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Dominators were always mini-blasters. That was the problem. Too many people thought they were redside controllers and played them like that. Then cried and complained on the forums. I'm glad you figured it out in your first go.
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Quote:I don't think killing the primary target is a real concern. First off the damage boost i'm picturing would put it a bit below a tier one blast or dmg ST control attack like levitate. Second, you can always target someone else. Third, killing a target isn't necessarily a bad thing as dead foes don't need controlling. And fourth, when the power gives you the most control is when there are a lot of targets. So you'd have a lot to choose from to hit. If there are only a couple left, I'm not sure you'd be worrying about JC controlling anything anymore.Increasing the damage wouldn't help the power very much, because if you increase it's likelyhood of killing your target, you DECREASE it's likelyhood of successfully chaining.
If Jolting Chains kills the mob it jumps to. There are no more jumps, in that chain.
Sure now you have a potentially better damage power, but it's control is that much weaker.
EDIT: If they were going to put the damage increase anywhere, I would say put it into Chain Fences. It's a 1shot, non-dot application which minimizes it's interference with Static Field. PLUS it's useful for keeping mobs in the field and your aura. -
Quote:Added control is always nice. Even if it's only 10%. Don't forget you can put it in other AoE control powers also like fences and the sleep patch, which would boost your odds of stunning something.Speaking of Conductive Aura and procs; does anything that Energy Manipulator-Chance to Stun proc be worth slotting in it?
I keep waffling on my thinking on this. It's only a 10% chance to stun; but Conductive Aura fires often enough that some of the mob would be hit in combat. However, using something like this in a control set as efficient as Electric Control is seems redundant.
Taking the stun proc idea further, you have Debilitative Action for your immob powers, Pounding Slugfest for all your melee attacks, Executioner's Contract for a snipe, and Triumphant Insult and Unspeakable Terror for the presence pool powers where you could put other stun procs.
And if you really want to be the stun machine, you can go /Energy Assault, and take all the stun attacks there, plus the Fight Pool's Boxing.
It'd be a fairly crazy build, but you'd be guaranteed knocking mobs out without trying very hard. Not to mention most of those procs are dirt cheap. -
Quote:My first instinct was to tell you to quit complaining because JC is no different from numerous other control powers being low damage, but then I realized it was essentially a single target control and compared to others like it (lift, levitate, propel) it does jack for damage.I looked at the damage numbers on this power before taking it and it seemed like a decent attack that does DoT damage, but it only does one tick of damage and stops. Is it bugged or just a bad description?
I suppose someone will argue that it's an AoE, so it should do less damage, but I think even stacking it up against those types of powers it's going to do less overall damage just based on its leaping nature as opposed to the cone/AoE nature of other controls like Hot Feet, Flashfire, Terrify, Flashfreeze, Carrion Creepers, Stalagmites, etc.
Also, considering electric lost damage when Conductive Aura was made non-damaging, I really do agree that JC should get a dmg boost.
Not as hard hitting as Lift, Levitate or Propel, but certainly more than an AoE like Flashfreeze or Stalagmites. -
Quote:We have a 3-man team going on Pinnacle already and we're doing a number on mobs even in our teens with limited access to inf, IOs, powers and no way to turn up the difficulty for real challenges.Seems that two people with conductive aura and static field can sap end fairly quick, would a team of 8 elec/ doms be something that would work or would it fall short of expectations?
Mobs are quickly drained and i imagine having 5 more would equal instantaneous drain. It just takes one brave soul to charge into melee first and then the rest dogpile in there to save the day. And that won't be a big risk soon as we get some more powers slotted.
We were also discussing the idea of running all elec/psi and wondering if that combo would be enough to completely and permanently drain AVs. -
Quote:No.Well, I don't usually play characters this squishy. On the other hand, I'm finding that Conductive Aura is a mainstay, and if I can avoid getting stunned in the first five seconds of a fight, I have all the time in the world, and can brawl them down if I have to. I may take some of the melee attacks; not sure what I can lose for them, though.
