
Mezmera
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Everything posted by Mezmera
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/jranger to this suggestion. Rather than bother looking for and attaching the gif I'll just go with; pew pew.
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Mind is a great control set and Psi is a good aoe assault set. They're an ironic pairing that seems to have less synergy than say Fire/Psi or Plant/Psi. If you're going Psi Assault I'd go with either of those controls.
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I've played this over on Thunderspy. Made myself a Wind Control/Psychokinetic Assault Dominator. Wind Control is stupid good over there. The confuse is ridiculous, it's on the same recharge as Plant Control's confuse and it also refills your endurance bar. I'd like to see this implemented over here but toned down a bit. Using Plant as the bar isn't the way to go. Along with this I'd like to see if they can't try their hands at some fresh control sets of their own as well. Edit: Some of these powers are used by the Knives of Vengeance in the DA arcs. It's nasty when you get caught in them.
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What comic book character can you NOT create?
Mezmera replied to Oklahoman's topic in General Discussion
She's highly trained and skilled using many instruments. She's not just some uncouth Invuln/Super Strength tank, that's what the not so complex Superman is for. I see her more as a Shield tank trained to be able to dodge all manners of attacks and highly resistant to everything, plus Shield Charge is fun and totally something she'd utilize. As for her assault I see Street Justice her main fighting style without a sword. Its a debilitating and effective fluid fighting style with some mean looking strikes that she would have no problem using to make short work of a fight. Totally a SD/StJ tank! -
Will the rest of the incarnate powers ever be unlocked?
Mezmera replied to Mr. Apocalypse's topic in General Discussion
Yes I am completely fine with how Aeon implements their unresistable exploders. You get plenty of warning and can avoid it by paying attention while your build wards off the rest of those enemies while you're dodging the Brickernaut. But for Hamidon and those other rare types of encounters where almost nothing except for having a specific inspiration makes all the difference I say keep those where they are. That unresisted damage is pretty rough but that Hamidon can hit you while you're in the shower makes this something that just should not be copied. -
Will the rest of the incarnate powers ever be unlocked?
Mezmera replied to Mr. Apocalypse's topic in General Discussion
I would very much like to see the last 4 incarnate powers to become available some time. I agree they would need coinciding content to justify their introduction which why can't this group of devs do that? They're doing quite well with adding content, I think they would have a good handle on implementing these powers and might even have had a road map from before. These powers should be a bit more of a grind to get and they should be locked out of certain current top content. But I say have at it this dev team I believe they can get it worked out well. -
I have Confuse as my ST control fallback when I need that along with Mesmerize slotted for the damage plus the sleep. With Powerboost and Domination up you're getting nice secondary control values out of some of your assault powers, like my Total Focus is a very nice control on its own that helps stack the mez all while keeping the pressure on with strong attacks. A power here and there you can get creative with sure but the margin to do so is much smaller on a dom seeing how they have so much to build for and slotting placement is really key.
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Yup I understand you there. I only take Super Speed in the most rare instance. The extra invisibility in Stealth plus that you're getting defense values while fighting is the main draw. I would really like to like Infiltration but losing all defense in a fight is far worse than losing a bit of extra movement which I can just choose Combat Jump instead.
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If you're aiming for more invisibility I find Super Speed the better choice in place of Infiltration since you're likely already in the speed pool for Hasten and it's the same stealth with more movement horizontally opposed to vertical. So you have a free pool to take something like Combat Jump instead which gives you the extra movement plus active defenses with minimal endurance cost. If your aim is for more defense to pair with more invisibility then Stealth I find to be very useful at the moment. Mid-fight you're getting the same defense values that Combat Jumping would net you just at a quite higher endurance cost, its pretty manageable if you slot it decent. If I have an open power pick and a pool is open; between Super Speed, Infiltration, Stealth or Combat Jump, I'm taking Stealth pretty much always.
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The internal recharge on ST control powers for control characters makes slotting procs suboptimal. On my Mind doms I'll always take Mesmerize seeing how that sleep is very useful. I slot mine for damage with either a 50+5 Apoc dmg IO or on other builds I'll skip taking Dominate and just make more use of Mesmerize which I'll 5 slot a set of Decimation. Procing powers is better suited to your assault powers since their recharge is prime for them and your aoe controls like Total Domination and Mass Confusion.
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Pay no heed to @MoonSheep he plays his dom like no tru warrir! No need for defence? Pfft Europeans. Of course he doesn't feel the need for defense they can't even spell it correct. I agree though Mind/Psi is an ironic pairing that is ho-hum. I'd do Plant/Psi or Mind/Nrg, Dark, Fire or a few other good assaults.
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Oh yeah there's still discrepancies within power sets but that's kind of true on all ATs. Some controls for sure could use being brought up to par and a few assaults could use some minor tweaks here and there. The dom revamp long ago did a good job of bringing some of the lesser performing assaults up to speed. The one thing I want though is that while the lesser performing dom powers get tuned up I don't want them to just be a copycat of the better power sets. I like the energy release mechanic but I don't want to see it ported to everything else as a way to fix things. I do think they have some control stuff cooking. It has been quite a while since control and dom assaults have had any new toys. I'd bet there's going to be a lot of tweaks coming for control which might just appropriately coincide with some new content where there's some harsh control enemies that you'll need to take on. HC does a good job of themed releases.
