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Posts
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I think the cardiac alpha would do more for this build than the nerve. You'd get end redux for those high end fire aoes, dmg resist for your two shields, and the range boost for everything except incinerate.
Standard IO slotting and your level shift should provide enough acc and to hit for most situations. -
Melee oriented doms are at high risk on TFs vs. those final AVs. If you can't hold through PToD, they're going to get some hits on you oftentimes by proximity or their nuke.
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I kinda think of Propel as an uninterruptible snipe. Shorter range, of course, but damage is pretty high. It serves more purpose than Dim Shift. You can't even put sets in that thing.
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I was already planning on making one! Sounds like a super team in the making.
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I went ahead and rolled an earth/ice and an earth/nrg. I'm going to also roll a fire/earth and elec/ice. I have one slot left on Pin, though, so I gotta decide if I'll delete someone, pay for server transfer, buy more character slots, or roll one on Virtue.
I got both new doms to lvl 13 and slotted with generic lvl 15 IOs. With the same control set it's easy to compare which is 'better'.
/nrg has better mitigation with the kb and stun from power push and bone smasher, so he's safer to play
But /ice has more AoE dmg with ice sword circle... if you can leverage it without getting killed.
For control, they both have ST hold, QS (more debuff than control) and Stalagmites. The problem with making use of QS's nice -DEF is the long animation means that by the time it casts, the AoE stun from Stalag is expired and I get shot up. It'll get better when powers are slotted more, but in the meantime I have to Stalag, QS, then quick juggle targets with ST hold. /nrg can also toss a stun or kb in there as I mentioned, so it's pretty solid, but /ice can only slow recharge and that is useless for preventing alpha strikes. I can see Chilling Embrace becoming useful actually, as you could toss the area controls, charge in with swords and stack the slows and -rch to make it pretty safe to stay in melee.
Anyway, just figured I'd share for those of you interested. -
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This just started happening to me yesterday. Any updates on this issue?
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How often do you die at your current setting? I would think that if you have halfway decent slotting and have picked the right powers you should be able to handle more mobs.
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Quote:I have it slotted in one of my gravs. Extra dmg is extra dmg I always say, but he could afford a 6th slot with it in there.After dinging 26 the other day and picking up wormhole for the first time EVER in over 6 years...i gotta say i'm really enjoying this power. Its just so darned fun to use. Anyhoo, i was thumbing thru my enhancements screen and checked to see what kind of IO's it could slot and it hit me. Is there a damage proc i could slot into it?
Sure enough, there was. Explosive Strike: Chance for Smashing Damage. Question is...would this really be worth it to slot into wormhole? I'm already planning for at least 2 acc, and 2-3 recharge, with the last 1-2 remaining slots for either the damage proc or the damage proc and stun duration.
any suggestions?
The one thing I'd look at instead of that proc though is a range enhancement. WH's best property is that it doesn't require LOS... if you're in range. So boosted that is great. So if I had the choice (and I'm talking I have it 5 slotted with Stupefy to begin with or I'm frankenslotting early in my career until I can get the Stupes), then I'd pick a range over the proc.
But with cardiac incarnate alpha slotting, you can now get free range boosting. So you could take advantage of that at lvl 50 and go with the proc more easily.
My 2 cents. Whatever you do, dont' put the chance for kb in there. Talk about scatter! It procs before the teleport kicks in. Which reminds me that the dmg proc is the same way. So if it kicks in, you'll definitely aggro the spawn before you tp and stun them. Expect return fire. -
I vote Tremor. Range is very short, but you should be in melee anyway. It accepts good sets and has a stun chance that can stack with chance to stun procs that hopefully you've put into your AoE controls.
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Quote:I think Hirsh owes me a finders fee. He was busy over on Freedumb at the time I logged in to join the event. Sent him a tell to come on over and he had no idea it was even running. Then he goes and wins 500 mil!I would like to first thank the following:
NaughtyOne for nicely donating the 5 PvP Recipes.
Lastly to NCsoft, for giving the Meat Doctor Costume code.
The winners were as follows:
Meat Doctor Costume Code: Xylric
500mil: Hirsh
200mil: SuggestonK
200mil: Conman
Miracle +Recovery: DarkGob
LotG 7.5: Yuk
Numina +Rec +Regen: Yuk
Shield Wall End/Rech: DarkGob
Pancea End/Rech: Baalorlord
Javelin Volley Acc/End/Rech: Baalorlord
Glad Armor Rech/Res: Kazap
Fury of the Glad Acc/Dam/End/Rech: DaggerJack
Disclaimer: Numbers were picked using the following website: www.random.org -
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The end cost is so ridiculously high it's not worth a pick. If memory serves, it costs X end per target hit, so when you use it in a big crowd... you know when you WANT to use it... you bleed out blue so fast it's not even funny.