But since I am relying on Conductive Aura, I'm not sure that an PBAOE sleep will be all that worthwhile - won't they break it immediately?
Go full melee and you'll be pleased. Lead with the sleep and jolting chain. They're your bread and butter alphas. Wade into melee and wreak havoc with your punches and fists. Sleet and Ice Storm will make this even better later. And you're taking Hibernoob if you get in over your head.
By the way, what's with the full stealth package AND hibernoob? If you want some stealth, grab SS and that'll let you race into melee. That'd free up a couple powers. You can then go into the fight pool and snag Boxing and Tough. Gives you another melee attack and some SL resist. -
I can say for certain that the explosive strike kb dmg proc fires on jumps. Skipping or hitting back-to-back. It's quite nice when you hit a large group with it.
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Put it on auto. You can spam attacks to delay it firing if you need to wait a few seconds to take on a special target.
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I'll echo the teaming suggestion, but not so much because it gets you leveling faster, but instead so you can see a lot of other sets quickly as your teammates use their powers. If you see something you like, ask them about it. You might decide their AT and power sets are more to your taste.
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Mu Guardian will heal not just you, but any other pets you have summoned. This can be bad because generally your pets take a larger beating than you do, so they end up getting the bulk of heals. This seems to happen more often than you'd like and at terribly inconvenient times. Like when you're about to die and he's over there healing your imp.
To me, the guardian is more like a stormy with O2 boost than an empath with Heal Other. He's good at patching you up after the battle than an in-the-fight healer.
He has other powers and uses them in a chain that may or may not include his heal, depending on if you're hurt, your pets are hurt, how far away he is, is he in LOS, etc.
So in a nutshell, he's not your go-to guy for heals. If you rely on him to save your bacon, you'll end up in the frying pan alone. -
In an effort to keep this from derailing, I'll answer for Ditzy. Remember when domination's dmg boost used to stack 2x and 3x if you had enough recharge? That's the amount of dmg output Ditz is referring to, which was greater than what dominators can now do.
The point that's brought up against this is that 2x and 3x stacked domination was a rarity that most players never enjoyed/experienced. And that the 'average' dominator was improved with the revamp. My testing on the matter way back when was the boost amounted to about 15% more XPM.
Anyway, you'll never get the two sides to meet. I for one don't care. I was never a major permadom player, so overall I've gotten more mileage out of my 'average' doms. However, I can see Ditzy's point that the revamp nerfed the permadom output potential.
So back to the APP/PPP discussion. I like the fact that there are some meaningful AoEs added here. The PPPs each had one, with Mako only having a cone and a skittish AoE. Now we're looking at 2 targeted AoE with fire, a cone and targeted AoE with primal forces, an aura and targeted AoE with psi, and two rains (one a hefty -res debuff) with ice. Compared to the PPPs, the APPs are easily twice as good with regard to AoE potential.
I love AoEs, so I'm ecstatic. I don't like the order of the powers is all. -
I ended up going elec/earth. The SMASH is a nice combo of control and damage to boost elec's potential AoE control issues.
I got to lvl 9:
1 Tesla
4 Jolting Chain
8 Conductive Aura
1 Spears
2 Hammer
6 Fissure
Despite the bad rap Jolting Chain took in beta, I'm liking it. Nice fast recharge and the jump is lightning quick, too. With slotting it'll be perma knockdown.
The aura has a nice side effect of paralyzing mobs so long as you don't attack them. It seems the sap timer with responding mob writhing interrupts their attack chain nicely.
Another thing I'm liking is that the holds and immobs don't have that stupid -kb that the controllers were crying about. It makes them much more useful as they don't nullify Jolting Chain a' la ice slick and ice holds/immobs.
