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Quote:Choking Cloud? Isn't it Fallout at 35?My wife went out and bought herself a Mac because all of her snooty writer friends said that they were better. Every time I her her complain about things that she can't do on her Mac, I have to hold in the laughter and I-told-you-so comments . . .
As for the news . . . more choice is always good. Choking Cloud is skippable on lots of Rad builds (but not Fire/Rad, Elec/Rad or Ice/Rad), and EM Pulse could easily be postponed. It won't help Kin or Cold. Most of the others have a power that could be skipped or postponed to fit in an Epic earlier. -
It depends really. In the case of my Illusion/Storm and Fire/Rad they got their best secondary powers aaaaages before level 35.
Some of my Domis are in the same boat, my Fire Assault and NRG Assualt gain from it much more from this compared to my Thorny Assault one.
Quote:everyone hold off on yer respec's.. -
Quote:Warhammer pioneered the spiked 'n' staked pauldrons look. It's now become so common as to be generic, which makes it a shame to have this redesign dilute CoH's distinctive and creative art direction. By way of illustration, here are some examples from, variously, card games, RPGs, tabletop strategy, and tie-in movies. Although the CoT redesign is on the more elaborate end of this spectrum, they all have the same look and feel.Quote:I really liked old CoT ragged nazgul look. Now their too much spikes look gives "little kid cool" feeling :/
Perhaps its cultural thing. Europeans likes their christmas tree with some decorations and americans don't care is there actually tree under the decorations.
edit. actually I generally like CoT as enemy group. I like their maps, mobs and bosses. They are one of less annoying enemy group in game
The Death Mage looks ridiculously over the top. -
Quote:Hmmm... the costumes are a bit... loud... and busy.
But, other than that, they do a LOT of things right. And almost everything about them is better than the previous re-design. For the most part, this appeases me (not that that was necessary for the Dev team).
^This, pretty much.
I'm not a fan of the spiky style at all (see also Ascendant Armour) and these are still a bit too OTT for my liking.
The Mages gloves are what annoy me the most, if they were toned down these would actually be ok. As individual cossie pieces the Mages look should work better, simply because you could use just 1 or 2 elements and blend them with other, less busy pieces. Thrown all together though they're just too spikey, like they're trying to hard, and smack of Games Workshop designs. -
Quote:Fire and Thorns aren't particularly great matches for Elec because all the Damage over Time interferes with the Sleep Patch more than other sets.I'm back with another idea! :P
ive been seeing alot of Elec builds over on the Dom forums so i thought...how about a Elec/Kin troller? sounds like a really good team combo...not so sure about solo though...any thoughts?
lastly...Elec/Fire Dom...what say you?
Psi, Earth, Ice, Elec and NRG are all decent matches with Elec. NRG does knockback but it's so single target focused you can sleep an entire spawn and then mez, clobber & kb foes to death one by one, the fact your target is no longer in your Sleep patches and -End PBAOE doesn't actually matter too much (cos he's on his back and/or mezzed and soon to be dead thanks to the excellent damage NRG does).
Plant/Storm controller and Plant/Fire controller will both be monsters. -
My Broadsword/Fire scrapper is fairly tough if he plays it right, the +Def from Parry goes a long, long way to keeping you alive.
Plus on Brutes you can slot it for Def and let Fury buff the damage, so the DPS hit isn't as bad as it can be on Scrappers.
Dual Blades doesn't do much in terms of survivability at all, plus it dislikes clicky secondaries (Fire is fairly clicky). DB/Fire won't be bad (you'll be able to PL it out of the low levels pretty easily using the lowbie farm) but it will be squishy.
(ie what Amy said) -
Quote:Were you at Comic Con and Or Directly asked a Dev to clarify this is how they work?
I could read both Proc chance on power activation or global proc chance based on having the power slotted from that description.
While I admit the former is more likely based on what it says, the latter is more inviting...
It says "Gives the slotted power a chance to boost the users Damage slightly" so I'd guess it's a proc on power click type effect.
The next question is does the # of enemies hit actually make a difference? For Chance Of Build-up procs it doesn't, Soul Drain hitting 10 people has the same 5% chance to trigger the proc as Build Up or Follow Up does, the chance is a 5% per activation, not on #enemies hit.
At the moment it looks to me most like a modified Chance for Build-Up proc. If so I'd lob it into your single target hold since that's your bread-and-butter control attack. -
Quote:Tremor is Knockdown, not Knockback. As such it's not terrible in terms of interfering with your sleep and your pbaoe. Earth Assault is a knockdown set, not a kb one. It's a pretty good fit for Elec (one of the top 3 IMO : Psi, Ice and Earth are all decent choices, I love my Elec/NRG but that DOES have knockback and takes some getting used to ).Jolting chain is not knockback.
