
Mezmera
Members-
Posts
1666 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Mezmera
-
Inside the Nuke when it detonates or Grav/Rad/Mako critique
Mezmera replied to The_Warpact's topic in Dominator
Way back when they did the revamps to the Dom assaults I started off with Energy on Gravity since I had oodles of Mind doms here but hadn't made a Grav/Nrg here. By the time I reached 50 I knew I loved the new Energy Assault and how well it would play on a fluid Mind dom so I made my Mind/Nrg main and have barely touched the Grav dom since. -
Inside the Nuke when it detonates or Grav/Rad/Mako critique
Mezmera replied to The_Warpact's topic in Dominator
Gravity control is a clunky set to use. Wormhole in particular, neat power but oh if it only behaved a bit more like Fold Space... Gravity works well with a powerboosting ability for that stun in Wormhole along with the other controls. To me though Gravity control is more wasted on doms since those long animating damage attacks are subpar compared to the assault powers offered to you, although it is fun to toss a pool table at someone. As far as Radiation Assault I find it to be a meh power set. The animations are so long and the damage is not nearly as good as you'd find on other power sets like Fire or Energy and the heal is unreliable whereas on Dark it's so good. It is neat that you can slot those achilles heels all over the place but my Rad Assault dom that I tried to turn into a unique ST monster has been sitting there getting jealous of my Energy dom. -
PvP suggestions (Civil feedback only please)
Mezmera replied to Marbing's topic in Suggestions & Feedback
Yeah mez changes were called for in PvP. Maybe not exactly how it is in its current form but it was game over if a domi got rolling in domination. I just hate that currently holds are more efficient on non-control characters because they detonate damage much better. I wouldn't advise a return of that old mez system but I also detest the current damage spam style of pvp. Any quirks that underperforming power sets had to give them something to stand on has been "fixed" and conversely already strong PvP characters have been given more hp, better buffing/debuffing and have better damage opportunity altogether. PvP is going to be real hard to "fix" to get it to where most every character feels viable beyond the blaster/defender/fiteklubbers. This is not an enviable endeavor I'd wish on the devs. -
This is what came to mind when I first read the title so I'm going with it.
-
Your Opinion on Sets and ATs that Over or Underperform
Mezmera replied to TheZag's topic in General Discussion
Finally someone said it! If not an actual nerf evidence shows that it clearly needs to be made more knockbacky... -
On my Shield tank after beta of the Relentless Aeon and how hard it is I tinkered with taking Unrelenting from the presence pool. I was already taking taunt so that left just one power I needed to sacrifice to get that amazing power. Rebirth alone wasn't cutting it and my tank already was capping defenses and resists so Unrelenting was a great addition. Unrelenting on my tank heals for 3600+ hp over the 30s to go with the damage, recharge and endurance boost, not to mention its also a rez. The heal does great work with Shield since your defense will limit the damage that gets through and the resists lessen the damage all while the heal is ticking away. Now any Shield character I make I consider the Presence pool. Rebirth will mostly suit you just fine but Unrelenting is a fantastic power in so many ways.
-
I recently made a BS/Shield. Pretty decent but felt I could do more. I made a Warmace/Shield and boy this one feels right. Crowd Control is a fantastic attack and the ST crunch that's in Broadsword is still there in Mace. I'd go with WM over BS.
-
Yeah just gone. Its cool if you have a belt with the pistol holster so you can pretend you just put the gun back. The bow though it'd be nice if they ever add weapon back options so you can visualize where the bow went to.
-
I did a relentless Aeon with the special Vanguard fight with a TA/DP on the squad. Usually I know how to build a good team for this so it typically goes smooth but that fight went a little too well and the only thing that stood out was that was the first I've had the pleasure of having a TA in that fight. I went and made one the next day and damned if it isn't in my top 5 characters to play. All that damage debuffing from Chemical ammo and TA it's like you're giving the team some beefy resist shields. You can turn redraw off, TA/DP plays real well together but TA did make me learn how to bind so I could get the best I can out of it. Plus its a real cool style pairing. Aside from a TA Defender I'd likely pair TA on a MM. With those debuffs your pets will be eating peoples lunch.
