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Mezmera
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Everything posted by Mezmera
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It's a decent analysis yes. If I play a dom low level I would save to click domination for when I really need it so it's good to have it in the bag. Usually when I'm around level 30 and plan to play the dom all the way up I will start kitting it to get permadom, it's just a total different animal running content if you're proactively controlling mob to mob. Another thing about Domination is that on the reclick you get 25% tohitt for the first 15s so if you're ever in need of really hitting your targets you can wait to just after clicking it to detonate your best stuff. On teams of 8 it fills back up quick as additional teammates give you larger chunks each power you use in proximity of them. Even still I do my best not to die on this as even if you do rez and can build it back fast if you had just recently clicked Domination it'll be a while before you can get back into it. There's ways to get domination built fast. You can constantly interrupt your slow snipe but you will want to chug some blues or use Gaes. Dominators get most of their better assaults later so until 30 or so you'll be mainly control then when you get your later attacks and some of those great Epic pool powers your dom starts to come into shape. Doms are late bloomers due to best assaults coming late and permadom. Once you wade into those waters it gets all kinds of fun.
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Yeah I slot Focus Accuracy with the 3 pieces in Adjusted Targeting for that Energy resist bonus. But I go with all of the pieces that get end redux and +5 em. The best things you get from it is the bonus Accuracy and that -tohitt debuff resistance which you can't enhance and the enhanceable tohitt is equal to a bit better than slotting a kismet, so end reduction is what you want. Plus your Build Up powers are where you're depending on much more offensively.
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No I am not a Dark Armor tank. So yes I get that you were adding to the mix of the synergy sprucing up the endurance recovery through heal uniques and what you can do through Physical Perfection and the benefit of U.P. in relation to an armor like Dark that can slot those heal uniques and other things that might need it. I have a Shield tank which has a power that also accepts heal uniques which I do put in the Numina. Speaking from a less endurance heavy armor than Dark Armor I found a need to significantly boost endurance through ways outside the armors means which I find U.P. to be a fantabulous option to all tanks. I do go with Energy Mastery because in the end I had one power to spare and I agree that Focus Accuracy is a fantastic power. Being already in the Energy pool I did my direct comparisons of Physical Perfection and U.P. and found the small amount of additional recovery all time didn't outweigh all of the huge burst of defense, regen and recovery which with a decent recharge allowed you to do so much more.
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Mine I have gotten down on my tank to recharge in about 3 to 3 1/2 minutes. So one minute up, two minutes down. It's there when I really need it.
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I had Physical Perfection on my tank before these Hard Mode task forces. The endurance recovery is paltry compared to Unleash Potential so when I got hit through my defenses with a smelters minute lasting endurance debuff Physical Perfection was just not seeing me through. Whereas Unleash Potential got me through those endurance debuffs with also the side benefit of 25% more defenses and 150% regen, far more versatile than Physical Perfection.
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Unleash Potential is a great power to have when you need it. The biggest thing I use it for is the large endurance recovery in case I get hit with an endurance debuff. That it nets you a large amount of defense and regen at your leisure is extra gravy. I slot mine with 4 Shield Walls all the ones with recharge and the defense one all +5 which I get about 25% defenses to all. If I have an extra slot I'll sometimes throw in a Lotg +recharge. Unleash offers too much to pass up so I'd go with that one first and if you had room Darkest Night.
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On one of those I'll put the full 6 set of Gaussian and have that as the main one I know to click more often. Usually the one from primary since it looks more aesthetic in the enhancement screen with the other powers being highly slotted. The other one gets 2 of the Adjusted targeting aiming for the most recharge and I'll +5 them.
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Oh and one other thing to consider @Klaymor if you'd like a good chunk of recharge on the cheap is that Energy Assault some of those powers can take the Force Feedback proc. The most optimal one though to slot that is in the snipe. If you get the internal recharge of the snipe to hover around 15s the force feedback is set to proc 2x a minute so twice out of 4 blasts of your snipe but due to having built for such high recharge from global bonuses already I typically would be able to get off 8 snipes in a minute and so usually around 4 times that FF will proc. At 4 procs in a minute you're getting 100% recharge for 20s which equates out to 33% recharge averaged over a minutes time, compare that to the static 7.5% recharge you get from the set of 5 of Manticore. You're depending more on RNG from that recharge because sometimes that proc will under fire but even at it's lowest I figured I was getting 15% or so additional recharge and higher than that 33% since it can over fire. So if you're in a comfortable spot already with recharge you can get creative with that snipe.
