Frosticus

Renowned
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  1. Quote:
    Originally Posted by SpittingTrashcan View Post
    (Incidentally, looking at average power recharge times across a set is silly. The metric that matters to low-level characters is how easy it is to saturate an attack chain, which is a function of low-level power recharge times; for high level characters, best DPA on a saturated chain is the key performance indicator. This is why some people recommend taking more attacks before SOs, when the best way to increase DPS is to saturate the attack chain; then spec into the attacks you want to keep and make up the difference with enhancements.)

    Actually it is very handy to determine roughly how many attacks you will need to take to saturate, or if desiring less attacks an indicator that you will need a lot more global recharge.

    It may be more handy to some people if they separate out the types of attacks into ranged, melee, aoe and then examine it, but I don't personally need that done as I'm very familiar with each set so I can look at it as a whole. (and for the most part the pbaoes and cones are all roughly the same)

    The way I do it for myself is to select the attacks I'll actually use in a build and then compare it to other sets with the same criteria. if the number ends up high and I don't want to dump a bunch of lotg's or such to solve it I pick something else. But I can't tolerate standing around doing nothing. Some can.

    I could only get away with pulling the snipes though for what I posted because when I tried to amend elec by removing one of the lowest dpa attacks in the game (thunderstrike) Jade cried fowl, even though no well built pve elec min/max would use it for st or aoe damage. Zapp has higher dpa

    If your particular concern is with low levels then all you have to do is exclude high level powers. Not very hard.
    ie. If the set you were looking at for low level performance consisted of 4 powers with recharge of: 6,8,10,15 vs one with 2, 4, 8, 10 it is pretty easy to tell that the latter is going to be alot easier to saturate. though the first might end up hitting like a truck and be awesome in late game if you dump the IO's into it. However, I doubt the avg level reached in this game is over 35 and excessive IO's still aren't the norm.

    If your concern is late game high DPA attacks a higher value is an indicator that a particular set probably has more of them in it (seeing as how recharge is linked to DS generally) and a higher value means you'll need more recharge to use them regularly.

    I haven't claimed that an examination of avg recharge across a set is anything other than that - avg recharge. If you have no concern with recharge or are interested in something else then look elsewhere. High global recharge tends to be the MOST expensive IO builds you can make and I have a personal distaste for large gaps.
  2. I'm not going to get into another multi page argument with you because you can't read. I've gone down that road before and it just ends up being a massive waste of time talking to you.

    I'm changing my opinion. Longer recharges have magically made doms smoother and easier to build fluid attack chains and failing that at least standing around doing nothing is pretty endurance friendly. And even though elec was celebrated for being designed in accordance with elec manipulation moving away from the request for hard hitting attacks and right in there with old Nrg is great.

    Overall the dom changes are perfect, not one thing could have been done better.

    How long did some of us predict before threads like the OP's would start popping up again after the dom changes? ya, right around now...

    take care.
  3. Take all the aggregate recharges of the "old" and determine the avg. You'll get a number that supports my reasoning that states new elec follows the "old" design almost to the letter.

    Elec shifting from the "slowest" set to the "fastest" also supports that whereas all the other sets more or less just shifted upward. Case in point, psi was the fastest pew pew set and after rebalancing is now the second fastest overall set.

    The entire dynamics of Elec were changed because it used to play almost identical to new Nrg and new nrg is really good.

    I just chuckle when people bag on old doms, but somehow celebrate both new Nrg AND new elec, when new elec IS old doms and old elec WAS new doms heh.

    *Don't assume the ranking are indicative of damage. I never said that. They are representative of base DS, but animation times, damage boosting powers and damage type will all play a role in shifting final damage output.

    *Interestingly enough, if I'm to believe my elec friends they have opted out of using thunderstrike due to its horrible DPA since the revamp. If I were to drop that power from the "used" list similar to snipes Elec goes down to an avg rech of 8.8, which further goes into supporting the elec:nrg role reversal.

    What this is telling me is that Castle spent a whole whack of time playing with the base numbers and yet people blindly jump on board and say both new elec and new nrg are both great, but those same people would probably say the same thing if none of the DS values were tweaked and just the base modifier was increased.
  4. You need to move beyond single power comparisons. One power does not make a set, even for old psi .

    If you take the avg recharge times of attacks that people actually use (ie no snipe) it comes out to... drum roll please...

