Jibikao

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  1. I agree that Cold Domination will fit /Elec Brute very well. There are no overlapping buffs. You can give him defense and +hp which /Elec lacks and /Elec has resistance to every type I believe including psionic.

    If you want to add a 3rd, well, it never hurts to have two Cold Domination! You'll need defense and +hp too and the debuffs will be just crazy.

    One of them may want to take Aid Other in case you need some immediate healing but it's not required. I rarely take Aid Other.

    My twin brother and I ran a duo combo of Dark/Cold Domination to 50. Dark Blast, while not having high blast, does have good controls. Both of us would start the fight with tentacles to immb and then just blast away. The amount of tohit debuff is good too.
  2. Quote:
    Originally Posted by Carnifax_NA View Post
    Only the initial blast of jolting chain does -end. The chains do not.
    Speaking about draining, my goal with my lvl 50 Elec/Earth was to drain an AV dry and keep it that way. Well, I was close but not quite. I took Power Boost and patron Power Sink from Mu. The key point is to count the seconds with each elec control when the -recovery debuff happens so you don't overlap -recovery.

    I can't remember exactly but I think both Synaptic and Paralyzing have 100% chance to debuff 100% recovery for a few seconds. You should use Power Boost, Power Sink first (for spike endurance drain) and then use Paralyzing to make sure the AV doesn't recover, and wait for like 5-7s second and then use Synaptic for 100% chance. During that time you can use Jolting and other elec powers.

    It's actually tricky to drain an AV dry on your own. It's more about counting the seconds to make sure the AV has no +recovery.

    If you just use elec powers whenever they are recharged, you'll have overlapping -recovery.
  3. Jibikao

    Steam Jump

    Oh cool. Was wondering about the jump power as I am not too interested in the costume piece but if the steam jump is good, I'll get it tonight.
  4. Quote:
    Originally Posted by BrandX View Post
    If they did that for Stalker MA, then Scrappers would want it!

    That said, turning all those attacks into 1.188 second (accounting for arcanatime) would make for a fun and fast set, if they didnt mess with the dmg/end/rch.
    Scrapper gets Dragon Tail at least! DT can at least hit 3-4 targets and doesn't Scrapper gets an interesting critical buff after Eagle Claw or something? Oh and Scrapper has secondary sets that add more aoe damage (dot aura, shield charge, burn, etc).

    Yes, our Eagle Claw does a bit more damage (it's actually not that much more because Scrapper's base damage is so high) but it is still a single target and kinda slow.


    I just think for a set that has zero AoE, it needs to activate a lot faster so your attacks are not wasted in slow motion and you can switch targets quicker. 1.67s in Cobra, Crane and Axe just seem slow. I know it's 10s recharge attack which hits pretty hard but it is still one target.

    They need to tune down activation time the way they did for Ninja Blade. Cobra, Crane and Axe need to be tuned down to at least 1.33s and Eagle needs to be 1.67 IMO.

    With that change, DPA should be a lot higher for those 4 attacks so why would you use Thunder/Storm? Well, you don't need to! That's the problem when you create a set with 7 Single Target attacks. It never makes sense to me and I really want to know how the dev thinks it's "balanced". Martial Arts' single target damage is high but it's not THAT high that you can kill each +0 minion in one hit. Actually, I know MA has the highest ST damage (before resistance is factored in) but is it at least 30-35% higher than Dual Blade, Ninja and Kinetic? Energy Melee needs more love too btw.

    And because Eagle Claw hits hard, I rarely use Assassin Strike. AS is too slow already and it is still only Single Target.
  5. Quote:
    Originally Posted by Timeshadow View Post
    Lemme save you some time, you're gonna be disappointed. Why? Because without the forms you won't be realizing the full potential of either. It's apples to oranges anyway but you're definitely gonna have a skewed view if you run Human only builds.
    Disappointed? Yes. I don't like Peacebringer's design and I've said it many times. It's awkward, it lacks synergies, it has too many knockbacks and changing forms costs too much delay for my liking. I went with Human PB because I can avoid using forms and it's more versatile but as soon as I tested out Solar Flare and Seekers, I put her on the shelf for 1,5 month until recently. I got rid of human build and focus mostly on Dwarf, which is more desired than Nova/Human because most teams would love to have a tanker. People don't usually look for PB for dps (although the numbers on a large team look enticing).

    Warshade has potential. Mine is only lvl 24. He just needs mez protection. I'll reserve my opinion on WS later. I do see its drawback when there's no dead bodies around, like when fighting an AV.


