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Mezmera

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Everything posted by Mezmera

  1. Yeah don't play this AT like a mindless brute. Learn how to leverage your controls and stack the mag on the bosses fast so you get them held and can keep them that way. Moonsheep was giving you some helpful 'hey try it different than what u are used to'. There's a lot going on under the hood but you have to pause to consider how your powers are helping you and what you can do best to maximize your potential. Most dom assaults come with a powerboosting type of buildup. It gives you a bit of a damage boost but it also makes your controls last a great deal longer, it doesn't increase the required mag to instantly hold bosses and such, that's what being in domination is doing for you. I would consider being able to hold a boss for double the length of time of just a normal hold to be quite great, it'll allow you that much more time to wail on your target unopposed. Knowing what does what and how some of those power selections can benefit you is quite key. You don't need an endgame dom build for it to be very effective. Save your domination for the big fight you know is coming like was said. I don't know what all controls you have but confuses are great and so are holds. Getting good on a dom will make you so much better at the rest of the game.
  2. Dom smash!
  3. Nope cant slot sets into Rest. Health and Stamina are where you can put some passive procs and I like Celerity Stealth in Sprint so I can be sneaky when I want.
  4. Hi Flea, the larger the team the higher chunks of domination you get for each attack/control you do. There's lots of ways to get into domination before you start your playtime. First if you're full villain you get access to that power which lets you click it to get you a full domination bar but few people stay full villain so this is the least convenient way to go about it. Most people have the pbaoe attack from their secondary which you don't need a target for so you can spam that to get into domination, if you're solo it will take quite a bit. Then my favorite way to build domination is if you have a snipe if you keep interrupting it the system counts it as an attack, doing this is real draining so I just pop Gaes when I load in my doms and build dom this way its super fast. I built a real distaste to die by playing a dom so I build all of my characters to have great survivability by habit. Death does happen and if you're on a team of 8 playing it'll typically take 8-10 attacks once you rez to build up domination again which you will still have to wait for it to be recharged.
  5. Yeah this dom will sap your endurance even with that permadom refill. One of my favorite epic pools for dommies is Soul. I'd look to that set there's a lot of utility and aoe damage. The pbaoe attacks have good synergy with the pbaoe hold in Illusion plus they do real good damage of their own. To augment my endurance issues for when I'm running hot zerging I like to have Dark Consumption for when I'm far between domination recycle. It's a nice full endurance refill if it hits just 2 of the 10 targets and contributes some minor damage of its own. Plus due to the longer recharge of it any procs you put in it are sure fire on 9 of 10 targets and I also have the gladiator -res proc since it'll hit all targets as well. So, with this you can contribute nice aoe dmg in terms of proccing, real reliable -resistance and you have another way to fix endurance issues. Real neat power to have up your sleeve. Then being in Soul you also have access to Soul Drain which is a fantastic power giving you good pbaoe damage and a 100% boost to all damage along with 35% tohitt. There's also Dark Obliteration which is another fantastic aoe power. Last you get access to a great armor. On my Nrg I skip Whirling Hands since it's meh in comparison to all of those Soul attacks and I focus on the strong ST attacks. Bone Smasher is a great starter attack and sneakily does some good debuffing to help your controls. Then Total Focus, Snipe and Power Burst are just beastly attacks. For Power Up I just leave it one slotted. As far as Illusion goes I skip the t1 Immob and the t9 pet since he's tough as tissue paper, I sub in the Seer pet from Soul in his place. For my defenses I build a lot of sets but I also go with Unleash Potential since you get a power boosting ability that greatly enhances the defense you get from it. When it's down I have the Barrier Incarnate to sub in if need be to maintain high defenses. Nrg is my favorite assault on doms though it does have a more get in melee and mix it up feel. My Illusion/Nrg is probably my strongest dom I've got, lots of fun.
  6. I have a Sonic/Pain corruptor named Marcy Darcy. She hasn't been generic'd since my homage wears a bra.
  7. I do use Glue Arrow but I use it more in conjunction when I go to camp inside my EMP bubble by planting the Glue and Oil Arrows at my feet in the bubble to burn critters real fast. The arrows all seem to have good synergy with one another which I find it hard to skip most any of the arrows when you total the whole set out. The good thing about TA powers is that it allows for some slot skimping on sets whereas the power themselves is what makes TA powerful when you're playing it. I do like me some Poison Gas Arrow. On most ATs it does -40% damage half unresistable. If you look at it from a different perspective how isn't that at the very least the same as a buffer set giving resistance to damage shields. Even better though is that it's one power to resist all damage types and it isn't encumbered by a resistance hard cap. Where most buffers are capping you at 75% so some of their shielding is useless your Gas Arrow still is highly effective. Of all the arrows I could see skipping Glue Arrow or Net Arrow. Although Glue is a nice strategic use of some aoe battlefield control and Net does some -resistance which is nice for boss fights but it can be hard to get into rotation. Everything else for me is a must.