    Code:
    Average Rech	
    elec new	10
    elec old	12
    icy new	11.1
    icy old	10.9
    nrg new	12.6
    nrg old	8.4
    psi new	10.4
    psi old	7.1
    Fire new	11
    Fire old	9.2
    Thorn new	10.6
    Thorn old	9.4
    And now in ascending order

    Code:
    Fastest to Slowest	
    psi old	7.1
    nrg old	8.4
    Fire old	9.2
    Thorn old	9.4
    elec new	10
    psi new	10.4
    Thorn new	10.6
    icy old	10.9
    Fire new	11
    icy new	11.1
    elec old	12
    nrg new	12.6
    I find it funny how the numbers support what I'm saying yet you go on and on.

    The numbers speak of themselves. As a SET elec was shifted so it very closely resembles the way OLD assault sets were designed and NRG is the new Elec.

    Which supports exactly what I said:

    "The funny thing is that if elec is so good now then it just proves that the recharge numbers didn't need to be tampered with seeing as how it closely resembles the structure of "old" dom sets (fast and light). Proof imo that people have no idea what they are talking about. "
  5. This could be just the boon that is needed to jumpstart new pvp!
  6. As long as dim shift has an intangibility period that can interfere with my blaster using fireball+firebreath or any other "alpha" from the team it is going to be fail with regard to spawn to spawn control and will likely remain an "oh crap" power.

    Whether you phase them for 30 seconds or phase them for 15 seconds+sleep the power will still suck.

    Set the cottage on fire, collect the insurance and build something that is better.
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    Not really. I don't really have any trouble managing my Endurance on any of my Doms. In fact, as I have said, I'm going to have to remove End management from my Electric Dom because he never runs out of any Endurance. And I don't really have his attacks slotted for that much End, I have Stamina 3-slotted, but except for the occasional End slot in my control powers, I don't know where I'm going to take it from.

    So if you're not noticing a huge amount of additional damage when you are not in Domination, and not finding your Domination bar fill up just about the time you need it for more Endurance, well, all I can say is I am. On my Fire Dom. I don't know what to say, except that maybe it's the fact that you feel you have to spam attacks and keep your attack chain going all the time. (Even with bugged powers like Flares) I rarely have foes last that long in combat against me, but maybe you do need more End slotting than me.

    You yourself say it's easier, so I'm guessing you're killing faster. You just don't like the "feel" of it. With Fire I can understand that, I've always avoided Flares, so to me Fire has always been a little clunky. But I'm not happy with Fire. I put up with it, honestly, Fire is still getting extra damage no other set gets, so it's efficient, and there's no looking down on Fiery Embrace. But there's still no word on Flares. I'd be happy with a +15% damage secondary effect, but I don't know if we're going to get it.
    "Easier" was in "quotes" for a reason. Whatever increased kill speed I've personally gained has been offset by the shift of feel of going from dual blades fluidity to that of axe. Just as the fast feeling with moderate damage has been replaced by a slow, but heavy hitting feel just like DB vs Axe.

    I also can't account for how slowly you do or do not play the game compared to me, but if you have no endurance issues now then you must NEVER have had any issues before with lighter attacks and additional efficiency gained through domination. You experience definitely runs counter to mine as I'm ready to call dominators as a whole "endurance pigs". I can count on one hand the number of times I've used domination for something other than the endurance refill since the changes went through. I can't imagine that is how domination was envisioned to be.

    The problem with rose colored glasses is that they don't let you clearly see. Every single set other than elec requires more recharge now, even icy. Most people realize that aoe output is important too and that if all that mattered is st damage we'd all be playing stalkers.

    Any number greater than 1.0 on the excel below means it recharges slower and hits harder (excluding some of the aoes) and costs more endurance.

    For pretty much ever dominator out there to attack in a similar manner as before they require more recharge and will burn more endurance (except elec). Once achieved you will do more damage, but until that point with big holes in your chains you will do similar, less, or more damage than old (depending on playstyle and build), but you trade in fluidity under low/no recharge for clunky hard hitters. (axe vs dual blade feel)

    The obvious way around the recharge disparity it to take more attacks. That's fine, but bare in mind that means a tighter build and more slots to spread thinly and very likely a playstyle change seeing as how few if any doms have options to sub in alternative attacks that maintain an existing pattern (ie I can't sub in fireball to fill out a ranged fire chain, or explosive blast or w/e) so you'll probably be requiring more melee time.