    However, there's not many things in this game that compare my love for Fortunata and Soldier/Bane. SoA is just simply awesome. There is no situation where they don't contribute greatly and I love the fact that they are very self-sufficient. You don't need to find troller/dom for mez protection and they can handle a lot of aggro. They buff defense greatly, buff damage and debuff resistance.
  6. Quote:
    Originally Posted by Siolfir View Post
    EM doesn't have any AoE attacks either, and I love the idea of removing Thunder Kick and Stun in exchange for Dragon's Tail and (even) Whirling Hands.

    It's not going to happen, but that doesn't mean I can't want it. Or the AS boost brought up in another thread. Or an overall damage scale change.
    If they won't take out Thunder Kick, then I want MA to be a lot faster. Most attacks are like 1.67 or longer which seems too long for a set that has zero aoe.
  7. Yeah with the new level shift, I may eventually level my Ninja/FF.

    Being higher level means you get hit less (you don't have higher HP) and you deal more damage and your debuffs work better.

    I still doubt that Genins won't die in one hit but at least with 48+2, their damage output could be a lot higher (when it counts). The pets still do zero damage when they just die.

    Mmmm, resistance seems to be better with higher level. I may start alpha with my 50 Necro/Pain.
  8. Quote:
    Originally Posted by Amy_Amp View Post
    It's why we are given up to three builds. I have a leveling build and I'm working on a IOed out one since I hit 50. There is the Incarnate version waiting there as well as soon as I do enough of the trials for it to matter.
    Making 3 builds takes too long. Hell, I barely have time to buy IOs just for one build now. lol
  9. As the biggest fan of SoA (all 4 branches), I can tell you I never knew what PB was doing on the team except for knocking things back. I've even tried to pay attention to their damage but it didn't seem that high to me.

    Warshade, on the other hand, looks a lot more flashy with those dark clouds/smoke and pets and they seem to survive better (in human form that is). I frequently see WS running ahead of everyone but PB mostly just stay on the back in human/nova form.

    I recently started the project on Human PB and now Human WS. I want to level both of them so I can compare to my Fortunata and Bane/Soldier.

    I really don't judge an AT based on what people request in broadcast. I think most people are narrow-minded. However, I think some people don't advertise for HEAT is that you may face Dark Crystal. I find them fun to kill but I remember several years ago, it used to summon soooo many clouds and we got team wipes all the time if we weren't prepared. And I used to hear people yell out "Quantum/Void". I didn't know why. I don't play on hero side much, period.


    My Warshade is only lvl 22 but I can see the potential. Peacebringer has very little potential. It just doesn't stand out in any category except in knockbacks. I changed my Human PB to mostly Dwarf/Nova and I like it a lot more because many teams look for tanking.

    After reading those numbers, I am going to pay more attention to who's on my team. I'll probably invite more "defense" oriented AT so I get more damage buffs. hehe
  10. Quote:
    Originally Posted by Smiling_Joe View Post
    See the scrapper and brute numbers for yourself.

    Highest damage on SO's was 172 dps.

    Now look at the Peacebringer spreadsheet I referenced in the first post.

    With 3 defense archetypes, human form dps is 173 dps, Nova is 172.4 (roughly equal to the brute best), and Dwarf is in the middle with 134 dps.

    Now look at this link.

    Now back to me.

    I've always wanted to do that.

    Anyway, there you go. Now keep in mind that this doesn't take IO's and set bonuses into account - scrappers and brutes have far more slots with which to get the insane set bonuses that make them so godlike, so the gap really widens once IOs are slotted.

    But at one point Kheldians were exceeding the specialist archetypes when teamed. If anything, the impression that kheldians (more specifically, peacebringers) are underperforming comes from an inherent that was designed before there were IO's.

    In other words, the gap between Kheldians and other archetypes in the end game has widened because of IO's, and when the game is ostensibly designed around SO's that ain't such a good thing.

    EDIT - interesting note. With seven defense archetypes on a team a peacebringer is doing 140% extra damage. Add that to the 100% damage that every power does, and add 94% damage for enhancement (and every attack in the build I used is slotted to 94% damage) and you come out at 334%. What's Build Up give you? 72%?

    Boom. You're at the damage cap once you've hit build up. And we say peacebringers are poorly designed.
    Ugh! I fell for that trap again! I hate that video!!!!


    It is still surprising to see Peacebringer has the potential. The down side with Nova and Dwarf is that you really lose out on versatility. Changing forms take too much IMO.