/Earth is till a major end hog though, so conductive aura is a great pick up at lvl 8. Will make the teens bareable until stamina. -
- Burn – changed power substantially:
- Added initial hit damage
- removed Fear effect
- reduced tick damage by half (to scale 0.03)
- decrease tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds) (1/8th total damage from DOT, replaced by initial hit)
- Burn – further adjustments
- Increased Initial Damage from scale 0.84 to scale 1.6
- Increased Damage per tick from scale 0.3 to scale 0.6
- Added To Hit check for Initial Damage
- Fixed the issue with Fire Manipulation Burn not having an Initial Hit portion.
- Burn – further adjustments
- Fixed an issue which could result in Invalid Target messages appearing when attempting to activate this power.
- Fixed an issue with Burn spamming the Combat log with Immobilize Buff messages when multiple targets were hit.
- Fixed an issue which sometimes caused the Initial Hit damage to affect the caster as well as the targets.
- Burn - Reduced Damage to 20s equivalent (Scale 1.6 reduced to Scale 1.44)
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I'm trying to think of a reason not to go elec/psi... could do some nice -recovery. Toss in Mu for Power Sink.
But that seems so cliched. I've run three other /psi (ice, fire and mind) already. And have taken Mu on more doms than I can count.
So what else would pair well with elec control? Yeah, I know elec/elec... but what else?
I figure it'll be a melee toon with the drain aura, so what about earth, energy or ice? Maybe even thorns? -
Quote:I was having similar impure thoughts for my ice/earth/mu... picking up the extra dmg aura (AA is 4x dmg procd). However, end use is so heavy now that adding another aura AND losing access to power sink would be too much.Evening guys, i was tinkering around with the new MIDS (btw Stoney, thanks for it bro!) and it seems the usual answer for a fire/earth with both mud pots and hot feet is that mud pots isn't worth it much, because of the small effective radius of it. But, with the new APPs that dominators received, Dominators can get access to an extra PBAoE with a built in CC mechanism.
So, i was wondering whether it was worth it to get all 3 PBaoEs, control everything and go in as a purely melee/AoE Dominator?
Or even better yet, Electric Control/Earth Assault/Mind for 4 PBAoE Auras? (2 from gremlins + 2 from you). -
For ice, I'm looking at Hibernoob, myself. What the heck is that doing at lvl 41? Mako's is 47 iirc. That should be one of the last powers imo. Put ice storm and the armor in front. Sleet and Hoarfrost in the middle. Noob at the end.
Fire's set up pretty good I think.
Primal Forces is completely backwards. I could even live with conserve power if the AoEs came first.
Psi is scrambled pretty badly, too. Same with primal forces, I could live with IW, but please move it later and bring psinado up front. -
Quote:Oh, I do want to say I dislike the order of powers in the energy and psionic APPs. Armors are coming late and the highly desirable AoEs will be tough if not impossible to slot heavily given where they unlock. Meanwhile, fire can fully slot its AoEs and shield before 50. Ice is very close in that dept as well.Since the NDA is now lifted. For those that are curious, this is the current state of the Dominator Hero APP's. Link minds is a slightly weaker clone of "Mind Link". The rest of the powers pretty much have controller values. From my very limited testing of both Fire Mastery and Ice Mastery, I was pretty impressed by the utility and survivability they granted. Heroic Dom's are getting access to some substantial buff/debuff tools it this goes live as is.
I'd like energy torrent or explosive blast to open up at 41. Move conserve power to 47.
I'd like psi tornado to open at 41 or 44 as well.
All the armors should be 41... maybe 44 at the latest.
I hope Castle is open to moving these things around once GR mania dies down. -
/earth assault as the AV killer got a lot of talk when it first was released. I remember... I started it.
Go here for my initial musings on the idea.
Then go here for Hirsh's solo performance vs AVs.