  8. EMP Arrow is phenomenal. It's a very nice large area buff for you and your teammates giving high mez resistance, some resistance to damage and resistance to endurance drains. Then there's the debuff it does which is wild. You get a mag 4 hold on all targets which there's a debuff in there that lowers targets resistances to holds so that makes this hold and Ice Arrow's hold much more potent. The hold applies to all targets, only the additional damage portion applies to electrical targets. EMP Arrow also nets you -1000% regen along with several other reverse power boosting effects. This arrow is very fancy. All you have to do is make sure its enhanced well for recharge so that it travels well and you can maximize the debuffing.
  9. I have a Mind/Dark, Mind/Rad, Mind/Sonic, Mind/Nrg. On live I also had a Mind/Fire, Mind/Elec. My Mind/Nrg as Nrg currently is on HC is far and away my favorite iteration. With Mind/Dark and /Fire as the alternatives I'd play if not for Nrg.
  10. I've played all sorts of dommies and when Symphony came out I gave it a thorough test. All of those cone controls make you want to play it from range. Almost all of dom assaults have a mix of powers be it melee or pbaoe along with some ranged attacks that encourage you to play it in various ways. Alas I did not find Symphony to be a good powerset for doms to use where it feels more suited to the Controller AT. If you play Symphony on doms you'll want to target assaults with better ranged styles which would be something like Fire. Psi is a good assault but its pbaoe oriented and yes the damage oomph isn't quite like something you'll find in some of the other assaults. Symphony and Psi is a counterintuitive pairing imo. I'd honestly avoid Symph on doms.
  11. I would not play a dom without permadom if I had the option. The mez protection alone is the best you can get amongst almost all ATs. The endurance refill is great especially since doms are such end hogs. There's also a nice 25% tohitt increase for 15s after you reclick domination which helps with all kinds of attacks and controls. Then yes the better you can control things. Bonfire IS a broken power it shouldn't be as good as it is with that gimmick IO but it is, I'd still take an aoe hold since with that longer recharge you can at the very least proc out that hold to contribute some nice aoe damage at times along with being able to instantly control just about everything.
  12. Yup yup. When IOs and such came out it feels like the devs at the time were okay with permadoms being as powerful as they were to justify the investment someone would make in the character. But they reasonably determined that the damage increase should just be something doms should have at any stage so they made that increased damage natural.
  13. I'd have to agree that Shield would be the most versatile of the potential 'meat shield' tanks due to its ability to easily hit high positional defenses without having to rely on being surrounded by enemies to achieve it along with having high DDR to pair with it so that you're not all of a sudden getting spiked. Then you can build for high resistances, not as easily achieved as Invuln I agree, but I have my tank set for base +50% resists across the board (including psi) before we go factoring in the tanker resist procs, OWtS or Melee Core. As for the difference in hp it's not really all that much if you know to build for it and Shields always maintains a high amount, I have my tanks hp at 3200 and if I use OWtS I'm up to 3500. Dull Pain is nice more so for the healing aspect which Shield not having a heal is somewhat of a liability unless you know to cover it by taking something like Unrelenting or looking to slot those absorb procs from the tank and hold sets (which if placed in powers with a good proc rate the absorbs become quasi heals). About the only other negative about Shield is the lack of an endurance debuff protection which having high defenses should kind of alleviate some of that, and if something does get through you can target powers that help with end recovery from the pools. Shield Charge is an awesome weapon to have in your armor that helps with clearing ads, catching extra aggro, and providing nice movement possibilities. Then Grant Cover like has been pointed out is an awesome team protection power. If you have a good team built the more offensive powersets like Bio do provide better value but in my opinion Shield does bring the best versatility to the team if you need more of a 'meat shield' while protecting the team and helping clear ads and catch max aggro.
  14. I do love me some Mind doms. Buuuuuttt in overall effectiveness in teams and whatnot I'm gonna have to go with Plant as the bar for control characters and every other control is living under its shadow. Yes the sleep is nice in that it doesn't notify and its auto hit but like others have pointed out here there's a lot of controls that get an aoe sleep, granted in my opinion only electric's is the most effective since it pulses that sleep for when your teammates do eventually nudge them awake with all of their aoe damage. In terms of strictly aoe control potential I am with you that Mind control has it in spades compared to all the others. I don't bother with that sleep though, Terrify is a great soft control along with the hard aoe control you get from Total Domination and Mass Confusion. Then yes if you still feel the need for more aoe control there's Mass Hypnosis.
  15. I don't mind to have a stalker in the team to fill the pure dps role if it comes down to it. Bonus points if they know the incan spots since they can get places stealthily. I see them as the big target killers which should do quite well for us with a good team comp. The team should have a decent amount of aoe dmg covered so the most preferred stalkers would be the high ST dps killers like Energy. I've seen both Ice and Energy Melee/Bio's do real well. My stalker I'd bring is EM/Invuln which has a bit safer feel being in the thick of the fight but honestly the higher offensive secondary sets would be better suited since you're there for that ST damage you can put on AVs.
  16. Intuition is a nice one. I also like Agility for the recharge and defense for all of my low slotted defense powers, I build that recharge around the proc'able powers and the rest of my powers are well served with that recharge. Nerve radial is another good one it covers just about all controls. On my Mind/Dark dom I believe I might have Vigor Radial, I think it has some control enhancing as well. There's definitely some unique combos out there.