    I still think Nova form needs a bit more love. Nova has good aoe damage but it is still not offensive enough. I do like Dwarf form (well, this is my first tanking experience to be honest).


    PS: Remember we were talking about buffing Stalkers? It is sad to see that another AT has the potential to out-damage Stalker! ugh Stalker needs 7 other teammates within 30' radius just to out-damage Scrapper (with primary attacks only) by 6-7% but that number is misleading because Scrapper has follow-ups and secondary sets that deal more damage.
  11. Quote:
    Originally Posted by Vel_Overload View Post
    EVEN BETTER: Play a ranged-mace Bane spider. No cloak, no Shatter, all mace-beam attacks.
    Has anyone tried this build? I know the dps will suck hard but it has a good theme. Who would have thought that you shoot "beam" out of a Mace? The first thing I think about Mace is to whack people with it...not shooting beam. lol

    Well, you've got two Mace Beam, Poisonous Ray. That should be good enough ST attack chain (since they all take 2s to activate).

    Your dps will be low and you have some knockbacks.
  12. I think when SoA first came out, Fortunata was "good" because defense was great and you can have several Forts to kill a hero with the nuke. I know I've pvped my brother's Stalker with Fort. He COULD NOT kill me at all. My defense was so high and I could see him. When I can see Stalker, stalker is useless.

    However, I brought my Fort to RV after all the pvp changes and I was not impressed. In fact, I was disgusted by all the Tankers throwing rock at me and I died. lol My defense was literally "non-existent". Tankers don't even need to get near me. They just need to throw rocks and they hurt so much now. Needlessly to say, my Fort was pathetic in RV so that was it for me. (And I don't know my Gloom's damage is so low in pvp)


    And then one day my friends were bored and we took our toons to arena. I took my Bane. My friends were Db/SR Brute, Grav/Energy Dominator, Dark/Storm Corruptor and a Crab. I have to say, Bane works a lot better than I thought. Bane hits very hard and I have web grenade to stop them from jumping/flying. We are not hardcore pvpers. Our builds are not for pvp-specific and some of us are lower level too, but overall, I would say Bane is probably the best pvp branch of the 4.

    I would suggest bringing Bane.


    But if the question is "are they any good"? You'll need a more experienced pvper to tell you. I don't think SoA are good for one-on-one but on a team, maybe. Bane has good debuffs and web and if you take Shatter Armor, two hits you can kill a squishy with Surveillance, double Assault, Build Up and Critical from Shatter. Shatter also has longer reach at 10'.

    I don't think NW is good in pvp. After the new formula, a lot of NW's damage are different and NW doesn't have enough resistance to back up. Bane has some at least.
  13. Quote:
    Originally Posted by Smiling_Joe View Post
    Random observation: My original intent for this thread was to point out what our inherent does - and doesn't do - for us, but does anyone besides me find it ...interesting... that a thread has been created basically proving that BOTH warshades and peacebringers can out-damage scrappers and no one seems to be all that enthusiastic about it?

    Are Kheldian forum-goers all solists?

    Are you sure that PB can out-damage Scrapper? You need how many teammates? 3 will be 60%. That's enough for PB Human to out-damage scrapper? I find it hard to believe. With 7 other +damage, that will be 140% damage boost. In that case, yeah, PB can out-damage scrapper. I do like Cosmic Balance idea.

    When I used to have full human build, I never felt my damage was "high". I do feel the +resistance from teammates because with shields, my resistance was over 50%.
  14. I find Peacebringer a pretty terrible soloer. Dwarf form kills too slow, Nova form doesn't have enough survival and Human form requires a lot of slotting and lack mez protection.


    I think we need to find a better balance for Team VS Soloing (or small team up to 3 players). Defender got a decent change in their inherent. They get damage buff when soloing and that buff gets smaller as the team size increases.


    I think Peacebringer needs something like that. When soloing, you have a chance to do damage proc but that chance grows smaller as the team gets larger. Peacebringer can survive with resistance and heals but the killing speed is just slow. Instead of a straight up damage buff, I would like to see something like 20% for an Energy Damage Proc in each attack but that chance gets cut down to 15%, 10%, 5% and eventually with 4 players, it's gone.
  15. Quote:
    Originally Posted by BrandX View Post
    Of course. I knew that on all my ST focused toons (which was most of them).