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Not really just a purple soft cap but a rule for most IOs that you normally can only have 5x of a certain bonus. So those Lotg's are capped at 5 but because they are a different categorization in your listing of bonuses because of naming you can also then get 5x the normal 7.5% recharge like the one you're getting from Manticore set.
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You can only have 5 of those 10% recharge bonuses so one is being dropped. You'll want to change one of those sets out. I aim for 85-100% recharge bonuses while building in all the defense and hp I can from bonuses. You're in a good range for recharge just use this to build up other things.
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It's a very good power to be sure. If I had 2 powers to spare on an epic pool this would be top two pick. I don't skip my armors from primaries or pools and like to dabble in some transformative power picks like Unleash Potential for these new 4stars and even skimping on attacks for the very important ones to get I find it hard to have extra powers to play around with. On my tank I had one power at the end to play with which I usually end up as @Spaghetti Betty pointed out and just go with FA for the large -tohitt resist and the additional accuracy and small tohitt boost. But yes if I had an extra power pick to choose from it would totally be this uber toggle debuff.
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You're missing out! This made me overhaul my tank which I didn't play as often because as you say tanks are default sturdy enough for regular content without much thought required. Getting my tank highly tuned to lead these has gotten me to enjoy playing her so much now that there's actual challenge.
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High hp and near capped resists across the board is all fine and dandy but endgame incarnate content you want positional defenses near that 59% mark plus then the 4star HM content adds another 30% you'll need to attain. Those capped resists and high hp will serve you well but you'll really want to avoid hits as much as possible too in that content. Then there's the Cim's on the ITF that'll debuff that defense and unless you also carry high DDR you're gonna get walloped. Run that thing through a 4star to see just how sturdy it is.
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I have a StJ/SR stalker too. I haven't really touched her much since the Energy Melee revamp where I made my EM/Invuln. StJ was king ST damage before the revamp and still is great with a bit better pbaoe potential but if I'm hopping on a stalker I'm doing it to kill the hardest target so either I find myself on the EM or going to my Elec Melee stalker if I want to add to the aoe mix. StJ is a good set. If I had to redo her it'd be more of a tossup between EA or Invuln. Invuln you can build into a quite tanky armor it just takes more devotion of slots and being aware of building of elemental defenses or certain positionals where EA seems a little easier to build for a bunch of stuff. On my SR I took Rune though since resists are lacking.
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I will usually run Stealth, Hasten and then some of the Leadership powers like Maneuvers and Tactics and I can also pick up Vengeance for a nice situational power that can be a lotg mule. Typically I'll end up weighing my options for defense toggles from pools and usually Stealth and Maneuvers wins out just ahead of Combat Jumping, that is if I can manage the endurance cost which should be no problem for blasters. Leadership powers are just so good for most all of what you're going to be doing in this game and sometimes even solo. There's a reason why you'd see coordinated power teams back on live with every character having Leadership. There's a good 5-6 power pools and Leadership is typically in my top 4 on just about all of my characters.
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The stealth procs work only from one. The stealth radius does stack with powers with stealth components. But the regular powers with stealth baked in were changed so that they mostly no longer stack with one another and you will get the highest value stealth from one of your powers if you have more than one that provide stealth. For the new hardmode content where baddies have high perception there was a return to usefulness for having Stealth, Super Speed and a stealth proc to maintain true invisibility in this content. With the change to stealth powers now the best value you will get is from your Stealth power which can still stack only with the stealth procs. The change allows players who run toggles like Arctic Fog which provide stealth to also be able to run powers that provide stealth so they can still get the defense values from them where they were excluded from being able to run powers like Stealth before. With this change I believe they wanted to put more emphasis on characters that are supposed to have sneaky abilities being higher value on hardmode content than where any Joe Shmo could get away with taking Stealth/SS/Proc to get a knockoff invisible character.
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Soul is a great pool on doms, not the all being one no. Doms have quite a good selection from their Epic pools. Ice is a nice pool too but pretty much a one trick pony with Sleet which you can drop a -res proc into Dark Consumption and get some of the same effect while also having access to some more great powers in that pool. Yes I have an Illusion/Nrg/Soul, I agree Illusion is top notch and not so OP I feel dirty playing it.
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Soul Mastery is my favorite Epic Pool on Doms. Soul Drain is a no brainer, I slot mine well to use as frequent as I can. The shield is a very nice armor. Dark Obliteration is an awesome aoe blast. I also take Dark Consumption it's a very good proc'able power you can get real creative with. Highly adaptable power, you have it to use if your endurance is running hot or if you want that extra bit of pbaoe damage. I slot a gladiator fury -res proc and a few damage procs at minimum. Fire/Psi/Soul will be an aoe machine.