  17. Yes something with challenge settings like that on anything below level 50 it should be organized by the lead through a group of friends that would like to do such an obnoxious undertaking on a level 13 character. It should also be widely advertised if the lead is doing it through pugs.
  18. If you're set on Symphony it's not very synergetic with many dom assaults. It's a ranged damage control which would pair well with only a select few sets with Fire being the most obvious. If you're not set in stone with Symphony then you could do something/energy/soul. Energy and Soul pair real well for a mix of high melee, ranged and pbaoe damage.
  19. A lot of control sets have a confuse power already available and if they do I'm taking it and slotting the full set of Contagious for that 5% ranged defense at the 6th bonus. There's far better Epic pools for dommies that allow you to do far more and like @MoonSheep says that epic pool is a bit redundant and lacking in comparison to other pools like Ice, Soul etc.
  20. All of the Strike Forces are lore heavy what are you talking about?! Take the LRSF and MLTF for instance. There's so much stuff packed into those that if you slowed down to take notice it would be clear again that these were the crest of the lore that was building up to these showdowns with Recluse or all those do-gooder heroes. Eventually people had 'been there, done that' enough that they know all the nooks and crannies and could care less about the lore they are reintroduced to time after time. So they just speed through to maximize the rewards vs time spent since SF's rightly so carry some of the better rewards. I don't contend that it might be one mission too long with all of those epic events and maybe a little too much trying to be packed into this fresh new SF. But as far as lore in SF's go, your SF's should be the most lore heavy content to get others interested in running the smaller backstories. The SF's should be the Avengers events and the in between content should be the Iron Man, Captain America, etc. stories.
  21. This was something I would have liked to have seen with the introduction of the new goldside zones. Instead of creating yet a 3rd tutorial zone I would have liked for them to make these new zones 35+ with all their well written content. At level 35 either red or blue side you're forced to a contact that locks you out of regular content and they try to shuffle you off to Praetoria. You can tell them you'll pass and move back onto your regular shtick blue or red but if you go to these zones with an introductory arc upon completion you would gain access to a Praetorian Epic Pool for your character, maybe related to the various factions. More lowbie zones was a poorly thought out plan with the expansion but I do hope for more things to get integrated with Goldside in the future, it's such a shame and waste of well crafted zones and content. There should be something to attract people over to want to play that stuff beyond just badges.
  22. Some boots and gloves don't have the asymmetrical option no matter what top or bottom option you're under. None of the Talons ones do I know for sure. It may be something where the devs wanted to keep some sets looking balanced since some of them really do look like they should come as a pair. Or maybe they are too hard coded for asymmetrical since some of these things are pulled from the NPC models.
  23. Mind control is great on Doms mind you it's massive amounts of fast fluid control and a little light on damage which is where you depend more on your assault and Epic Pools to fill that in. Psi is a good assault on Doms but I'm not sure it has the right oomph when paired with Mind Control. If I were to play Mind I'd rather pair it with Fire or Energy and Psi I feel is better paired with something like Plant or Fire. I'd suggest identifying the Epic Pool you'll most want to use as well. Something like Soul Mastery has oodles of great aoe assaults paired best with a more ST oriented assault like Energy whereas Psi assault already has some good aoe attacks so you'd likely want to use a different Epic to fill in any gaps from your assault.
  24. This power also does take the Achilles proc so you're getting the base value of -10% res from the power itself and also -20% from the Achilles. It also has an ideal proc rate if you don't fidget with the recharge which you can also slot some damage procs if you'd want to use this for damage on top of the -resistance. Most of my toons that can power boost go with the Force of Will pool for Unleash Potential and I find having Weaken Resolve a great power to have in case the team is low on debuffing. I wouldn't say there's much difference between having another damage proc slotted in lieu of an Achilles when you're solo teamed but the more teammates you have the more effective -res procs get magnified by team damage. If I can I am choosey about only slotting these -res procs in very effective powers and not just all over the place. Didn't get down to you're conversation with Yomo yet but pretty much still the same sentiment.
  25. Mostly it's as Luminara says. It's the difference in levels of fighting a level 50 baddie equal to yourself or an increasing general overall resistance to all things as it becomes 4 levels above you or 3 if you are 50+1. There's caveats to these values as some powers like Flash Arrow from Trick Arrow for instance it will have two listed values of -tohitt in it's equation if you show details of how the power is. The way mine is slotted I get 13% -tohitt and another 13% -tohitt (unresisted). The unresisted value I'm getting will always be the full 13% and then that other 13% scaled by the level of the critter and their resistance to it so it's not a full 26% but rather somewhere around 18% -tohitt after the various factors and calculations are considered. Most things are varied in resistance as the critter and boss level changes with a few powers which in their descriptions say that they come with unresistable portions. Sometimes the unresistable portions are also meant for buffers so that their teammates get the full values of buffs because they'll likely have high resistances to these buffs otherwise. Then there's things like + or - special which is a whole other ball of wax. It's best to work under the assumption that most things will be resisted pretty high by a +4 AV and that the purple triangles are mainly to help the AV during the fight so they don't get permanently held to give it a fighting chance.
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