Assailant

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  1. I would prefer to have sets for henchmen, a bit like there are different models for weapons.
    Obvious choices would be clockwork style robots, a pirates version of ninja, family/monks style gang, and so on.
    Maybe even some unlockable ones like archons or vanguard styles.
    It would add a lot more then simply having green merchs with your SG logo.
  2. I can not speak for the WM/Fire combo (I have a WM/WP), but I think WM is disliked for the low damage and the slow animations/recharge timers. The only good thing about WM would be that it has 1 PBAoE and 2 cones, even if one of the cone attacks are so narrow it almost just counts as a ST attack.
    Of cause I respected at level 38, and not I just use the 3 AoE, attacks and the first attack that I had to take as my chain.
    Combine that with the redraw factor that makes added attacks like Air Superiority less effective to add to the chain, and WM have no place where it outshines the other sets.

    Oh and BTW I took War Mace for charter concept reasons, luckily my secondary gives me the survivability that I need.
  3. I think it would be nice if we could “re role” a charter. Keeping the first costume (minus capes and auras), badges (including badge progress), unlocked costume parts, charter name, and inf. But loosing level and xp, enhancements, salvage, SG affiliation, temporary powers, contagts, and so on.
    That way it would be a little easier to re-role old charters if a new power set is made available that fit the charter concept better. It would also allow low level charters to restart more easily if they disliked the power sets they chose. While at the same time discourage high level charters to use the feature too readily.
  4. While it might be interesting to try out the AT’s on the other side, having 2 sides with access to the exact same AT’s would kind of defeat the purpose of having 2 sides.

    Some corporative zones where heroes could do bad deeds and villains could help clean up paragon city might provide some limited fun though.
  5. Assailant

    SMASH!

    Brutes do remarkable well, compared to the other CoV archtypes. It seems the most stack best with them self. Anyway to my storry…

    Yesterday I got in to a group (with my WM/WP Brute), heeding for cimerora. Doing the qualifying missions, with just 2 brutes, and a crab spider we was steamrolling anything we came across, to the point where I fled a bit guilty for how easy it was.
    When we got to cimerora we was joined by some corruptors, and a pit later a scraper.
    In 5 mission I think I died 4 times, mostly because I forgot I was fighting +4 mobs (including +4 bosses) most of the time. My biggest problem is was actuarially seeing anything with all the abilities being used, and stopping at the next to the enemy after having speed boost applied.

    One brute (especially */WP it seems) is a though, small group of them are a force to be reckoned with. However with corrupter backup, makes us an unstoppable war machine.

    “SMASH them all, and let the server sort out the bodies” (creative license taking in editing the quote)
  6. [ QUOTE ]
    Shatter can hit more than one target, no?

    [/ QUOTE ]
    In theory, yes it can. But in my experience it is hard to set up after combat has started. Unless there are a lot of enemies.
    It is however WM most damaging attacks, so I just use it as a ST attack and any extra mobs hit is a bonus.
  7. I saw a lot more necromancers around back when CoV launched. My guess is it has something to do with the squishy nature of the zombies.
    All AT’s have good sets and bad sets, and robots are simply too good.
  8. Assailant

    New Dark Powers

    Thinking throe the dark sets from corruptor I can se many abilities that would fit dark control for dominators. Basing the power procreation off earth control.

    1) I could not think of a range Immobilize in dark, but the Immobilize animation and charter animation could be taken from Tenebrous Tentacles.

    2) Petrifying Gaze: Range Hold
    I do not think the corruptor version does damage, so some minor tweaking would be needed.

    3) Tenebrous Tentacles: Range (cone), Foe Immobilize.
    Cone instead of Targeted AoE, would make the set more unique though.

    4) Tar Patch: Range (location AoE), Target -speed, -res, -fly
    Similar to quicksand, no -jump though and -res instead of -def

    5) I could not think of a dark sleep power. So maybe a fear like Fearsome Stare could do in a modified version.

    6) Dark Pit: Range (targeted AoE), Foe Disorient
    Replacing Stalagmites, some minor tweaking would still be needed.

    7) Again I could not find a similar dark power (Location AoE knock back) but there are KBk powers in dark, so a cone KB like Torrent might do for a replacement.