    Code:
    Set	Old 	New	Diff		Old	New	Diff
    Elec	4	4	0.0	Icy	4	4	0.0
    	10	6	0.6		8	8	0.0
    	8	8	0.0		20	22	1.1
    	14	10	0.7		6	6	0.0
    	12	20	2.0		16	16	0.0
    	16	16	0.0		10	10	0.0
    	20	16	0.8		12	12	0.0
    							
    Nrg	4	4	0.0	Psi	1.5	3	2.0
    	8	10	1.3		8	10	1.3
    	8	8	0.0		6	8	1.3
    	6	10	1.7		4	8	2.0
    	14	20	1.4		12	16	1.3
    	20	22	1.1		8	8	0.0
    	12	20	1.7		12	20	1.7
    	11	14	1.3		10	20	2.0
    							
    Fire	2.18	3	1.4	Thor	3	3	0.0
    	8	10	1.3		8	10	1.3
    	16	16	0.0		12	12	0.0
    	4	8	2.0		6	8	1.3
    	15	17	1.1		15	17	1.1
    	12	20	1.7		11	13	1.2
    	10	12	1.2		11	11	0.0
    There is no counter argument to what I'm saying except for elec, which while I've heard some people expressing their happiness with the set I've also heard most of my friends expressing their dislike. I'm more inclined to take their word for it than yours. No offense meant, just how it goes.

    The funny thing is that if elec is so good now then it just proves that the recharge numbers didn't need to be tampered with seeing as how it closely resembles the structure of "old" dom sets (fast and light). Proof imo that people have no idea what they are talking about.
  8. Quote:
    Originally Posted by Silverado View Post
    Damage itself is a taunt component, if you don't believe me then try damaging a critter; see what is its reaction.



    I could point out some juvenile attitude on this thread, and it's definitely in none of my posts

    -----------

    Thanks, P-Forge! I look foward to seeing you achieve similar feats with your Corruptor
    Not sure where you'd point then, but my mistake, the mud you sling actually cleans things. Sometimes I forget just how high the horse can be.

    Anyway, gj on the takedowns, especially the GM's. Disagreement or otherwise on my personal annoyance with AI mechanics sometimes encountered in this game I've always been a fan of your work and your ability to push things to their limit.

    Take care.
  9. Quote:
    Originally Posted by Jade_Dragon View Post
    The changes weren't meant to effect permadom. The changes were meant to effect those players that did not want to have or had not yet achieved permadom. Casual players... don't really have permadom.

    I wouldn't expect anyone who had permadom, who had achieved that level of performance, to see any significant difference. It's the people who aren't through with their Doms yet that will be effected, that's what the devs were aiming for. They were trying to get it so the endpoint once you reached 50 was the same, but it kind of missed in some places. Maybe some of those misses will be shaken out in the future. (Then again, maybe not. )

    What Dominators really need is individual attention to the Assault Sets. The OP's suggestions are fine, but he's treating all Doms as if they have End problems, when some have no problems with End or are even better. I'm sure no one will agree to sacrificing how great Energy Assault is now, just to get the old End costs back, or to get rid of the "clunkiness".
    We can pretend I don't play non-perma doms if you like.

    I see high recharge needed to fill attack chains and domination as necessary as ever to fuel the higher endurance consumption rate.

    Of my 5 doms between lvl 20 and 50 I feel as much or more pressure than ever to seek perma dom regardless of whether my performance relative to i14 will be better, worse, or the same.

    I can only recite my personal experience, but what now feels "clunky" under moderate recharge (barely perma dom) and even higher doesn't magically feel smooth with substantially less recharge.

    I agree doms need individual set attention, I've said that for a long time. In fact they needed it before global changes, but late is better than never. They also need primary set attention. I personally have a hard time calling i15 a dominator revamp when only one primary power was changed .
  10. I tried adding a new walkout deck to my cottage and even a small addition out back, but after awhile I tore down my cottage to build a lake house. Everyone is happier now.
  11. Play an /nrg dom, that is the only secondary that is noticeably better ime. The rest are either a bit better or a bit worse depending on build and playstyle.

    Forgive me but without running hero stats very few players will be able to feel a ~10% net difference in either direction. IMO if you require analytical data to determine an improvement then the changes were a failure. Casual players don't use outside programs to analyze their playtime.

    What you can feel is needing more attacks to have an attack chain though. For my /fire I used to be able to just spam blaze>blast>incinerate with what I consider to be pretty low recharge (I'm just barely a perma dom). Now I needed to shift some slots around to flush out flares as it is necessary (and a really crappy attack). So I lost perma dom until I buy some lotg's which has put me into endurance issues because 1% off of perma dom is a massive hit to the endurance refill timer and has cost me a lot of team control (mainly domination + stalagmites pwning everything in sight).