It's knockdown.
It keeps mobs SITTING in your end-drain aoe.
As to your build.
No. Just. No.
Mud pots? Really?
Okay, when the developers were testing Electrical Control the Conductive Aura power would awaken enemies that had been slept by static field. Conductive Aura was changed to it's present state where it can be used without waking enemies up.
Mud Pots basically renders one of your most powerful combinations, Conductive Aura + Statif Field, useless.
Then there is Tremor. Same thing, it's a knockback power. It renders two of your major powers, Static Field and Conductive aura... pointless.
Then there is boxing, tough, and weave.
Drop them.
You aren't even getting close to a soft cap, so the little bit of defense from Weave is doing you nothing, and the resist from Tough isn't very helpful either.
Dump those powers and pick the stealth pool with Stealth and Grant Invisibility. . these give you two places to shove LoTG procs and opens up another slot for a more useful power.
Now, as far as your epic powers go... I normally don't pick on people for their epic power picks.
With Elec / Stone... you do have to realize some facts of the powers. Power for power, stone and electric don't really mix. Stone is heavy on the knockback capability and the melee damage. Electric is really light on hard-controls... so the two sets are often at odds with each other.
With the epic powers you really want to invest in a set that expands your capability to attack multiple opponents at once. When you get to higher levels and you have Synaptic Overload, you'll be better equipped to short out a mob for some AOE goodness. Personally I went with the Ice Mastery power as it gave me a Debuff in Sleet, a mass AOE attack in Ice Storm, a panic button / recovery endurance option in Hibernate, and Decent Defense.
Mu Mastery... doesn't give you anything of that.
Power Sink really isn't going to give you anything that you don't already have.
While Charged Armor and Power Surge together do give you a bit of meaningful resistance... the problem is this: If you are getting hit as a dominator... you are not Dominating. The point of a dominator is to control your opponents.
Now, I'm not saying the build I made is the only way to go...
I am saying that the build you have proposed probably isn't is NOT going to work given how the powers interact with each other.
Mind you the animation of Tremor is awfully long and the damage is pants. It sits firmly at the bottom of PBAOE attacks overall IMO. Not a terrible choice, it's ok when swarmed with enemies, but nothing spectular.
Power Sink is going to bring some front-ended major drainage to the build, especially when combined with Power Boost, and it does -Recovery as well. It'll go fairly well with Elec Control and Earth. The God Mode is nice to have, but not essential. Domination works well to counter the crash too mind. Ball Lightning is superb.
The Ice APP is fantastic but the DoTs are going to unsleep things on you and render Static Field useless, the question becomes do you rely on Static Field that much at that stage? Synaptic Overload is my staple control now.
Mace isn't a bad choice at all for Poisonous Ray and the Def shield, but the AOE does knockback, rendering it highly annoying.
My own preference was for Mu too, there's no real downsides to it (unlike Ice where the awesome is tempered with interfering with Static Field), it adds even more Blue Drainage, Domis are well built to recover from the God Mode crash if you time things right and Ball Lightning is a great power. If Soul Drain from Soul worked as well as the Blue Side versions (a 120 recharge instead of the 240 Red Side gets) I'd be all over that though.
As to the OPs question my Elec/NRG Domi loves his Gremlins. I've never really worried about them waking things up and they are stupidheads occasionally but in general the extra soft control they do via knockdowns is nice, their damage is ok and they act as decent enough Aggro soaks. -
Quote:I saw an interview with Liam Neeson and there's two reasons he's been so busy recently. The first was Taken, once he did that film he was kinda rejuvenated into an action hero in the eyes of a lot of people in Hollywood.Exactly. When you stop answering the phone, they stop calling.
The second was that he's admitted to burying himself in work as a mechanism for dealing with the shock death of his wife a few years ago. -
Quote:Very useful information, thanks.
Another question popped up, though the answer might be pretty obvious. I noticed my Summon Demon power is getting 62% to damage and also 62% to resist damage even though I only have damage enhancements in it (some of which are out of date and I'm working on replacing). Are the damage enhancements on that just split between the two stats? And how will that affect the hellfire gargoyle? I didn't think he got any resistance powers.
