Daemodand

Renowned
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  1. Daemodand

    Explain Gravity?

    Early on, before Wormhole and before Singularity, the set is very difficult to work with. After you get Wormhole and Singy, it's all gravy and it becomes one of the best control sets in the game.

    Pros: lots of skippable powers makes for loose builds; has a very solid late game (level 32 on). Singy is the best dom pet in the game. Your own personal Tanktroller.

    Cons: weak early game; Dimension Shift truly is one of the most worthless powers in the game. Animations are on the slowish side. The effects can be difficult to see depending on your graphics settings (but if you have your graphics pumped up they can be quite pretty).

    The set would be greatly improved by simply moving Wormhole to level 12 and Dimension Shift to level 26. That one, simple change would double the set's early game performance.

    Grav/Elec/Sirocco is the official Daemodand build. Singy + Voltaic +Guardian + Guardian's Voltaic + vet wisp = win.

    P.S. Very few people have ever seen Wormhole in use, so you can actually wow some newbs with it.
  2. You literally cannot go wrong with choosing an Assault set now. They are all better than they were in general game play.

    I'd even roll Psi Assault again. That's saying something.
  3. [ QUOTE ]

    Amusing story: After playing my Elec for a while yesterday, I though, "Well, actually I think I may have plenty of End. Maybe I'll just remove some of the Enhancements". I was running low in really long AV fights, but I was doing fine popping blues, and never seemed to use End at all normally.

    I went and looked in my build, and I have no End Enhancements in any of the attacks. I have three slotted Stamina, and an End in Gravity Distortion because I use it ALL the time as an attack as well as a hold, but I pretty much had nothing to remove.


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    Don't forget Electric Assault gives you Endurance as you attack.

    Electric Assault is the Claws of Assault sets. I really like its fast, efficient feel.
  4. Daemodand

    Best PvP Brute?

    Brutes aren't Tanks, BTW.
  5. Daemodand

    Claws 4 Brutes

    If Brutes can have Dual Blades, they can have Claws. Hell, Claws are way more Brutish than Dual Blades are.
  6. Domination is still one of the best Inherents in the game. Previously, you just activated it whenever it was available. Now, the use is far more strategic. You actually have to think about when and why to use it. That's really fun!

    Some are complaining about Endurance, but so far I'm not seeing it (and I'm currently playing every primary and every secondary). Taking out targets more quickly actually saves Endurance.
  7. [ QUOTE ]
    Thin as a rail, ugly, no hammer, no weapon at all in fact... Something ran by and he shot a pink mind beam out of his head... I nearly cried.

    I died a little inside when I summoned that fish-thing.

    [/ QUOTE ]

    Classic lines my friend, classic lines!

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    Shoulda went with Mu mastery and got the Mu Adept.

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    Mu Guardian is way, way better.
  8. Daemodand

    Earth/elec

    I rerolled my Earth/Fire as Earth/Energy now that Energy is playable.

    Electric still rocks, of course.

    Grav/Electric is a hard core, but ultimately very rewarding build.
  9. Well I could just cancel for a month and use the proceeds to get the pack. Yeah, that might be a plan.
  10. QR
    The new movement suppression scheme was supposed to be the thing that helped melee vs ranged. Early on in beta it did help, but with subsequent updates it was backed off so much that we went right back to square one with the melee vs ranged problem.

    The issue wouldn't be nearly so bad if Super Speed were brought in line with the other travels. Right now, if you've got Super Speed, you can easily disengage from any fight. It has no counter. That isn't supposed to be happening under PvP 2.0. Super Speed is breaking the paradigm.

    Taunt's -Range does help some, but that's mostly a "You can't beat me" power, not something that will get you any kills.

    Perhaps if melee attacks (that come from melee Archetypes) applied a large movement suppression? Enough to truly impede escape?
  11. It's one of the best powers available to Doms. Definitely pick it up!
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    Try a BU>Crowd Control>Venom Grenade from Hide combo on some spawns and I think you'll agree.

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    Fix'ed

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    I'll see your fixed and raise you a Hide crit.
  13. Masterminds dispose of their minions without a second thought. They are seen as completely expendable and this is properly reflected in the Villain Masterminds. A Hero Mastermind presents a bit of a difficulty because they work just the opposite way: they don't treat their men like expendables, they treat them with care and dignity. They care about their troops' fate. Unfortunately, this won't be reflected in game mechanics (as far as I know) like the Villain Mastermind approach is. That's what makes Hero Masterminds a bit difficult to take seriously (especially those with living human troops). The suicide bomber power in Traps is especially thematically inappropriate for Heroes.

    It'd be nice to see some minor mechanics changes to Archetypes depending on what your alignment is. Most likely won't happen though.

    Hero Dominators (sadists), Stalkers (assassins) and Corruptors (taking advantage of the weak) will also be thematically weird for Heroes. But Going Rogue is unavoidable, and does open up some interesting possibilities, so perhaps it's best not to analyze too deeply.
  14. She doesn't hold a candle to Shady Ciaran. She's the SHMEX!
  15. I prefer my Bane over my Widow because he's way more stylish, and much better balanced. I have a keen appreciation of game balance. And Banes are very nicely balanced. Night Widows are overly powerful (Mind Link AND Elude? Come on!)

    Also, Banes are better on style, better on Endurance and have way cooler (and way more) toys.

    Just because Night Widows are overpowered doesn't mean Banes don't get the job done, and get it done very well. Try a Crowd Control>Venom Grenade combo on some spawns and I think you'll agree.
  16. They're a bad idea as most players are looking for relatively short arcs (so they can maximize the number of stories they can see) and it breaks the paradigm of AE (AE stories, by design, are limited to 5 missions).

    Any story can be told in 3 missions (beginning, middle, end; introduction, complication, resolution). All else is self indulgence.

    I (and most people) avoid multi-arc arcs.
  17. This game is badly in need of cross-server PvP zones.
  18. "You...filthy...yellow...squidy..." - Requiem on Kheldians
  19. It's true, their husbands are dead.

    What?
  20. Daemodand

    -Renderthread 1

    Sounds about right to me. Thanks for the input CuppaManga!
  21. Daemodand

    I'm selling out.

    [ QUOTE ]
    Smurphymyxlplyx

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    If you trick him into saying it backwards, he makes another billion.