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Posts
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Scourge is linked to ToHit rolls, Darks DoTs only make one ToHit roll at an an enemy when the power is fired, so you only get a Scourge check at the start unfortunately.
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Quote:Aye, and in fairness a "feature" of Dark Blast is that it gets its snipe early.Well every Dom secondary that could have a Snipe did, so it's in.
Snipes really need a look at though in general. Personally I'd give them a mag 2 fear or stun on the target (depending on the snipe, Darks, AR and Psi would have fear, others would have stun) and a 60% chance of summoning a 10 foot mag 2 same-mez type patch at the target, to represent the shock and awe of a mob getting headshot.
In terms of Dark Control the idea of nicking powers from the Soul Patron Pool and Warshades as Oathbound has done makes some sense. As a Domi I also like the multiple PBAOEs too (because I'd like to try another melee friendly Domi with Dark or Earth Assault)
One idea I had for the Dark Control Tier 9 pet would be taking the mechanism from Extract Essence (summon a pet from an enemy corpse) and summon the Spirit from Necromancys Soul Extraction as a Shade or Shadow (dunno what tier of Spirit you'd summon really, 2 would probably be about right). Like Extract Essence and Soul Extraction each pet would only stick around for a few mins, but you could have more than one out if you slotted them for recharge. -
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Quote:Soul Drain and Dark Consumption are out because they're in the Soul PP. Which is why I suggest something more like a Dark Dwarfs Mire, skirting along the edge of the "No Duplicate powers" rule but not falling into it.I dug up one of my pestering PMs to the Devs about Dark for Doms, and here's one iof my suggestions on the 2 sets-
Dark Control
1) Gravimetric Snare analog
2) Petrifying Gaze
3) Tenebrous Tentacles
4) Tar Patch
5) Black Hole
6) Fearsome Stare
7) Dark Pit
8) AoE Hold
9) Dark Servant
Dark Assault
1) Dark Blast
2) Smite
3) Gloom
4) Touch of Fear
5) Soul Drain or Buildup, possibly Dark Consumption
6) Nightfall or Torrent (prefer Nightfall)
7) Moonbeam
8) Death Shroud
9) Misnight Grasp
Most of Dark Control is out because Controllers would also get the set and Dark Miasma as a proliferated secondary (this is the chief stumbling block really, making a Dark Control set which would sit pretty with Dark Miasma for Controllers)
Snipes have no business in Domi sets really IMO. Not with the way the AT has been rejigged and developed since release. -
Quote:Oh gods, Nightfail
If I were making it, I'd probably do something like this (if I was only allowed to use existing powers):
1: Dark blast
2: Shadow punch
4: Shadow maul
10: Gloom
16: Smite
20: Nightfall
28: Torrent or Soul transfer
35: Moonbeam/Midnight Grasp
38: Siphon life/Life drain
Basically, either moonbeam+siphon life or life drain+midnight grasp, depending on which one the devs decide would be more appropriate. Give me the life drain/midnight grasp/soul transfer version and I'd be taking all 9 powers.

I'd really HATE nightfail in a Domi set. The to-ing and fro-ing is bad enough on normal cones in Domi sets. Giving Dark Assault Nightfail would be horrendous (because the cone is so narrow)
I'd personally switch it for a ranged chained power which would suit a Domis playstyle better.
Moonbeam and Torrent are also poor choices for a Domi IMO. I'd switch Torrent for a PBAOE along the lines of Tremor (bear with me) which also works like a short duration, lower strength Soul Drain (something like Warshade Dwarfs get)
Something like :
1: Dark blast
2: Shadow punch
4: Shadow maul
10: Gloom
16: "Soul Mire"
20: "Crawling Dark"
28: Smite
35: Midnight Grasp
38: Life drain -
Quote:Strange, they came as different groups for me with about 15 seconds between them (they've scripted lines they say which alerted me to them). Which was perfect for my Earth/Fire domi as it gave me time to hide behind Volcanic Gases and lob down a fresh Quicksand.So, a little fuel to the fire here:
Last night I was playing some Rogue tip missions on a level 20 Bots/FF Mastermind. I got a mission where I had to free a hostage, then click a glowie. After I clicked the glowie the mission objectives changed to indicate I had to defeat 3 waves of incoming authorities (or something like that). Ok, no prob. I make sure my Bots are all shielded and I get ready for the first wave.
The only problem was that there weren't 3 waves. There was ONE wave, made up of 3 ambush groups (Longbow, Legacy Chain and PPD). I could have handled any one of the 3 groups, with enough time to prepare for the next. But I didn't get 3 separate waves, I just got one VERY large one.