    However, with my new ELM/NIN I'm leveling up, I hope to get a good ST output (which I would have a decent one of, if they'd just up the Stalker Damage Mod to Scrapper levels) and good AOE.
    One of the things I am going to do with my Elec/Will is to put a lot of proc damage in Thunder Strike. Thunder Strike hurts my ST dps big time (too slow) but when I use it, I want it to HURT.

    I am close to getting Ball of Lightning. Once I got that and slotted it, the battle opening is going to be BU, LR, Ball of Lightning, Placate, Thunder/Chained.

    I am going to put proc damage and knockdown in Chained Induction as well.


    By the way, which other ST-focused toons you have that have zero AoE? Energy Melee Stalker? Even for MA Scrapper, there is Dragon Tail and Dark Melee has a small cone and an aoe that fuels damage big time.

    Martial Arts needs some aoe. Eagle Claw hurts but not enough IMO. Hell, my MA/Will has trouble taking down a pylon. I need to find the balance between survival and damage and MA's ST dps is still not impressive. Its full critical potential looks good on paper, but you'll need some close teammates.


    For a set that has zero aoe, every attack needs to be FAST. Storm Kick is what I consider a very good MA attack but all the other ones take at least 1.67s, which I feel it's still too long. No attack should be higher than 1.33s activation time IMO. I gotta be able to switch targets quick if all I have is single target. Martial Arts in other fighting games are usually "fast attacking" sets and Stalker's Martial Arts doesn't give me this feeling (but Ninja Blade does. ).
  16. Yes but only if you have endurance for it. Most of my toons don't take it until they have sets and higher level.

    The only AT that I may take it earlier is Defender and maybe Controller.

    And I may not take it with my Stalker and Dominator.
  17. My White Dwarf used her first teleport last night 'cause the two MMs were blocking the path. Ugh.. couldn't use Flare in air. So annoying. Can you use Black Dwarf Mire in air?

    It's like they have to add every little restriction possible to Peacebringer.
  18. Quote:
    Originally Posted by Scorcharina View Post
    Thanks all! There is a lot of great feedback here.

    My Widow is still at a lowly level 2, so I have some time to think it through, but I definitely like the idea of using the dual builds. I've never seen a need for it on any of my other toons, but it totally makes sense here.

    Another patron power question...with all the powers that are available for the widows, are the patron powers really used that much? If so, which set?
    Well, Widow path and power tools have many useful powers but some patron powers are unique:

    1. Shatter Armor (heavy ST attack that debuffs resistance by 20% but causes weapon draw)

    2. Darkest Night (debuff values are not high but it debuffs -damage which is something that none of the SoA has. Endurance cost is high so make sure you run Cardiac. Use it to do aoe pull and unleash your aoe attacks)

    3. I've seen Soldiers using Arctic Breath/Bile Spray. Arctic Breath gives you another resistance debuff and Bile Spray's toxic damage fits Soldier's Venom Grenade 40% toxic debuff.

    4. Web Envelop: AoE web that can ground flyers. It's very useful sometimes and you really only need one slot in it.

    5. AoE Immb powers. They have their uses. I took it on my Fortunata because she is all ranged and immbing foes improve my survival. I want to take Darkest Night so I might as well take Soul Tentacles.


    Patron pets are kinda unique but personally, I find them a waste of time. You want more dps? Just take double Assault. I've tried Widow Sister build with Blood Widow build (follow up) using Blood Widow patron and she sucks. On just +2x5 against CoT (the easiest high level mob) setting and with my double Maneuver and Mind Link, she still drops so fast.
  19. Quote:
    Originally Posted by EvilGeko View Post
    OK, you all know about the controversy so I'm going to skip that and get right to the idea. This is an idea for a solo/small team path which I believe is reasonable, not grindy and includes some of the same time gates that exist in the strike pack. It's based on the daily missions that most MMOs use to allow soloists and small team folks to participate in earning endgame gear.

    THE STORY

    The Lady Grey, Leader of Vanguard is impressed with the efforts against the Praetorians, but has a concern with the current strategies by Earth's defenders. All too often, our efforts include major flashy strikes against major targets in Praetoria. This is fine for what it is, but it does not endear us to the Enriche addled masses of Praetoria. If hearts and minds there see their unjust attack as illegitimate it might break morale among the people. For that reason the Lady Grey has created a new division to coordinate small targeted missions into Praetoria. THE VANGUARD HAMMER! As a weapon, hammers (like other blunt heavy weapons) are intended to be able to cause damage to even heavily armored foes. So shall it be with the nearly impenetrable Praetorian society.

