies like that is a ridiculously broken kind of control, then on top of that you want to be everything a Blaster already is? There's many other things you can rely on than this crutch of a power, especially on a Blaster. It was still left a good power because we have the actual Fire Controllers to consider. Though it's a peculiar ask to want to have one of the better broken control abilities while also having a nuke.
  16. They probably shouldn't allow sets in TK but one or two of those new Slow/Rech/End Dsyncs would do well in this one.
  17. To the newest version of TK: The addition of a Mass Levitate mechanic with splash damage is the icing on the almost good cake that was baked. It gives high value to your first power pick out of the gate, allows for more utility than the other soft controls in the set and gets you a nice way to shut it off to get some actual control over targets for a few seconds. After testing the change to add Levitate into the mix there were a few things I could see adapted to it with this newest patch: - If you found yourself taunted or distracted it was hard to find the anchor which now it looks like any target in that field being Levitated will trigger them all to get lifted. Seems like I was beat to the punch on this. - I could see the endurance being lowered by half and it was done by 2/3 - Lastly to be somewhat fair to the critters I could see the after effect of the immobilize going away once TK drops but also to be fair to Controllers I could see it being 5s after their Levitate reads the damage. (It may be this way now, I'm just going at those groups hard as they are taking the knockup so I have little time I'm sitting back watching) It feels strong without being OP, 10/10 would take this new TK, it'll be a staple on both doms and controllers and it seems it'll even serve controllers a little better. It's fun, thematic AND effective, love it!
  18. Yes this was happening for me yesterday as well. I brought it up they'll have a look at it over the next few days. Hopefully they can just do a pass on all of the powers even the aoes that should be dominating too in domination, a few of those controls felt a little loose. Glad it was just more than me so I don't feel alone.
  19. Very good intent! I think that the best tutorials are the later ones but the most populous area will always be to load into Atlas park. Having large groups to join and play with is ultimately more helpful since you chance meeting some seasoned players that way. Ideally it would be the Villain tutorial with a load in to Atlas. Primal should be emphasized while Praetoria is for the more advanced and less pronounced. As for the starter powers yeah great idea!
  20. The new patch has some interesting things with TK now. Give it a try. I like this combo of Levitate/TK in comparison to having Mesmerize/Terrify, I think that combo brings some extra stuff to the table. Nice aggro clumping and a quick soft control while your team spikes them. The splash damage seems to be a set amount which I would like to see a little higher since you can't enhance it, other than that yeah I'd take this over Terrify. Also monitor your controls in Domination. I'm having trouble one shot holding targets some with missing (domination) flags over their heads and I even got knockbacked. I let them know it was happening to me.
  21. As a follow up to TK and the new Dark dom pool. I spec'd back out of TK and back into the Soul pool and ran some more +4/8 Council missions. I had a much easier go of it this time around. A good deal of that would be thanks to the Soul pool giving me that juicy aoe damage to finish off the minions and Lts fast enough for my initial Mass Confusion/Total Domination to last through to where I had only the bosses left to deal with which they are putty at that point. Not once did I feel the need for more aoe control beyond what I can already do with Mass Confusion, Total Domination and Terrify and since TK is very limited in what it provides I'm happy to have Burnout. It's a fun/cute power but in application not all that useful since it doesn't really control a group like I could do by even picking up Mass Hypnosis as well. Appreciate the effort and the willingness to listen to feedback. On a side note I stopped to watch what those new Council do to each other when Mass Confused and man they wreck themselves.
  22. I think they wanted to give the pools some more options on the ranged attacks with some unique quirks. Its not going to be better than Gloom or some of the epic snipes/holds but it will have this feature going for it.
  23. Yes the old live dev that made the Paragon Protector pattern should walk around with their head held high.
  24. The old old version was broken. When it was 16 targets and would instantly hold everything coming at you with no accuracy checks needed it kind of made the case for why even take some of the other nice aoe controls in the set. Before they changed Mass Confusion to make it a much longer recharge and TK you could get by on taking a very few specific OP powers. So yeah I understand why the oldest version of TK is the most popular. With that said this change doesn't go far enough to make it useful in the kit of Mind Control imo.
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