    8) AoE hold, should be easy to make using Petrifying Gaze for the hold graphics.

    9) Dark Servant: Pet
    An obvious choice unless we dip in to the MM primary for graphics.

    And that is not even stealing control powers from the Soul Mastery patron power.

    The biggest worry for dark powers for dominators would properly be it would be to “ghost widow” like, and thus remove some uniqueness from a signature villain.
  9. /signed

    Well even though I would like my fly power on my Technology brute to be flames coming out from the soles of his feet( or if I could get a jetpack costume part for a cape replacement that would be cool as well), I can get behind this suggestion.
    Half the fun in this game is creating and playing a concept (at least for me).

    Improved power customization in general would be nice.
  10. How does the Voltaic Sentinel work, compared to the normal dominator pet. Say Singularity?
    I know it only last one minute, but if it works like my experience with Singularity (tend to hang back and have a short argo range) it would not sound that useful to me.
  11. Do the power check if the target is near the ground when you click it, or does it just fire off and then check if the target is on the ground before it applies the hold?
    By guess would be the later. (I have not tried Plant or earth control).

    But I gess that if I was to make a PvP Dominator I would make it Ice/Psy. Ice for the -regain (would be nice on the BS/Regain scrapers) and Psy to hit throe most armour.
  12. Assailant

    Ask A Ben

    Here is a little easy one for you:
    What is the correct answer to "Do this make me look fat?"

    And what is the worst answer?
  13. I do not think the devs had PvP in mind when they came up with the dominator. We rely on holding/messing our enemy to give us enough time to kill them. Of cause, it is not fun for anyone to be held helpless while being slowly killed. That is why there is mess/hold suppression. (or what ever that system of a mes/hold giving resistance to the same kind when it expires in PvP)
    Most of the other Villain AT, have clear unhindered ways to fight in PvP, and Stackers seems almost designed for it.

    Our damage is not that gait compared to the defences of scrapers and takers, and they have further mess protection beyond the hold suppression. Blasters and scrapers can kill us fast when mess suppression kicks in.
    I am not saying that we can not be gait. But that it is far easier to be good with the other AT, especially stackers. No wonder there is fewer of us and more of them.
  14. I am looking for a PvE build. Something that will do well solo, but not be marginalised on large teams. I especially wand something that is good against AVs in the later parts of the game. What I have been reading so far would suggest that Stone Armour is best for survivability, and Electricity Melee is good for AoE damage and have some side effects that will be nice against AVs.

    I am not looking for specific builds but more for advice on how the sets play in general and how useful that will be in SF and Respect missions. As for PvP, just being able to get Shiva's from BB and maybe get some nukes as part of a team in WB would be enough for me.
  15. For the most of the time, I do not have trouble soloing my dominator when I am just fighting regular foes. And in the earlier levels I could even hold my own against EB's. (soloed the sea witch, and the 2 in the mission arch with shivers, as well as several longbows ones). Now in the later part of the game, they defeat me every time, along with the Rikti Portals.

    I think the best we could get on our holds would be a damage de-buff. That way we would be performing the same function against AV's, as out hold normally do, reduce the damage taken by the team.

    As for the binary functionality of Dominators, I like it. Especially on teams. I can be the slight under achiever that just focuses on taking a few mobs out of the fight (like messes or thoughts dreaded longbow flamethrowers), and then hit Domination when the brow stuff hits the fan and the team is on the edge

    Lastly as for mess protection while on domination. Not that necessary, carrying a few "brake frees" for such situations can solve that problem. I would much rather se us get a significant boost of our HP to make us tougher to kill.
  16. Well it good that it is not some bug, or the base for a future nerf...
    Just hope I did not ambushed newbie... (and that if I did that they enjoyed the fight and final defeat of me)
  17. My character is Level 30, but get exempted to 25 in BB. And the issues is that I do not think I should have able to hold out angst 3 heroes, for as long as I did and then even being able to get away before I died. It felt like I was taking much less damage that I oath to have takes, after all I have no defensive powers at all.

    3 on 1 fights are supposed to be rather one sighted right?

    I se 4 possible explanations.
    a) Grav/Energy is overpowered around lvl 25.
    b) Dominators in general are overpowered around lvl 25.
    c) There is some bug that make the resist de-buff from the zone work as a buff instead.
    d) The Exempting is not working properly.