So, I died and the waves ran off a little ways, allowing me to rez (at least they were sporting in that regard). I was then able to pull smaller groups from the large one and finally defeated the three-waves-that-are-one.
I don't know if this is WAI, but it feels broken. If this is WAI, the mission text needs to be changed. Expecting 3 *separate* groups of enemies (that what "waves" means to me) but then getting *one* huge group is a bit misleading.
I'd bug it. Seems like some recent patch might have broken Ambush Timers (again). -
Quote:Forced Feedback +recharge is wasted in Bonfire.Hrm I see what your saying.. I will have to really try to test this out then. Though for 1 slotted if I could have just bonfire up much more its a pretty great power to keep mobs away from me. But I'm going to have to do some testing for sure to see. I have it on my AR Device so my longest recharge power is Full Auto so I will have to do some timing and see. In hindsight I have Buck shot 1 slotted with one of these procs also.. SO I could have been noticing that instead. Bah, could be giving out misinformation here.. But I will check and make sure what the heck I am talking about.
Forced Feedback +recharge is basically wasted in any placable power in the game. The Proc would affect the pseudopet involved which is useless on two fronts anyway because the pseudopet uses a toggle to do the knockback and pets cannot benefit from Recharge in any way. -
Quote:Nothing wrong with being sent to the Hollows.Any new player has to make a Praetorian character before they get any other options. That's entirely new player who hasn't made other characters before. It does not apply to old players who buy Going Rogue.
The intent behind this was to "coerce" new players to make characters in Praetoria, because that's where the latest, best content was, so as to give them a very good impression of the game, before they were allowed to go through the seven-year-old starter content of the hero-side game.
As I understand it, solving this is as simple as making a Praetorian and then abandoning that character in the tutorial to go make a new one, but again - a new player is unlikely to know enough to do that, just in the same way as people believed they HAD to do the Hollows content for years, simply because they were sent there on a mission.
Being violated by Hazard Zone sized spawns of Trolls and Outcasts, often with multiple bosses and trying to sneak up Death Mountain past +6 Ruin Mages builds character. -
Quote:If you're a new account on the GR edition your very first character HAS to be a Praetorian.Wait did they get rid of the options to choose between Paragon City, Rogue isle and Praetoria the at the creation screen? A simple sign stating the potential for a real challenge lies in Praetoria might help...or hey new casual gamer try these zones first before opting into Praetoria.
So there is certainly a push from the Devs side for new people to go yellow side. -
Quote:Aye, it looks like that. But it's not. Looks can be deceiving.I say "energy punch" because the power they use looks like Energy Punch from Energy Melee. I don't know what it is or what damage it does (I haven't checked), but I do know it deals a LOT of damage, much more than your average Brawl does.
PPD and Resistance I find are fine from level 6 or 8 onwards. Ditto with Syndicate from 10ish onwards. There's no real 1-6 group in Praetoria though (just downscaled higher level ones)
Ghouls are very binary I've personally found. Some of my characters absolutely slaughtered them, others got eaten alive by them or struggle.
Destroyers and Clockwork I bloody hate though. Clockwork have exotic attack types and never close in for melee. Destroyers are just cheating swine.
I'm in full agreement with this. It's not a new problem however. Mayhem Missions have done it since i6. And yet oddly there are Ambush missions where the enemies correctly reinforce a location rather than homing in on you (a Family one my Widow ran was like this and good fun playing "dodge the incoming ambush" before ambushing the ambushers). So why the Devs decided Praetoria was a good place to revive all those complaints about Mayhem ambushes is beyond me.Quote:Furthermore... Yes, Stalkers being seen bothers me, and from what I've seen bothers many other Stalker players, as well. Hide is the cornerstone of their AT. Without it, a Stalker is not a lot more than a somewhat weaker Scrapper with almost no AoE. Having significant stretches of content where that is irrelevant makes one feel like he just brought a knife to a gunfight, and that is rarely a motivating feeling. -
Quote:The rank-and-file Resistance do Lethal and Smashing generally, with the exception of the Heavy Hands who have some Energy Melee attacks (bone smasher). The Officers (who are bosses) have energy attacks. Looking at their powers on Paragon Wiki the Resistance aren't that bad (I've found them ok ingame too, along the lines of groups like Outcasts or Trolls. Bit mean off the bat but inline from level 6ish onwards).The Resistance in general have that curious energy attack that they seem able to pull off with no more tech than a fingerless leather glove. Without that, or with Brawl instead of that, the Resistance would be far less deadly. They'd still be more dangerous than, say, the Skulls, considering Skull Minions have one irrelevant ranged attack and one melee attack while the Resistance still have at least two ranged attacks, but they wouldn't be as far out of line. similarly, I've seen PPD Somethings who displayed at least three different melee attacks, at a level when Hellions have all of one.