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Let's break it down by features and advantage rating (my opinion):
ST Ranged
Flares, Fire Blast, Blaze vs. Psi Dart, Mental Blast, Subdue
Advantage: Fire
AoE
Combustion, Fire Breath vs Psi Scream, Psi Shockwave
Advantage: Psi
Snipe
Fiery Bolt vs Psi Lance
Advantage: Fire
Melee
Incinerate vs Mind Probe, TK Thrust
Advantage: Psi
Utility Powers
Consume, Embrace Fire vs Drain Psyche
Advantage... it's a close one and really depends on your primary... based on plant control favoring ranged play, I'd say Fire simply for embrace
Secondary Effects
Fire has extra dmg vs. psi has -recharge. Furthermore, psi attacks bring the following controls - knockback (TK Thrust), Immob (Subdue), -regen/-recovery (DP), stun (PSW).
Advantage: Psi
Resistant Foes
I've seen very few fire resistant foes in-game, whereas every robot out there has psi resistance. Carnies have high psi defense.
Advantage: Fire
Hope that helps -
Quote:I use wormhole much more for its positioning ability than its stun. I kinda don't much care if it stuns or not, so long as the mobs end up where I want them.another problem with gravity IMO is wormhole. as a opening aoe stun its horrible . it requires too much set up and it scatters weaker mobs its just too much work and not enuff pay off
Of course you need to have something to greet their arrival with. My new build has grav/ice/ice combined and it's awesome dropping mobs into a sleet + ice storm patch. Toss out proc'd CF, frost breath and ISC for more win.
Another great use for WH is not so much as a direct control power of the mob in front of your team, but as a herding tool to bring more mobs into your team's kill box. I was doing this a ton on the LGTF last night, dropping pockets of rikti off to the side into our AoE storm from the 3 doms, 2 blasters and MM on the team. What point was there for controlling the immediate mob when they were already being sliced into ribbons? Nope. Bringing more friends to the party was much more useful. Boosted our efficiency considerably.
That's something no other power can do. You just need to build your grav to handle the ranged alpha from the mob you're porting over if you stay in LOS. -
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Yeah I'm more than likely going to respec out of Leviathan. That was the pick before APPs came out. I had PvP reasoning, but seeing no one plays that I might as well focus on something else.
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Fire/Earth would be a great meleer. What (A/P)PP would go with that? Soul?
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Hey everyone,
I'm almost done respecing and alpha'ing my current lvl 50 doms (see my sig), so it'll soon be time to get another to the end game. I currently have the following doms created:
Mind/Nrg/Lev - 44
Fire/Fire - 39
Plant/Thorn - 36
Ice/Ice - 35
Grav/Nrg - 35
Grav/Fire - 31
From that list, which one would you recommend I finish up next? Or should I roll a different one completely?
A couple combos I've thought about are:
Earth/Ice
Elec/Ice
Elec/Psi
Fire/Earth
Or maybe there's something out there I've overlooked that you've found thrilling. What is it? -
Oh, I just wanted to thank all the posters here and in the Solo LRSF thread. All this talk about confuse and mind doms jacked up the price on Coercives. I had to drop 60 million for the triple yesterday and now my mind dom is broke.
Guess I'll have to go solo some SFs. -
You know what I remember most from that thread was all the armchair doms that showed up talking about how they were going to flock to dominators and finish their mothballed lvl 12 once the changes went through.
Crickets are still chirping. -
[QUOTE=Carnifax_NA;3489766]Is there any real reason it couldn't be Lift itself? Doesn't have to be a massive AOE, 10 feet would be enough to make it pretty awesome and add more soft control to Grav. [QUOTE]
Lift is more an attack than control with the damage boost it got a few issues back. So what you're asking for here is an AoE attack power to be added to both doms and gravs in their control set. Such a thing exists in no other set.
If it were to become AoE, then I'd suspect its recharge would be increased, its endurance increased, and its level of availability to be moved into the teens or twenties. Because it you didn't, you'd be able to spam that power nonstop and do some hefty damage to several mobs. I'd even go so far as to say OP.
I'm not sure the repercussions of such a change would help or hurt.
My money is still on replacing or vastly altering Dim Shift. What if the mobs that were hit were only slightly shifted, meaning that you could still damage them, but for only half? Meanwhile, they'd suffer a damage debuff and only be able to hit you for half. -
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Doms will get a dark assault set right around the time that Dark Blast gets proliferated to blasters, which should be next on the list as it's the only blast set they don't have. This way, the devs will be able to also create a Dark Manipulation secondary to pair with. In this way, you'll be able to service a very popular AT (blasters) and give your less-played AT something shiny as a byproduct.
I also imagine a Dark Control set for doms and controllers would hit around this as well although there's the hang up of two things: Illusion Control and Dark Miasma. Will either or both of those be direct ports? Or will a Dark Control be created that's a hybrid of the two and therefore satisfy both crowds without causing the problems that exist with Ill for doms and DM for trolls.