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Maybe they should nerf SR's DDR so that it benefits from this double stacking.... Perhaps they've got content coming that will allow double stacking the mez protection will be a big benefit to you.
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Before all the changes to blasters dominators were on the verge of being OP. I think everything that they are had been left as is along with the broken powers in Bonfire, Creepers and Seeds because of how overtuned they made blasters. The snipe changes were great and benefited everyone. The nukes in their current form is a bit overdone, they were warranted a change but it was too good. If we went back to how things were last on live it'd be a lot of omg doms are OP, which permadoms kind of were. Doms are about efficiency. You should be taking the most effective aoe controls, your best attacks and then dabbling in the pools to round out your build. You're having to take so many defenses to make use of lotg's to build for perma so why not just make use of all your defenses and add the extra layers that are available to you? I build all of my characters first with as much survivability that I can get. You never know when your controls become meaningless (Cimerorans) and need to lean heavy on your defenses while you blast to help clear. Doms are in a very good spot from start to finish, you just should take into account that sometimes your control will fail or becomes near useless with tons of damage. If your team has tons of blasters that's where its great to not be lagging behind so you can lock down mobs for your blasters and then toss some procs into your powers since they proc well anyways which helps contribute to kill speeds.
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No thank you! My Shield characters like things just the way they are. The double stacking is great. Big pass! But hey there's SR Sentinels for you to enjoy.
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Who's good at estimating DPS? Or, the curious case of Fire/Fire
Mezmera replied to oedipus_tex's topic in Dominator
Power Up gets you a 34% dmg boost so I don't know where you're getting that it doesn't boost damage. It is also FAR from useless if you know how to use it. Power Up boosts your controls to last much longer than any of those other unique powers in the other sets. Plus it boosts all kinds of other things while still getting you your damage. I wouldn't trade Power Up from my Energy dom for anything else. Dark is light on control and more about damage, you might not have a pairing to your liking that benefits very much from what Power Up can do if you're not taking a lot of controls. -
I'm having a blast with my TA/DP. I went DP for that -dmg which really adds up and pairs well with TA's -dmg. For the harder stuff I go Chemical ammo and the more relaxed stuff I switch to Fire ammo, I love the versatility of being able to do this. That -dmg though is like giving everyone some beefy resist shields. I went with a high armored build too. I went with Power Mastery for how great Power Build Up is and what it lets me do with Unleash Potential and Vengeance. I was able to skip the fighting pool and just go with the epic shield and I take Force of Nature just in case I need it, the crash isn't too terrible. As for the arrows everything from Ice Arrow down is a must and I go with Flash and Glue Arrow to start.
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Who's good at estimating DPS? Or, the curious case of Fire/Fire
Mezmera replied to oedipus_tex's topic in Dominator
Fire Control doms with Embrace of Fire running are just going to do some great damage. The raw damage output of /Fire and /Nrg doms in their ST attacks I'd pit against even the best of the blasters and wouldn't feel inadequate. Another great thing about the longer recharge on their attacks is it makes slotting procs much more optimal. Snipes on doms are a great place to get creative and with all the global recharge you're building for they still remain a great part of your attack chain. -
If you think all those debuffs in Benumb are bad I wouldn't look at Trick Arrow then. Just thank your lucky stars Manticore doesn't have any of those arrows in his quiver.
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Yeah the phasing boss and this pet are the two things I stay vigilant towards. If I get distracted and let the dark servant hit me with their debuff it can get dicey.
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Recharge and End Mod are the two attributes I want most to enhance in EMP Arrow. I'd test out some End Mod to see how you like the end drain.
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Ah yeah it's tough. TA doesn't benefit too well from slotting any one particular way it seems. The benefit of TA is pretty front loaded in the powers themselves and since almost everything is a quasi rain with fast recharge slotting procs isn't all that desirable, except for Ice Arrow and what you want to get out of EMP Arrow. I slotted mine with 2 Synapitc Shock for the end drain and 2 Superior Entombs for the recharge and absorb proc along with that 6% resist. I went for as much recharge in this power as I could get. If I were to really go for the gusto with this power I'd do 4 Unbreakable Constraints w/proc for that accuracy bonus and 2 Synaptic Shock for the end drain. I'd still want this one to recharge as fast as I can proc calculation be damned.
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That's all a factor sure which add up along with that nasty tohitt debuffing. There's lots of melee with end drain resistance or lots of characters can get their defenses in order to avoid these end drains. Psi damage is meh, you can build to resist or avoid it. The mezzing, well melee and doms have no issue there. The phasing bosses are annoying I'll give you that, its why I aim to control them first. On my dom none of this gives me issues except for that tohitt debuff. Which I'm pretty certain every character can build themselves to avoid the things you've identified except for that -tohitt debuff unless you're aware to take Focused Accuracy....
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The only thing about this is that Dominate on Control characters have a lower recharge rate which already make procing it less than optimal. Not terrible but on my dom unless I'm on my dedicated control build my main builds don't even take Dominate since if I'm going for damage I'm getting better value out of the t2 melee attack Bone Smasher.