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I've got one of these hybrid Fortunatas, lots of fun. Of the claws attacks I went with Lunge (fantastic ST attack), Follow up and Spin. For the Fortunata powers I took Psychic Wail, Aim, TK Blast and Total Domination proc'd out so I could bring aoe control and more aoe damage when necessary. For the secondary powers I took just about all of them except for Assault and the ST Confuse. I also went with Mace Mastery to pick up Shatter Armor, there's an abundance of aoe powers available but beyond Lunge beefy ST attacks are hard to come by on Forts.
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This. I have 5 procs in mine along with a 50+5 accuracy. All that debuff alone makes this a must have arrow then to top it off its capable of being one of your best ST attacks. Likely the best thing in your kit. Agree too that PGA is a great power to have, it does -50% damage to all enemies for a minute, half unresisted so even a 54 AV you're still getting around -40% damage which is a fantastic help to team survivability. Just look at it like its a resistance shield for your team but this damage debuff isn't encumbered by a resistance cap. I 2 slot this with the purple sleep set for the acc/rech. All the arrows are fantastic each in their own way. About the only ones I could see skipping are Glue Arrow and Net Arrow and even still I'd look to fit them in.
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I've set my Shield up nice. With most of my base resists high I can cap most of them when I need to easily through using One With the Shield or Melee Hybrid with Toxic being in the 80's and Psi in the 70's (with Melee Hybrid, naturally built to 50%) and even Demonic. So I can cap or get real high on my resists at will and maintain them which is really only necessary on the new 4-star content. Plus being able to build in additional hp to 3100 multiplies the effectiveness of your resists and defenses along with any regen you can pull in. I also have the tanker and entomb +absorb procs slotted to fire nicely which based on my hp lets me maintain an additional 900+ hp which is a quasi heal so long as I'm staying aggressive attacking. Paired with the high positional defenses you can get along with the 91% DDR I can get without using Ageless you get one hell of a balanced tanker. About the only thing missing which gets highlighted most in the HM stuff is the lack of a heal which I use Unrelenting and Rebirth for. Or having an endurance debuff get through your defenses like what those Smelters hit you with so I also picked up Unleash Potential to ward that kind of thing off which also comes with the additional benefit of lots more defense and high regen. You also bring a nice team buff to the table with Grant Cover which will net your teammates a nice 15-18% defense buff plus some DDR. Then you have the fun offensive powers like AAO and Shield Charge which I use to maintain aggro that may come from the side. Shield is just a fantastic set on tankers with plenty of options to shore up any holes it might have.
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It's a very great set with the revamp. The thing about it is that it's a very busy set, a lot of target location arrows. I HAD to learn binds for this one to get all those arrows out in short order so I could get to fighting. Once I set up some binds this one became a blast to play. EMP Arrow will allow you to solo real well, TA as a whole is adaptable to however you want to play it, be it in teams or solo. Like @Psyonico says there's not really any arrows you'll want to skip. The only ones to be on the fence about are Glue Arrow which is a great tactical arrow and the Net Arrow which does some decent ST -resistance. Personally I skipped the net arrow to be able to fit in my wants but yeah they are all hard to pass on.
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Dear HC Team, Merry Christmas, Happy New Year 2023, and more!
Mezmera replied to CU_Krow's topic in General Discussion
It's astounding to me to have this game not only resurrected but progressing forward giving us fun new stuff to do. Having it in the care of those with the expertise to develop more on top of it is a gift in itself. Merry New Year! -
Additional team defense buffs are always a plus on these HM thingies since the necessary defense caps have raised significantly. The one thing I do look for most when making these are lots of debuffing. The team can always slot a bunch of Barriers to maintain high defenses but you just can't get significant debuffing from incarnates. That's why I'll look for debuffers first who might also add some buffing as well, that's why Colds are so in demand on these things. So it's really more about how much debuffing Time can bring to the table as well. I've had Time players come along and the team did well, I just don't look for a bunch of them like I would Colds and well played TA's.
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This passage seems like it was originally written by some scaly creature to lead others astray. This feels more like a hype job than anything, and anything worth its salt won't need parable's written for them. What's next? Gonna offer us some apples? Those with more ingenuity and foresight will know to see the forest of better Dominator Epic Pools behind this tiny bush of a tree one trick pony Ice Mastery. Ezekiel 12:35 Amen! *whispers* Soul Mastery my child.