-
I don't find it so visually repellant that it would stop me from playing Dom's like Rad armor prevents me from playing those characters. I'm kind of fond of the visual effects of Domination even though I'm not a very big Aura type of person. The explosive flash should stay to indicate you're in Domination and it's only really a second. The rainbow sparkles that persist after I can understand the want to turn it off. I like it though as it gives some signifying that you're a Dominator and I'm never bothered by the look while fighting and if I'm standing around and don't want to be coated in rainbow I can just let Domination stop and start it when I'm ready to fight again. If it's no trouble to do it sure, if it's too hard coded into the inherent though I'd rather they tinker with Rad armor, Ice Shields and other more visually intrusive stuff first.
-
Yes it was Power Boost in Energy Assault prior to the Dominator Secondary revamp that HC did long ago. My main on live was my Mind/Nrg dom but I was under no illusion that my Mind/Dark on live wasn't better. Prior to the revamp the only thing that changed for Energy Assault was the snipe changes which was quite welcome but not enough to tempt me to remake my Mind/Nrg and was just sticking with my /Dark. The animation speed-up while keeping the same damage for a few of those powers was great and the Energy Release mechanic is superb for Power Burst and Bone Smasher. The addition of a damage buff to Power Boost was great as well. They did overtune Whirling Hands at first and unfortunately brought it back down a peg to being meh again but it was understandable seeing how Energy attacks throughout the game are stronger ST damage which Energy Assault for sure is top tier now. Between the duration increase of your controls that Power Boosting nets you which along with Domination gets you some real nice survivability on their own and what else you can do with Power Boosting things like defense powers I feel naked if I play a dom without this kind of ability. Power Boosting really suits someone with an aggressive outside the box playstyle and its particularly suited well to already hard control characters.
-
I've done an all range Underground itrial with my dom as the lead tank. With all the debuffs and support toons we chewed through the whole thing so well. The Warwalkers and Avatar were nothing to us. Built right dom's can be the first wheel. With all of the debuffing we had though 'tanking' the run really only called for bravado. Later we ran an all melee Underground and we just could not get past the regen Warwalker. This is no different for the new challenge settings. There's a return to having good debuff/buffing, while needing one strong tank and I find my dom to be very effective. It's good to also have good damage on the team. When you're building a team for these runs its apparent that debuffing/buffing characters will not be redundant but more than one melee character can be, so can too many blasters and no support to keep them standing, and also more than one or two control characters can be a waste for the team as well. If I were building an optimal team for a relentless Aeon run I'd take one strong dom, 2 blasters, a great tank, I like my Shield tank for this for Grant Cover giving the team some real nice defense but Rad armor probably is better overall and any other well played tank. The support characters I'd take are 2 Cold Corruptors, a Trick Arrow and Nature defender.
-
If you're shooting to slot all of the best stuff to be as good as you can be you'll be running into the Rule of Five. If you're looking to somehow break the bounds of a build by using gimp sets that go outside of what the named set bonus should adhere to you're not building the character with the best stuff anywho. It's best practice to operate under the Rule of Five when building your character since all of the best stuff adheres to those rules anyways. You will never see a 10% recharge, 6% resist or 5% defense bonus break out of that rule and those are all of the values you should be striving for as many of as you can. I'd rather the OP stick to aiming for the best potential they can build for than considering the sagely wisdom of a long lost developer that had the gumption to nerf Energy Transfer the way they did for some reason to their own lament.
-
So its a rare overlooked inconsistency while coding the name for that particular bonus. No need to gum up the topic with a super rare instance of a misnamed set bonus. The intent of the IO bonuses is the 5x rule, once the OP becomes savvy with the system then yes this'll explain why some bonuses show up more than they should in case they ever want to slot more than one set of Blood Mandate's let alone one set of it.
-
Okay but seeing how every iteration of a scaled bonus gets listed with the particular percentage its at as either small, medium, large, huge, ultimate, etc., you will only be allowed to get 5 of that particular bonus for instance the "Ultimate Damage Bonus" at the 5% would be one. So you're trying to find something wrong with the statement that you can only have 5x of a particular percentage bonus to justify that the LotG's work different because they are listed in the combat details of your bonuses as a different name of recharge bonus. Which yes you can get 10x those 7.5 recharge bonuses, 5 set bonuses and 5 lotg's. SO aside from how the LotG's and other unique's operate you can only have 5x of a particular regular set bonus. And also you're allowed 5x LotG's and Karma kb protection and the like if you really want to get into semantics.
-
Usually bonuses are across the board. Remember you can only have 5x of the same bonus so in the case of damage you can get 5 bonuses of the 3% damage but you can also get 5x any other damage bonus so 5% damage would work for you. Also, I'm pretty certain boosting your damage doesn't affect damage procs to do more damage but if the target has their resistance debuffed those damage procs will give you higher numbers.