    On hero stats my st dps has dropped considerably, but that is almost entirely because flares is just so bad in the role of spammed attack compared to old fireblast.

    If I had to equate new vs old doms I would say that old doms were like old pvp - fast, fluid, and very exciting, but also very challenging and yes quirky. New doms are like new pvp - slow, clunky, and not nearly as exciting, but also much "easier" to use. I guess I shouldn't be surprised; both systems were done by the same person
  12. Frosticus

    Blaze Mastery

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: New Set
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: New Set

    Hero Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 2: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(3), M'Strk-Acc/Dmg/EndRdx(3), M'Strk-Dmg/EndRdx(46)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(43)
    Level 6: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(7), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(46)
    Level 10: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(50)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
    Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Super Speed -- Zephyr-ResKB(A)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Proly roll this in i16. I mean why not?
  13. Here's to hoping the dominator mud pots is like blaster lightning field. 20ft radius!!!

    Lili is exactly right, the big damage/mitigation auras don't play all the well with the little damage auras (see blaster /fire manip). Additionally doms tend to stop mobs in an area larger than the 8ft aura hits through stuns, knocks, or immobs. Compared to the melee toons pulling mobs in tight and leveraging the small auras.

    While I think I'm going to give fire/earth a run I see plant/earth having better results due to seeds clumping groups so tightly.
  14. Quote:
    Originally Posted by Sudz33 View Post
    So I decided to do my next corr as a Cold Dom. since i have never done that before. THe only problem is that I cant pick a primary for PVE. I want one that I havent used before. Im thinking of either a Rad, Dark, or Electrial. Which one should I take?
    Of these choices dark is the best to pair with cold.

    I like rad blast the most of the 3, but imo rad pairs best with /dark and /thermal.

    I greatly enjoyed my fire/cold, much moreso than my cold/dark defender. The hit in survivability was more than compensated by the astounding damage... at least for me. Granted dark blast for corrs is better than /dark blast for defs in the damage department.
  15. Quote:
    Originally Posted by Pans_Folley View Post
    Yes, but then there is a timer or indicator showing that these pets and summons are still with you. CC tents to be hidden from view until you get in close. I use seeds in every instance, but if CC takes off on me, and I didn't know it was still hanging around, it could be a problem later in game. I'm thinking more about the timer now than I am breaking stealth. I've been managing steamy mist rather well with my vet pet, and now I'm turning toward the timer or indicator showing CC (or the lack of one).
    Ya CC should have an icon in your bar showing it is still active. I use earth's embrace as my CC timer because it has the same rech and duration so I pop them together on my plant/kin. (though usually I just have them both perma, or very close to it). Sometimes I need to know when it is down as I often solo farm and CC will interfere with the herding I have to do if it is still active.

    Hero stats might give you a timer for it, but I haven't checked.
  16. Quote:
    Originally Posted by Silverado View Post
    Taunting through damage, the aggro-holder (in this case the controller) is higher on the GM's hate list because he has done the most damage and must die NOW. Any single one of the fire imps hasn't done more than the GM's top threat holder, so they're ignored. If I stopped attacking (or taunting through damage) for a minute or so, the GM would immediately turn on the imps and kill them in 2 shots.

    It's all within the accepted rules and logic of aggro-managing. I'm not going in with a Controller mentality, but rather with a ranged tank (and his 3 squishy damage-dealing teammates) mentality.

    If you consider all this as 'poor design' and you'd rather have them just do away with the well-established concept of tanking and aggro-holding, then I suggest you switch your gaming genre and go play HALO or something.
    I'm well aware of how the hate list operates in this game and many others. If you can't see that none of the troller attacks have a "taunt" component then I can't help the discussion...

    A (ranged) tank with three squishy teammates could work because his ranged attacks have an actual "taunt" component to them, or he could use the taunt power. This is the Ghostwidow scenario I already pointed out. One that is really easy to exploit with the -range of taunt paired with epic immob (slotted for range)

    I could enter with the mentality that I'm the lord almighty, but it still wouldn't make glitching out the ai good design. "Damage taunting" is a fine mechanic except when it results in the ai glitching out and performing at less than 20% of where it is intended to operate. Even Posi saying that is WAI wouldn't convince me that it is good design because it just isn't.

    It's within accepted rules that actual "taunting" holds agro even in non-logical combat configurations. It is within accepted practice that damage can as well. The fact that the latter has developed into the "industry standard" is just weak design. (emphasis on non-logical).