Quote:Hiyaa people, making a happy lil' dom when GR goes live in a few days time, adore heroside, so hoping I can solo lots of lovely AV's and solo a few TF's etc (:
Righto, it'll be perma dom with around 170% recharge, I used Liliaceae's AMAZING attack chain calculator [thankyou! -- link here -- http://liliaceae.atspace.com/AttackChainGenerator.html] to plan out the attack chain with the respective recharge times of the 2 sets and got the following;
30 Seconds attack time;
EARTH --
Total Attacks: 18
Total Time: 31.37
Total Delay: 0.92
Percent Delay: 2.93%
Total Endurance: 206.77
EPS: 6.59
Total Damage: 2299.36
DPS: 73.30
DPE: 11.12
30 Seconds attack time;
FIRE --
Total Attacks: 24
Total Time: 30.92
Total Delay: 1.50
Percent Delay: 4.85%
Total Endurance: 221.35
EPS: 7.16
Total Damage: 2732.68
DPS: 88.38
DPE: 12.35
Fire does have a higher DPS, however I'll be using my control powers also whilst fighting an AV, which makes this difficult as stone has 2 main powers which are more powerful than fire
Fire;
Incinerate: 123.8 Base
Blaze: 168 Base
Earth;
Heavy mallet: 133.1 Base
Seismic Smash: 207.9 Base
Seismic smash also doubles as a handy mag 3 hold -- which is nice
Earth does seem like a more interesting set, have played many fire melee / blast characters before -- Just wondering if there's anyone out there having good success with earth melee & AV's (: It doesn't seem to get much limelight!
Thanks guys, appreciate any replies -
Quote:Oh, don't you worry. The blasters will start whining soon enough and will get yet another buff.:O
ARE.... YOU.... KIDDING ME!?
My plant/fire/Mu perma dom is already on par damage wise with most blasters I've seen and has better control than any controller I've met. And now you're going to give me rain of fire, fire ball, and melt armor??
I.... I.... Don't know what to say.... Thank you? *sobs* Thank you so much.
What role do blasters fill now? Other than giving the emps something to do. -
Quote:These APPs will single-handedly do more to improve doms than all the other changes they've received since CoV launch.Wow, those are some IMPRESSIVE powerlists. Sleet for doms? Yes plz.
Can you imagine having this type of AoE potential for the last 4 yrs?
I'm pumped about these sets.
Bye, bye, PPPs. -
Here's the basic info on the set you were looking for (excerpted from Peacemoon's post on the controller forum):
1) Electric Fence - Single target immobalize, Moderate DoT. Also grants knockback protection, endurance drain, chance for -recovery.
2) Tesla Cage - Single target hold, Moderate damage. Also does endurance drain, chance for -recovery.
3) Chain Fences - Area effect immobalize, Minor damage. Also does endurance drain, chance or -recovery. Does not grant knockback protection.
4) Jolting Chain - Chaining knockdown power, Minor damage. Also does endurance drain, chance for -recovery. The chain jumps from target to target quickly. Fast recharge.
5) Conductive Aura - Self +Recovery, +Regen buff per nearby enemy. Foe -Endurance(about 12.5 endurance per 2 seconds). No endurance cost. Max of 8 targets.
6) Static Field - Location AoE effect, pulses a sleep every few seconds. If the sleep breaks targets get a slow debuff. 40s recharge.
7) Paralytic Blast - Standard Aoe Hold, endurance drain, chance for -recovery. 4 minute recharge.
8) Synaptic Overload - Chain confuse power. Causes no aggro. 20 second duration, 60 second recharge. The confuse jumps slowly from one enemy to another with a 1-2s delay.
9) Generate Gremlins - Summons 2 Large Electric Fiends. They have 3 powers, a pulsing PBAE aura that deals minor damage, jolting chains and also a charged brawl.
From the Beta boards it seemed several controller types were a bit concerned with the set's shortcomings. From a dominator perspective, I think the set can pair nicely with the assault sets and provide some good fun. Discuss!