    THE MECHANICS

    The Vanguard Hammer will have a NPC leader who will give ONE mission a day to a player. No matter how many Incarnate Strikes you've attempted in the last 20 hours, just as with Alignment tips, you can only get credit for a limited number. In this case exactly ONE per day.

    These missions would take on two flavors: One would involve rescuing a Praetorian from the excesses of the Cole regime. The other would be clandestine sabotage intended to show the true colors of various Praetorian heroes (Maurader, et. al.). The first type of missions would reward an Incarnate Salvage bonus (see below) (plus whatever drops) and psychic incarnate exp. The second type would reward an Incarnate salvage bonus plus physical incarnate exp.

    Just like with Alignment tips, you have to do ten before you get a big mission. This mission could be done either on the same day as the tenth tip (like alignment tips) or if you wanted more time gating making the person wait till the next day. This mission like Alignment changing missions would be longer and more involved. It would reward either: A Notice of the Well (Rare Alpha); OR a reward for the upper Incarnate abilities on the same terms as completing a trial.

    Incarnate Strike missions would obey the character's difficulty slider, but a boss would be mandatory, no Lt. downgrades. The rewards for doing the mission would be based on the difficulty selected.

    -1 - No Incarnate salvage bonus
    +0 - One Incarnate Shard
    +1 - One Incarnate Thread
    +2 - Two Incarnate Threads
    +3 - Three Incarnate Threads
    +4 - Four Incarnate Threads



    THOUGHTS?
    Sounds good to me. We need more "efficient" way to get new incarnate stuff without camping at Pocket D.
  20. Quote:
    Originally Posted by Golden_Pie View Post
    DPA is one thing and great for soloing but when it comes to teaming LR and Burst or even Throw Spines are fan-freaking-tastic. In fact with my ELM/Ninja on teams I have heard a lot of ooo's and ahh's because of the huge impact the AOE's have.
    Yup.

    This is why Martial Arts is so gimped. Sure, it has a bit more ST DPS but its lack of any aoe is seriously flawed IMO.

    I am leveling my lvl 43 Elec/Will now and honestly, his ST damage is decent enough. The mix of Energy/Smashing damage is better than just all Smashing like MA.
  21. Last night I used my primarily White Dwarf to do the weekly in Sharks. I joined with two other Masterminds, a brute, blaster and widow.

    This SF has several AVs and in one of them, there are 3 AVs. Well, let's just say there's no one moment where my health went below 50%.

    I can see the potential of having teammates that buff my damage. It definitely helps especially when I only have 3 attacks.


    However, when I try to solo tip missions, I normally do +2 because I find low settings boring but man, my dwarf form takes forever to kill a +2/+3 boss. My Nova doesn't have the survival to kill them and my human form powers are not slotted.


    I like Cosmic Balance. It's unique.

    I was thinking Tanker just got Bruise effect with 20% resistance debuff so they deal a bit more damage during solo and give them a bit more role on a team besides just tanking.


    Using that line of thought, I think adding Procs in Cosmic Balance can be fun. We already know we can add "buff" to us that gives us Proc Chance. I started a thread about giving Nova form even more damage potential (through +energy damage) because by itself, it is very very limited. However, it is hard to set up a system where the game adds buff just to certain damage type?


    White Dwarf form needs a bit more damage period. I was going to suggest that White Flare debuff resistance by 10% (nothing major) but debuffs Energy Resistance by 20%. This is similar to Venom Grenade which debuffs resistance by 20% but Toxic resistance by 40%. Now they can make this Proc-like. Each proc debuffs 5% of resistance and 10% of energy resistance and with more teammates, the chance is higher.
  22. Quote:
    Originally Posted by Bionut911 View Post
    In the long run, Warshades are, in my opinion, the strongest offensive juggernaut in the game. They have two powers, that with the right binds skyrocket your damage and to hit. They have a power that allows them to mini-nuke on any enemy they kill, then summon pets from mr mini-nuke's friend's bodies, and ontop of that. They have a self heal + recovery boost, AND finally a power that, if slotted correctly, can permanently cap all resistances if there are enemies available.

    In my personal experience, I've never played a war shade & if i had the time i would. Peacebringers are an AT that hasn't had a good cleaning up in it's long existence. A PB's strength is it's heals, with all three of them and the correct binds, I can solo a fully aggroed fire farm mission; granted...I'm on edge the entire time, but a Warshade can do just that at 4+ mission level half as easily.