    I put it on par with glitching out npc's so they get stuck on terrain and can't attack back. I highly doubt it was ever the intended function of the system (in any game) but rather a limitation of the system breeding necessity.

    A more advanced system might utilize something like a "zonal threat" ranking to ensure that if 10 things are gnawing at your feet each doing 10 damage the ai isn't preoccupied with the single enemy doing 11 damage from far away. Especially when it means the occlusion of powerful short range attacks.

    I don't play Halo. Should I? does it have non-retarded ai? I could make a few suggestions of games with even weaker ai than Cox that can be even more easily exploited as you seem to think that is good design, but I think the "if you don't like it leave" argument is pretty juvenile.
  17. Quote:
    Originally Posted by Silverado View Post
    In my experience, it works like that in pretty much every MMO I've played (Asheron's Call, Anarchy Online, World of Warcraft, etc) so I've never seen it as an 'ai hole' but more of a norm. Besides, the whole point of taunting/aggro-managing is to keep the mob's attention on the stronger target (in this case, the controller himself) while your weaker damage-dealing teammates (fire imps) do their thing. Otherwise, the concept of tanks in this game and every other game would be useless/obsolete
    Acceptance of weak design just because it is common place doesn't make it good design.

    I see a large difference between my fire troller sitting back at 80 ft while the AV (or w/e target) cycles one weak long range attack and ignores all of its other attacks that it could use on nearby targets and actually being taunted.

    My fire troller gains all of the advantages of taunt, without actually needing to taunt to keep my squishy little damage dealers alive. When I first started speccing my fire/storm for AV encounters I jammed in both res procs and a def proc into my imps hoping to keep them standing a bit longer and also slotted up o2 boost.

    Then I went out and started fighting them and usually my imps were never attacked. I lost a lot of interest in fighting AV's after that.

    Basically what happens is (in my eyes) the same thing that people complain happens with some pets where they get stuck cycling one attack over and over and ignore everything else (this has been fixed quite a bit recently). It was a huge sore spot, but I guess that is the "fun" thing about pve, if it works for you it is fun, if it works against you it needs to be fixed.
  18. Quote:
    Originally Posted by OblivionX View Post
    If you do it like that then I can see it work. I forgot that Lili was facing even con'd AV's, while I typed my response I was thinking about my experience with 52 and 53 AV's. With no extra confuse protection, I can put out around a 90 mag confuse on a lvl 50 AV, but it's obviously reduced as their level goes up which makes that strategy pretty useless against higher level AV's.
    Holding higher con AV's also increases in difficulty and you can stack a lot more confuse mag than hold mag so actually degrades faster than confuse in terms of mitigating them permanently.

    Like I said though, I've never tried it. I just know that while Ditzy is irrational at times, she knows what she is talking about. I know that if I were using a fire dom I'd go for a hold strategy similar to what Lili used so that my pets can tear them up for a fairly fast and safe AV defeat. If I were a mind dom I'd be looking for alternative strategies because spamming the hold so much doesn't leave much time for attacking and is more prone to failure.

    I think that what she was saying is that hold spam on a mind is a "brute force" tactic where you just power through the situation, which is in line with how doms as a whole were changed. She is also saying that a more resourceful approach might be possible and even yield better results. Which is exactly what some people said about doms pre changes; they were already capable of amazing things if you'd just sit and play with them for a bit rather than get frustrated because they weren't as straightforward as a scrapper.

    Unless I'm missing something a confuse tactic would be faster, safer, easier to build, and scale a bit better if say a +1 or 2 AV showed up.

    Multiple AV's would probably require sleeping and holding in favor of confuse in a solo situation.
  19. Frosticus

    Fire/Storm help

    tough and more importantly weave are generally needed to push def way up if you are on a budget.

    On my fire/storm I have found good success with just pushing up my ranged def to softcap and not really worrying about aoe def, but ymmv.

    Some key IO sets to seek:
    2 pieces of blessing of zephr in travel powers = 3.13% ranged def each
    6 pieces of thunderstrike in st ranged attacks (immob, hold, epic blast) = 3.75% ranged def each.
    Or 6 piece lockdown in char if you aren't comfortable slotting it for damage =3.75 %
    Steadfast 3% def in steamy mist (and enhance def value of the power).