    And since I do not generally engage in PvP, I cannot really assess witch one it is, nor if there might be other posibilitys.
  18. Today I took a trip to BB, with my Grav/Energy Dominator to work off some debt and work on my "Man in black" badge at the same time. The heroes had been busy and I have -15% damage and my resistance was rebuffed as well, so it was going a bit slow.
    After a close call with a Shiva boss, I desisted to go get some more debt and try my hand at PvP.

    So, I turn on Invis and fly over near the heroes base and wait for one of them. The first one I spot is a Tank. He was apparently on his way out to get the Shiva strike. So I hit power boost turn off invis and fire off my hold. A fun fight, but it was almost impossible to make even a dent in his health. Only with domination do I make any progress but he manages to super jump away (but unfortunately in to a Freak Tank) when he had about half his health back. The Freak get the kill.

    Well stands out there. Doms do not do a lot of damage to begin with and, tanks have a lot of resistance and health.

    Next is a Defender. Again the same tactic. Powerboost, invis off hold. I still do not do a lot of damage, and the fight ends when he gets to close to some shivers on the shore. Shivas get the kill.

    Then came the weird part... The two apparently joined up, as they was standing in the water about where I had ambushed them both. Now I was looking for some debt, so I attacked again. Still about the same result, I did not make much progress and now they was either healing one another or had stocked up on greens.
    During this fight a blaster showed up and joined in, but even with the 3 of them my health was not dropping that slow, and despite getting dizzied a few times I managed to activate fly and get air born for popping some greens and getting some endurance back.
    After a 2nd round, (and being out of greens), I turned on invite when I had to with draw, and found a empty roof to rest on. And when I got back they was gone.

    So I flew a bit about and spots the defender. Turn off invis and attack. Well not only do the 2 other arrive shortly, but a 2nd blaster joins in, and finally they get me before I get a chance to retreat.
  19. [ QUOTE ]
    no no i think you miss-understand.
    in which case it could be LIMITLESS in the wrong hands

    [/ QUOTE ]
    LOL. I bet that driver needed a change on underwear
  20. As the title says, what is the damage cap for stackers?
  21. What is that music in the Electra Sparks Avenger video? I am sure I have heard it somewhere before, just cannot place it.

    Oh and great videos, all of them.
  22. Well I am not quite sure what to think my self. Only one shield said it literally that it was a toggle, the Scirocco Charged Armour, but it is likely all of them that are that. The only one I se a auto shield would be Captain Mako's Shark Skin that is also the 3rd power in the set. However, I think all of us welcomes another pet to do some damage. (or a pet in the first place for Mind/? Doms)
  23. Taken from here (http://uk.cityofvillains.com/game-gu...patron_powers/)
    I saw the Masterminds had one but that we did not... so here it is.

    Ghost Widow - Soul Mastery
    Dark Consumption: The dark power of the Netherworld allows you to tap the essence of your foe’s soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.
    Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.
    Dark Obliteration: You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.
    Summon Seer: Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammates. You must have two other Soul Mastery powers before selecting this power.

    Black Scorpion - Mace Mastery
    Poisonous Ray: The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target’s Defense and Damage Resistance as it deals Toxic damage.
    Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
    Disruptor Blast: Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.
    Summon Tarantula: Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

    Captain Mako - Leviathan Mastery
    Water Spout: Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.
    Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time.
    Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage. You must have one other Leviathan Master power before selecting this power.
    Summon Coralax: Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. You must have two other Leviathan Mastery powers before selecting this power.

    Scirocco - Mu Mastery
    Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.
    Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
    Ball Lightning: Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.
    Summon Guardian: Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.
  24. Assailant

    Heists: Ouch!

    I know the problem from my now shelved Merc/poison MM, and later again from my dominator. If you take out the vault door to fast it seems that the ambushed will come to close together. If you take down the vault door slower, you can trigger some of the ambushed, which leaves only one or two close together, for when you break the vault and steel the loot.
    With my MM, I normally just shot the door up my self with burst, so I could control it better. If nothing else you can order you bots to attack and then pull them off the door and in to passive mode after every attack. In another game I use to play the tactic was called tapping.