-
I like to get my numbers directly from the horses mouth. With there being a few iterations of CoV out there all with their own twist on things I tend to make sure to look into the internal power numbers listed for everything in the detailed description, I don't just take wiki or the internets word for it. Adrenal Booster is a quasi power boost and not. Probably half of the things you'd expect to get boosted from a traditional Power Boost don't get boosted when using this which I don't think they wanted people with actual Power Boost to get jealous of a power with a lot of the same effect that stays active so much longer outside of the Megalomaniac accolade and even that one doesn't allow for defense boosting. To me they purposely removed the defense boosting portion from it before they brought it to HC. But yes there are some nice offensive numbers boosted with Adrenal Booster.
-
I did just log in and looked at the detailed specs of what all attributes it does. Usually a power boosting ability states that it boosts defense by whatever percentage but it does not, the only defense ability it lists is debuffing. It does look like a quasi power boost but not all things are there. Comparing the power stats of my Power Up and Adrenal Booster there is data like defense boosting not listed in AB where it's listed in PU. Unless the internal power descriptions are lying in game I don't think AB works full on like how we know boosting abilities work. Edit Yup just went to respec my dom and double confirmed there's the value listed for defense boosting in Power Up and not in Adrenal Booster.
-
I think you're mistaken about the Defense portion. It's defense debuffing that gets enhanced if your character has those types of abilities along with the mezzing abilities. If this gave defense like Unleash Potential I would never touch the Force of Will pool. Experimentation is a nice offensive pool for those already well situated in their survivability and would like to tune up their offense. I do find this pool a bit more limited than the other two Origin pools though.
-
I'll add on to this one a bit. I compare this to the Leaping pool. Combat Jump is nice with the constant 3% defense and movement, instrumental? No. Now Unleash Potential nets you upwards of 20% defense well slotted and if you power boost it oh boy. You're getting high defense/regen/endurance in key moments when you likely most need it for a minute and with good global recharge you can get use out of it quite often. Unleash Potential > Combat Jump. Then you have your travel with Mighty Leap which are almost the same. Also there's Weaken Resolve which is a sneaky good ST debuff, drop an Achilles Heel in there and you have a 90% chance to get your team 25-30% -resistance on an AV. Most of my characters go with the Force of Will pool. I slot Weaken Resolve with the Achilles proc, you can add an accuracy but I usually get good global accuracy. Mighty Leap gets either a 53 Microfilament or 2 of the Winter's Gift for that -rech res if I have an extra slot. Unleash Potential gets 4 Shield Walls all the ones with recharge and all +5, if this is my only set of Shield Wall I'll also slot the unique somewhere in there or 5th and or add a lotg +rech if I have the extra slot.
-
I only put dual builds on characters I enjoy playing very much and have plenty of hours on. Its usually to switch a power here and there like on my dom I have a team build with leadership and a bit more aoe damage, a solo build with the patron pet and then a full stealth build with burnout for the really hard stuff. I also do 3 builds with my tank. Mostly I see the extra builds a waste you could be devoting to a different alt that could bring something different to your playtime but if you have some characters you'll play a lot anyways its good to have options for them too.
-
Yup I wait to use my best aoe controls during that 15s. It's a very noticeable difference on say a relentless Aeon where you miss so much more frequently unless you wait a few to use your best stuff if domination is close to recharging. Permadom with Hasten is the most efficient way to build. If you want to get perma without hasten yes when I said earlier it'll gimp your potential that means less room for damage proc'ing of powers, building for defense/hp and other survivability that'll keep you upright and providing the maximum damage output that you can.
-
New Statues (Low Priority Suggestion)
Mezmera replied to Sakura Tenshi's topic in Suggestions & Feedback
I would like to suggest a large horse with a door to the inside so we can make improvements from within. We can park it near the other statues in Atlas... -
You'll want to use Hasten in conjunction with +recharge from bonuses. I'll shoot for 85-100 bonus recharge along with Hasten. Trying for permadom without Hasten will gimp your potential far more than any other pool power can help you. Slotting is already tight on doms you'll want to build as efficient as you can.
-
Sure that follows. I wouldn't see them doing a direct port of it anyways but this power set was already coded into the last version of the game which HC built off of, so they wouldn't really be copying from other servers but using the assets already coded into the system. Wind Control on other servers already had the work done on it which would likely perform the same on HC if they ever chose to implement it here except for their own balancing of how these powers perform internally, like the recharge of that super fast recharging mass confusion power.