    When comparing a Peacebringer to a Warshade, I'd say that the Warshade will win hands down in the "who has the odds tipped in their favor" contest.

    I made a new WS recently because before I compare anything, I gotta try it first. My WS was very weak leveling up because I skipped Nova. I mainly just want to compare both Human PB and Human WS.

    I had to set difficulty down to -1 with No Boss so I can do the tip missions easier. I had huge endurance issue and mainly because I took the pbaoe aura.

    Anyway (a big anyway!), I hit 22 last night and got all the Single Origins and that circle power that fuels your health/endurance from dead bodies. OH MY GOD!!!!!!!!!!!!!! I've never had a build that is this NIGHT AND DAY difference. I can now blast all I want per mob and fuel back my endurance/health. I no longer have to save my endurance. I literally just go all out and it fuels back. The recharge is only about 23s with one SO.


    I can totally see why Warshade is better and not just the fact that WS survives better and kills faster. Warshade's design is just more interesting and unique. I don't think there's any other that fuels your endurance/health from dead bodies right? WS is just simply, a BETTER design. And I can't wait to get that summon power.

    Peacebringer, on the other hand, is like a Regen Assault Set (mix of range/melee) with a lot less damage and no mez protection. Its only "positive" is glowing touch and that is it. Peacebringer does not bring any interesting gameplay except for knockbacks, knockbacks AND even more knockbacks with Solar Flare and Seekers. I am just tired of all the knockbacks.


    Sure, my White Dwarf survives well but if I set anything higher than +1, it takes so long to kill a boss. Too long to the point that I get bored. I literally just spam 3 weak attacks over, over, and over again. If it's Black Dwarf, I believe I can kill a lot quicker especially when the mob size gets bigger.
  23. One thing I've always thought is that "doesn't your butt hurt if you keep slipping down like that?"

    They might as well add more damage to Ice Control set. Add some damage in Ice Slick and give Flash Freeze high aoe damage. I think if you can put somebody in an ice cube like that, it must hurt like hell after the ice cube breaks.

    Speaking about ice control, I've played Champions and I love the ice set. It "sounds" very "icy" and I love how the ice cubes do damage AFTER they break. So you hold somebody and then you shatter the ice to deal even more damage. To me, that's a very good concept.


    Is it possible to add damage like that in CoX? You put somebody to sleep and if the sleep effect is gone, the target(s) suffers damage?
  24. Quote:
    Originally Posted by DarkCurrent View Post
    Ice control is a study in contradictions and is thus the weakest control set.

    Ice slick is ranged and decreases run speed, but doesn't stop fliers.

    Frostbite is ranged and drops fliers, but negates ice slick's knockdown.

    Flash freeze is range, but is negated by Ice slick's knockdown and draws aggro because it does damage first before the sleep.

    AA is melee, but its effects are moot when the targets are falling (ice slick) or sleeping (flash freeze). Also, confused targets rarely get off many attacks as they're also slowed to a crawl.

    Glacier is melee, but it's on a really long timer and it negates the knockdown of slick and the advantages of staying at range using frostbite, ice slick, shiver, BoI, chilblain.

    Shiver is ranged, but is redundant to the other slows.

    Jack has a glass jaw but loves to run into melee with his sword and freezing touch.

    Chliblain and BoI both negate the knockdown of Slick and the sleep of flash freeze.

    A couple buffs you could slip in that would help would be to remove the -kb from the AoE immobilize frostbite. Also, a fear component could be added to shiver (maybe too good) or a -fly at the least so the mobs fall into slick.
    Wow, good summary!


    My best experience with Ice Control is with Psionic Assault when Shockwave was still in god-mode. I just ran in with AA and Shockwave. The amount of control was decent but still lacks hard controls when I needed it.

    I find Flash Freeze a pretty poor power. It just costs a lot of endurance and it takes a long time to cast and it does little damage so you can't stack sleep.
  25. Quote:
    Originally Posted by Necrotech_Master View Post
    i do not think that illusion would have a problem with domination because the only pet it has that does mez is spectral terror which is just a fear, the illusionist gets flash and the other mezzes that dont require pseudo pets so illusion would benefit just fine with domination
    My dominator would kill to have 3 pets that won't die and take aggro for ANYTHING in this game! Who cares if they are affected by my domination or not. hehe

    Illusion has other powers that are affected by Domination and as long as I have my Single Hold, it's good enough.

    As for Earth Control, it already a very powerful control set even without domination and the single hold is affected by Domination.