It's as if we're fighting Vahzilok all the time, only without the courtesy of poor perception radius and vulnerability to lethal damage.
The PPD have 2 attacks each (some have an immob as well) which are Smashing/Energy, which is a bit nasty early on given that melee types tend not to gain their defenses vs Energy until the teens. -
Quote:Pre-level 10. Big Dogs are, in my opinion, the single nastiest enemy in Praetoria.The Destroyer are just a nasty group to fight as a Master Mind, it's like they went 'What's that group no body likes in CoV? Scrapyarders? Lets make them low level but keep all their skills."
Seriously there is no need for Big Dogs to have foot stomp at that level. I mean that alone can drop my pets to red health in one use, and when it comes backed up by a blast master with AoE and burn patches?
No way that group should pop up pre-level 20. -
Quote:This basically.Well, it's not quite the same thing. -ToHit and +Defense go into the ToHit formula in the exact same spot. However, -DMG comes into play before Resitance gets applied, but it ends up being about the same.
Let's say that you have an attack that does 100 damage, and that you are 50% Resistant to. Normally, this attack would do 50 damage to you. Now, let's say that a 20% -DMG effect gets applied to the enemy. He will now be doing 80 damage to you, of which you resist 40, leaving 40 getting through. As such, you are resisting 20% of the damage that you normally would have taken, but it's not the same as you getting another 20% resistance, if that makes sense.
For instance, if you were to get a +20% resistance buff, you'd be at 70% resistance to the attack, and only take 30 damage.
Mega_Jamie is right though, the plus side is even if you're at the Resistance Cap -dam will still have an effect.
For example if you are at 90% resistance and apply a 20% damage debuff and take 100 damage you'd only take 8 damage (100 * (1 - 0.2)) * (1 - 0.9). In other words the -damage still reduced the end amount of damage you'd have taken by 20% (from 10 to 8).
Personally I'm starting to think the best thing overall to stack with -Damage is actually Regeneration rather than Resistance. Pity Kinetic Melee isn't that optimal for Brutes really due to the fact it uses stacked Damage buffs as it's trick. A Kin/WP/Soul Brute would be a bit of a damage sponge (or I suppose a WP/Kin/Soul Tank). -
Quote:The only knockback my Warshade uses is the Nova form blasts. And they use them from directly overhead. So the knockback is basically straight into the ground.Teaming with my Warshade makes me a sad panda. Mainly because I can't suppress the knock back, and I hate mentally picturing a Tank/Brute.Stalker/Scrapper sitting at their desks and fuming. You know when you knock something back and the scrapper just stands there for a minute. Just gazing and doing nothing. Thats when I picture them at home smashing their heads on the keyboard and then looking at you in your squiddy goodness form and thinking....I hate you...I really hate you!
(well there is the nuke too, but nothing should be getting back up from that anyway if it's done right). -
Quote:It's Earthquake on a longer timer, isn't it?To play, or play with?
To play... well, really any of my "support" toons. Son/Son, Cold/Dark, Fire/Rad, Ill/Kin, Ice/Storm, Earth/TA all provide ridiculous amounts of buff/debuffs. If the measuring stick is how fast the end AV goes down, I'd prolly give a nod to my Cold 'fender, followed closely by my Fire/Rad, then Son/Son.
To play with? If I'm melee, give me a Soldier. If I'm ranged, give me a tank.
BTW, nice to see respect for Sonics on this thread, but no love for Liquefy? It's a damn "I Win" button!
*Edit : Oh wait, there's two patch effects it drops. One is basically Earthquake with better debuffs, the other seems to do damage and a hold, how does that work? -
Quote:I kinda agree here.Apparently the Mods of this forum feel it's more useful to have multiple threads open on the same topic than it is to have related posts organized under one thread no matter how old it is. The "logic" of that will always elude me. *shrugs*
I mean I'd happily go in and resurrect the "What are you reading" thread because it makes sense to update after a month or two or three, when people who posted there previously may have moved onto new books. Technically it's against forum rules but in terms of being a one-stop shop for people to dive in and get suggestions about what books others found good / bad it makes more sense for it to be necroed every few weeks/months rather than a new thread being started.
