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Posts
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Quote:This is exactly the camp I am in. I always felt like I had tons of control leveling, and didn't really *need* stuff to stay in Hot Feet, since I have an AoE Immb...
No doubt it is a lost control option. Minority, majority, or plurality, the OP appears they may want to try out the non-CC route. It would appear their experience matches mine, never used it, never felt like I was lacking, kill fast, die rarely.
And I kill plenty fast.
I still haven't decided to respec it in, I was actually surprised at the amount of love it is getting. -
Quote:I'm extremely aware of what a great Emp brings to a team. They bring high levels of recovery, regen, Fortitude for about 3 players(Or more depending on slotting), AB boost, and Mez protection. A great emp is welcome on a team anytime.... no. He didn't have a point.
And no, it seems like you have about a firm a grasp on what empathy does as that poster does over what Force Field does: Absolutely none.
But those great emps tend to be extremely rare. The vast majority of the time, the Emps I see put Fort up on the tank, and follow him around spamming HO and HA.
Conversely, Bubblers are nearly impossible to screw up(Although to be fair, I have seen bad bubblers, they just tend to be much, much rarer). You only need to take 3 powers, 1 which you toggle on and forget, and the other 2 you just have to click once every 4 minutes.
I'll take the Bubbler over the emp nearly every time, because I know what I can expect with a Bubbler. Picking up an Emp who is not a friend is like playing roulette. -
Quote:I'll agree with Earth/Storm being the quintessential controller controller. But I gotta go with Neogumbercules on Plant/Fire. It's just one of the most awesome Dominators out there. Fast, simple, blooms early and stays strong through the whole game. And Plant used to be a unique Dominator set.I just wanted to say that I was reading the OP's lists and reasons and coming up with my own. You're list almost matches it perfectly.
I think the only difference was controller : Earth/Storm and Dominator : Mind/Fire. (Though Plant/Fire is so much more awesome) -
Quote:Except using FF well requires the use of 3 powers, one of which you toggle on and forget.i don't know about a "good" point. Yes, a bubbler is better than an Emp that is constantly spamming heals, but that's like saying a bubbler that uses the teammate shields brings more to a team than a bubbler that is constantly using just Repulsion Field and Force Bolt.
Yes, when both sets are used at the dumbest and most basic level bubbles comes out ahead, especially on large teams. That's part of the reason many people consider Force Fields better as a secondary than a primary. Nonetheless both Force Fields and Empathy are very powerful when used well.
It's a dull set that brings extremely large benefits. I can understand why the Devs might not want to port it till they do a little revamping of FF to be a touch more active. -
Quote:Should be noted that is just in damage terms.depends on what you want to do with it. If you are talking in terms of SO's, there is little to differ between the two.
On paper the two sets have the same number of typed attacks, with 4 strong melee attacks, a ranged attack, a +damage / +to-hit effect, a taunt, an AOE disorient, and an AOE damage. On paper Stone Melee does more outright damage than Super Strength, but Super Strength doesn't sap as much endurance, making it easier to sustain fighting with.
Outside of SO terms, once you get into extreme IO buffs, Super Strength fares a bit better than Stone Melee because of Rage. It's easier to double stack rage on Defense builds due to the number of chances to platform-proc LoTG 7.5. : http://boards.cityofheroes.com/showthread.php?t=238605
Now, the recent I18 Fury change does mean that builds built to sustain a brute indefinitely do not benefit from as high a rage buff as before. The new rage makes it easier for casual IO and SO builds to still be effective at delivering damage to enemies.
SS will outdamage Stone generally.
But Stone has SIGNIFICANTLY more damage mitigation. When Fault is slotted, you can keep 80% of a mob stumbling around disoriented during the entire fight, and between the hammers and Seismic Smash, a Boss is usually either held, or on their back the entire fight.
Both SS/Shield and Stone/Shield will be end hogs until Stamina and SO's. And even then, it will still be an end hog till you get some IO's in there(Same with SS). What SS saves on endurance per attack, they lose in the Rage Crash, so the two pretty much equal out when it comes to end. -
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Except it wouldn't. On many of my stalks, I hardly ever bother opening with AS anymore, at least on teams. Occasionally useful vs bosses, but typically im opening with an AOE.