That's a known display bug with the Resistance, they aren't really getting 62 resistance from the damage at all, the numbers are just being misleading. -
Yep, Villains and Rogues are the two who can start Redside Arcs, so they're the ones with access to the Patron Arcs and hence the Patron Pools once you've run their little errands for them. Which Patron Arc you do doesn't matter, once you've done about half of it you'll have the ability to pick any of the Patron Pools when you level or respec. -
Quote:Banes are the king of -resists easily.
That is if they are working alone or with other Bane at least.
Venom Grenade inflicts -20% resists but -40% resists to toxic damage which the Bane has three attacks for and with enough +recharge, can have a decent attack chain and is stackable.
Using two venom Grenades, a Bane can stack resists to -115%
Venom Grenades -Resist won't stack from the same caster. -
Quote:I haven't seen it mentioned yet, but in addition to ill/emp just being awesome, Empathy's recharge buff from Adrenalin Boost works on Lore Pets, so it has an extra source of obscene damage beyond PA, Phantasm, and the Blind-Wounds one-two punch.
Thanks, I was just about to ask this very question for my Plant/Emp controller. Looks like I'll be picking Cimorians for certain now then, my Plant/Emp needs a meatshield and ABed Broadsword attacks would be pure evil. -
Quote:All right then, thanks.
Edit: Wait, if you can't slot pets for recharge why is there recharge in Soulbound Allegiance?
The Recharge used to affect both how quickly the Summon Power recharged AND the recharge time of any Pet Power which could take that Enhancement. So for example sticking -ToHit/Recharge IOs into a Lich or Dark Servant made rather a lot of their powers recharge quicker : Frankenslotting Dark Servant with as many of these as you could meant it was trivial to make him perma, max out his -ToHit and have the happy side effect of increasing how often quite a few of his powers recharged (the Heal & Tentacles for example).
Unhappily that's been stopped now, pets basically ignore Recharge Buffs / Debuffs entirely. The only exception I've heard of is the Lore Pets which apparently can benefit from Recharge Buffs, but they can't be slotted anyway (which probably explains it). -
Quote:Is it uh, is it normal for Grave Knights to sometimes just sit back and do nothing but toss out long range spells? I swear I've had fights where at least one of my knights didn't draw his sword a single time.
Yep, less common than it used to be but it still happens.
I have Control-click bound in order to wrangle them closer and x bound to attack for when they get there).
/bind ctrl+lbutton "petcompow knight goto defensive"
/bind x "petcompow knight attack aggressive"
Once they drawn the swords they'll keep using them (they'll still Blast as well mind) so once you've gotten them in close and you hear the swords being drawn they'll carve away for you until they exit Combat Mode again and sheath.
I also have one Zombie (Called Mr Grey) bound to suicide runs in order to take the Alpha and so I can summon Spirits from his corpse.
/bind alt+lbutton "petcomname grey goto aggressive" -
Quote:The AOE Sleep is a pulsing AOE patch. It works more like Spectral Terror (without making things occasionally run away in fear) than anything else.It's unfortunate then because I already have a lvl 50 plant/thorns dominator and a plant/storm troller :P
Yes, I think Elec/emp would be quite fun too. I don't care too much about damage, but i think it might lack some control as the "AoE stun" is in this case an AoE sleep, which will be broken quite easily with DoTs and AoEs. Also I don't think it's worth jumping into the mob and drain them as it might cost me my life which is contradicting to what an emp wants to do; keep your team mates alive.
Elecs big advantage is the amount of "Up for every spawn" controls it has. There's nothing wrong with jumping into a mob if they're all confused and/or asleep anyway.
Grav/Emp wouldn't appeal to me, Singy doesn't get much from most of your set, Wormhole isn't particularly Team Friendly, nor is Dimension Shift.
My Ice Dominators rely heavily on Arctic Air for providing control, so you're back into the "jumping into the mob to control them" issue, but without a reliable set of quick recharging semi-aoe mezzes to fall back on. Ice Patch is great and all but so easily broken by teammates spamming AOE Immobs.
Earth has a tonne of AOE control and no need to go into melee range, plus a pocket tank. Is that a viable option or has it been played to death too? -
Quote:Not especially, because the immob only spawns from the corpse-briar 'attacks', which tend to come towards the end of a fight and whose AOE is quite small. I haven't specifically tested with the Grav Anchor, but I did with the Immob damage proc and the number of "hits" it generated was paltry compared to Posi and the Slow Proc.it takes immob sets, so would Gravitation Anchor also be a good bet for a proc?
Grav Anchor goes in Roots, where it can be spammed beyond belief (along with the normal Immob damage PROC and maybe another Posi Blast if you're feeling flush).