Of course it'd make more sense to sticky it. We have wrestling as a sticky on the Comic Book forum (
) but no sticky on what people are reading??
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Quote:Slow resistance (slow isn't really a mez anyway, it's more a debuff, although it's one where Defenders and Controllers share the same modifiers) isn't as severe a handicap as the protection Big Dogs have.They're not the oly mez-resistant early game foes (try taking an earth/storm controller through th Hollows nad learn to curse Igneous and their slow res)
Even Dominators with Dominate up can't stack enough holds to stop the buggers. Iggies are a pain but they aren't in the same league as Big Dogs are in terms of totally nullifying your primary (holds and knockdown still affect Igneous) -
The -res proc seems unbalanced to me.
Mind you my Fort could slot 4 of the things and the Enhancements would ideally suit my Frankenslotting ways, so maybe I'll just shut up
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Quote:I know people love the concept of "ghetto hold" but the immob is pretty much unnecessary. Things aren't going to wander far, especially if you drop Quicksand as well.I will second the carnage that earth/fire/ice brings down upon everything. Mines only 44 atm with SO's but its still silly on just those.
Quicksand/sleet/earthquake/fire breath/combust/consume is my main aoe madness.
I am set up to do the 'ghetto hold' of immob+stun that stone cages and stalagmites when qs and quake are down for almost no down time.
I'm slowly putting together the pieces for a perma build as my second build. no mids out of me but in the thread earlier people give set suggestions to get there.
In fact given how ******* fugly Stone Cages are I consider them more a hindrance than a help. -
Quote:The problem is in your last line :clearly asking for a build critique, preferably from those guide writiers, after saying i read their guides, is a proclamation that i know more than they do.
Reads like "someone with more WS knowledge than these guide writers" rather than "someone with more WS knowledge than me"Quote:i've also read your guide and got some ideas from it but none regarding mez that i didn't already assume.
i would appreciate someone with more WS knowledge peeping the build when the chance is available
In other words it's as clear as mud. -
Quote:This, I like "head for a location" ambushes. The heat-seeking ones are annoying though.There are currently two different forms of ambush. One type rushes to the place you were when they spawned, and don't have any special awareness of you. The other type knows where you are, has aggro on you, and will not lose aggro unless you die or somehow manage to placate them all. The one most people are annoyed with on Stalkers or any character with strong stealth is pretty obviously the latter.
Stealth in any form, including that given by [Hide], is a means of avoiding being detected by mobs. If they cannot detect you, they will not aggro on you. The problem with the second ambush type is that they bypass the detection step completely - they spawn knowing where you are.
If more ambushes worked like the 1st kind, I think there would be less annoyance. Sometimes the "heat seeking" ambushes make sense, but they seem to be used willy-nilly with no real convention by Dev mission authors. -
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Quote:My Fort did it as a Rogue with no issues, Paragonwiki is just out of date/wrong here.
Hi, everybody!
I've got a question about the Patron Power Pools.
On paragonwiki, it is stated that "only characters with true villain alignment can unlock Patron Power Pools." But is that really true?
A rogue character of mine was able to get the patron mission arc with no problems at all, and is now one mission from its ending. However, what will happen when I finish the arc?
Assuming that rogues really cannot unlock PPPs, how could that be accomplished afterwards? Even if my character would return to being a true villain, he probably wouldn't be able to play through the arc again, would he? I'm not locking out my character from ever getting a PPP, right?
Did anybody do this already and can tell me what will happen?
Thanks!
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Quote:In general I like ambushes myself, its more realistic than "stand around and wait to be slaughtered" of traditional CoH.I don't know, I haven't tried. I can't imagine enemies who ignore stealth and interrupt Assassin's Strike will be any less annoying, however, nor will the fact that I'm forced into fighting multiple spawns at the same time a lot of the time.
But none of that addresses the problem of the development team abusing the ambush mechanic to outright absurd levels. Even the new CoV and CoH missions are rife with those.
They should be "ambush to a waypoint/last known enemy location" though, not "home in on enemy", that's silly. -
Quote:Is that the one with the Ghouls in it where you're supposed to run for your life?
Before doing this mission, I literally played through an ENTIRE arc which ended in ambushes with the "Find Mission Exit" objective at the end.
I *loved* that mission, although the Resistance Guy I was with (War Crow or some of them?) got eaten. Ghouls vs a Broadsword/Fire scrapper is no contest.
What type of character are you playing?
Honestly I haven't had too much trouble with Ambushes in Praetoria, but a lot of the characters I play have heavy controls or debuffs (or in the case of the BS/Fire ridiculous survivability against melee types)