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In the Mr. G arc, the Preatorian Loyalist contact, all of his missions are linked, which means that all enemies spawn at the level you started the arc.
Considering the arc is a good 4-5 missions long, and each mission is fairly large, you are outleveling the contact extremely quickly. Towards the end, the missions were -2 to me, and if I was on a team, it would have been -3 or more.
This arc needs to not have every mission linked. There is simply no reason why every mission has to be linked together. -
The SS/Shield Brute.
The Spines/Fire doesn't have a taunt aura, which makes farming a little bit annoying. -
You can also slot it in Chain Fences, which is what I actually recommend, unless you are going for the full Efficacy Adapter set, or the Immb Purples.
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That would be my guess, calling it a "crit" when one of the chance for toxic goes off.
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Quote:The biggest one is Conductive Aura. It really should be slotted 2xacc 3 end as soon as you can, and you should be in melee using it as much as you possibly can.Short answer is "kinda." I use these a lot, and have never noticed much of a sapping effect. I will definitely use them more if they're my big sappers, and slot for EndMod. To answer Talen's question, I just turned 22.
I'm sure this is part of it, but I tend to wind up on higher level teams, and though my powers are slotted for 2xACC (my golden rule on all my characters, as I hate missing), maybe it's the nature of the higher level enemies defeating my sapping.
Ah well. I'll stick with it with this advice and report back if I can't make a go of it. Off to SO slot everything now. -
Quote:3 Doms 0 melee powers. As far as I'm concerned, giving dominator and blasters melee powers was the single dumbest thing the devs have ever done and I am including the i13 PvP crap in this statement. Do scrappers and tanks have ranged attack secondaries? No. So why isn't there a pure ranged offense AT?
It's fine that you dislike taking the melee attacks, but calling it the single dumbest thing since i13? That's just silly.
A great deal of us really enjoy having the melee attacks. They synergize well with some sets better then range. For instance, Elec/Earth Doms. Or Rad/Fire Blasters.
Most doms can be fine with just ranged attacks, same with blasters. The melee options are there for those who want to use them. -
Elec/Elec can EASILY sap. By lvl 22, you should be sapping pretty much the entire spawn in around 5-10 seconds.
1. Are you using Conductive Aura? Is it slotted with End Mod and Acc?
2. Are you using Static Field? Is it slotted with Rech and End Mod?
3. Are you using Elec Fences? Is it slotted with Acc and(Eventually, when you get the slots for it) End Mod?
Other stuff, like Jolting Chains, your attacks, your Tesla Cage, and your AoE hold don't really need End mods. -
Quote:I wouldn't say its that hard to play. You just gotta know when to use something, and when not to.
Storm Summoning is fairly hard to play but worth it once you learn its nuances. If you never do... Teams will absolutely hate you as many abilities can scatter mobs all over if used poorly. -
I would say a Mastermind, especially one with a heal, like Dark, Storm, Thermal or Pain. Fills in the gaps of Trick Arrow nicely.
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Quote:It's totally amazing. Great damage, buffs, holds, debuffs, EVERYTHING. Demons are the swiss army knife of Masterminds.
I will let someone else tell you the wonders of Demon Summoning.
They also work well with a wide range of secondaries. As I mentioned, im Demons/Storm, and it's just fantastic. Running +2x3 right now, and just burning through the enemies. -
+1 for just changing PT to PGT. Would make it sooo much better.
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For a set that starts strong and ends strong, there is always Demons. My Demons/Storm is 34 right now, and there didn't seem like there was a single part that was all that difficult.
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I don't like Hover/Fly for traps. You have to be on the ground to lay traps, and can't do that when hovering.
I personally like Superspeed for Traps, so you can SS in, with a stealth IO, and drop your traps right in the enemies face. -
http://www.todaysbigthing.com/2010/09/15
That guy eats freaking titanium for breakfast and wrestle bears in the evening.