Fly Trap is a decent enough place for the Achilles Heel proc and maybe a Shield Breaker damage proc. -
Quote:As Hercules said, both damage and procs are good. The main issue is that Set IOs don't all transfer through to the pet completely. So for a level 50 build, I would recommend what Herc posted, Nucs for Acc/Dam, some recharge and then some damage procs. Impeded Swiftness is first choice, it procs the most often, then Posi if you have slots. Before 50, I believe I went with 1 ACC, 2 Dam and 2 Rech Common IOs, and the Impeded Swiftness Proc.
Impeded will proc very slightly more since it can proc via the initial patch too but in my AE tests the two end up around the same, both have a chance of proccing from each attack the Vines or corpse-brambles make.
Hercs slotting is pretty much what I have as well but pre-50 I used Air Burst and Detonation Acc/Dam IOs as they are pretty cheap. -
If Illusion isn't an option I'd suggest Plant. My Plant/Emp/Primal has been a blast to play 1-50. You end up being a green machine, quite capable of handling yourself while also turning team-mates into God Mode.
You get lots of AOE damage, especially once you proc Roots and Carrion Creepers up.
Elec/Emp sounds like it'd be fun too but would have low damage. -
Quote:Hmmm. I'd check your settings, your sense of humour switch seems to be set to Off....Again, when asked, about the upcoming news for dominators, a red name specified they were only talking about powersets
Seriously I'd imagine that Powersets are getting a pass for Domination capability, I could see Earth, Ice and Elec getting additional Domination effects in their powers perhaps and Gravity getting a major overhaul.
I'd also guess that Whip Assault will be announced after the 4 currently announced set have gone live post i21, with Dark Control and Dark Assault probably likely as well. -
Looks pretty solid, but Lightning Storm and Tornado look overslotted. Tornado is more situational to an Illusion than say a Plant because you've no way to surpress its knockback.
Some of those slots could go to Freezing Rain and Hurricane instead. You want 3 recharge in FR, and an Achilles Heel PROC if you can manage it and Hurricane is an End Hog, so maxing End Reduction and then adding some -ToHit is very useful.
You're better off taking FR at 16 and leaving something else until 22, it'll make your teens somewhat easier. Maybe move one Superior Invis or Steamy Mist to 22, take Hasten at 8 or 10 and FR at 16. I'd also swap Combat Jumping and Snow Storm around, again Snow Storm is going to make your life easier earlier on IMO. All Snow Storm needs is an End Red
I wouldn't bother with Recall Friend at all, O2 Boost would be my choice. You can heal Phantasm and give allies protection from Stuns and End Drains with it (I've found it very useful situationally when a melee type is having trouble with Sapping types).
I don't think you need to 6 slot Blind and Spectral Wounds (especially Spectral wounds) before level 30. I'd have Blind 5 slotted and SW 4 slotted and move the slots elsewhere instead while it's tight. Throw more into them in the late 30s / 40s. -
Quote:Can you post the build? Some of us are Midless here.After finally getting the Incarnate options unlocked on my Earth/TA, I have decided to roll another Controller. The problem that I am having is that I would like to try out Illusion/Storm, but my Mids-fu is quite weak. I am looking at a (mostly) solo leveling build and the slotting seems to be extremely tight and un-flexible.
I have read over @Local_Man's Illusion/Rad guide to learn how to use the primary, but I haven't found any decent, up to date */Storm guides.
The build I am looking at is below. Please keep in mind that all slots are empty, but this was intended to be a leveling build, so they are all open to suggestion. All help is welcome and very much appreciated.
http://www.cohplanner.com/mids/downl...29FE02DEF9D9EE -
Quote:Electrics AOE Immob does not have a -knockback component (so it behaves with Jolting Chain I'd guess). So it won't play ideally with Tornado in terms of keeping things in place while Tornado gnaws on them.Something you might want to consider...
If you're playing Earth/, Electric/, Fire/, Ice/, or Plant/, your AoE immobilize will also have a -knockback component that will allow your Tornado to float on and chew apart anything you hit with that combo. If that's the case you might want to consider not totally muling tornado for uniques and instead getting it at least some decent enhanced values.
The single target immob does have -knockback however. -
Quote:The negativity about what Dominators aren't getting in this round of proliferation is getting tiresome now. So instead, let's speculate about what the "exciting" things heading for Dominators after i21 could be!
"Domination no longer receives Recharge Bonuses from any source. This has been done to make playing as a Dominator more exciting and closer to the intended experience"