    If you ran cj+steamy+weave and had two travel powers with blessing of Z in them (ie cj+superjump) and slotted ring, char, and epic blast with thunders you'd already be at:
    36% ranged def with tons of power choices and slots available to squeeze out an additional 9%.

    Or you could make up some of the difference with smoke. Slotted up it is good for about ~5% defense against +2/3's.
  20. Quote:
    Originally Posted by StrykerX View Post
    Wait, so if you keep the aggro yourself and stay out of melee range a GM won't use PBAoEs even if they're recharged and none of its ranged attacks are? Interesting... I assumed that they would still attack secondary targets if they had an attack that could do so ready and not one that can hit their primary target.
    You'd think that would be how it would be designed, but that is pretty complex.

    This ai hole has been used for some time in several encounters. An immob'd taunted (from range) ghost widow is a push over. I know my ranged soft capped troller gets eaten alive by most AVs if I close in and let them use Aoe's and cones, but I just stand way back in almost complete safety while my imps eat them up.

    It is kind of silly to not have secondary target system to prevent such AI manipulation, but it is probably hard to implement.
  21. "All the movement interferes with casting dominate, which has to be used every time it is up."

    |_______| if this is the box you are in, she is asking you to to this |_________|

    I think what she was suggesting with confuse is that slotted w/ domination it has just shy of a 90 sec duration. I've never used a confuse approach, but if they have the same protection to confuse as everything else then you'd be in a situation where you only need to cast confuse every ~10 seconds to maintain enough mag. Which would leave a lot of time to rack up damage even with the old cast time.

    Something like confuse>blaze>blast>levitate>blaze>confuse if you are cautious, even adding another fireblast after levitate if you are feeling risky (could definitely squeeze in the second fireblast with the new cast time). Would produce a lot more damage than dom>blaze>repeat while being safer and like she says "less tanky"

    At a glace I'm seeing about 20% more dps vs dom>blaze (i14 numbers and before FE) and much less required recharge. Add in some cheap dam procs to confuse and levitate and once you factor in FE on such a high recharge build it is easily 25+% more dps. Apoc added in, more like 30+% more dps. And you can just sit back and spam confuse before engaging and do it all with near zero risk. Factor in the i15 damage buffs and the new 25 min time you posted will probably be halved.

    *Like I said, i've never tried a confuse approach as I don't even have a high level mind dom, but I believe that is what Southern is talking about.
  22. Meh,

    No target notify, 80ft range, 25ft radius aoe, 240 rech, 26 end
    vs
    Target notify, 50ft range, 60 degree cone, 60rech, 15.6 end

    Seeds certainly looks a lot better, but how much value do the devs put on "no target notify"? I'm guessing heaps when weighed against the "risk vs reward" mantra.

    I've seen plenty of plant users run up to a spawn and faceplant using seeds because you have to get REALLY close if you want it to hit the ones toward the back. I've never seen a mind troller die from mass confusion.

    I'm not saying that in practice seeds doesn't blow MC out of the water (because it does..at least for me), but I'd guess that through the dev's eyes the zero risk that MC carries comes with a hefty cost.
  23. Quote:
    Originally Posted by Enantiodromos View Post
    You should look at it this way: the vines, as your pets (though only indirectly summoned), whilst attacking, give you away. You'd have this same problem if you had a fighting hostage you were leading out of a mission, had summoned a pet warwolf or Amy whatserface, etc. Or if you were Fire/Storm and had imps leaping about. Premature/collateral aggro from pets isn't unique to CC + Steamy Mist.
    This. Additionally if CC allowed you to remain undetected while they engaged it would be similar to phantom army because CC collects its own agro once it starts doing its thing.

    That would probably be overpowered. Not that plant isn't already in that state, or very close to it heh.
  24. Quote:
    Originally Posted by Talen_Lee View Post
    I find myself amused that pointing out that whip-armed forces do not currently represent the kind of threat gun-armed forces has apparently led to a tizzy of SCA Protectors to leap forth and uncommentingly poke my rep.

    Either way, yes. Very fast things can be highly damaging, like whip tips. Then again, bullets are also pretty quick.
    Meh, impale looks like it moves at about 25mph and is a piece of driftwood...ouch

    realism != cox
  25. "During testing, we realized that Energize came too late in the lifetime of a character to truly be useful, so for the new versions of the powerset, we swapped the progression of Lightning Reflexes and Energize (Brutes and Stalkers do not get this advantage, unfortunately)."

    Does that statement read as funny (ie a complete joke) as it does to me?

    ... It comes too late to be useful, but tough sh*t stalkers and brutes lol