Miladys_Knight

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  1. You've run into blaster defiance. All of the blaster tier 1 and 2 primary powers were set to 1.0 and 1.67 cast time respectively when they changed blaster defiance. (though they didn't change any of the tier 1 secondaries, what's up with that?)

    It's unlikely to change even though the defiance changes didn't really solve the blaster's fragility.
  2. For a perma Mind/ Dom all recharge is a fine way to go. If you need defense you are doing something wrong.
  3. I'm playing a Dark/Mental/Elec right now as well. Not a stellar blaster but a solid middle of the road selection with several interesting tricks that makes it worth playing. The only thing that I find annoying with the combination is the differing range and cone widths. You can slot it to compensate somewhat but you HAVE to play right in the sweet spot to make it work.

    You are also right about numbers not lying. The problem is that lack of experience with the set means that the conclusions that you draw from those number are erroneous. I've played the set as both a blaster and a defender. I still play the FF/Psi and the secondary is decent. I might someday roll another Defender or Corruptor with Psi being my damage powers. I'll never roll another Psi Blaster unless the set gets some serious rework done to it.

    If Blaster Psi had been done like Fortunata Psi no one would be complaining.
  4. Quote:
    Originally Posted by Jibikao View Post
    I am sorry. I am still not buying that Psi Set is that inferior on Blaster. The only down side is having one less AoE but they add one cone to /mental. Not that I agree with this but there are options to get more aoe (/fiery has two as well) if you feel the need to. Sonic Blast also only has one aoe. My very first hero is 50 Sonic/Ice. And I've played several Stalkers that either don't have any aoe or has very limited aoe. The fact that Blasters have options to get more aoe is good.

    You are giving 100ft range way too much credit in pve and I still don't think the set works "better" on Corr/Defender. If you ask any Corr user, they will gladly take Aim. It's really the secondary that makes the difference, not primary set.

    How's Psi Set sucks for soloing? You get one TK Blast (80' instead of typical 40') that has a high chance to knock back. You get will dominator to hit and sleep and then you get a mag 3 stun to start the battle if you feel the need and tornado has 50% knock up. There's tons of controls that Fiery Melee doesn't have.


    About the only thing I can agree on is how Psionic Damage is very bi-polar. The mobs either don't have any resistance or they resist 35-45% of it and there is almost no middle ground. It sucks at high end when you fight robots, zombies and whatnot. That's the only complaint I have on Psi sets.
    I'm not asking you to BUY it I'm telling you to TRY it before you comment. I've played a FF/Psi defender to 50 pre-AE and pre-xp smoothing. The extra range does indeed make a nice difference (especially since it is base range and any range enhancements make it longer still).

    The secondary effect is a nice benefit if you can debuff the mobs (or buff yourself) so that you're lower damage modifier allows you long enough survival to actually see it work and make a difference. You aren't giving the extra range enough credit and the devs obviously disagree since they nerfed the range.

    The defender and the Cor versions both have all the AoE that the blaster set "should" have had. That makes a big performance difference.

    Telling me that Psi is fine if you pair it with "X" for "Y" reason is a complete non-sequitur and it means that what you are really telling me is that Psi is not good but you can make it ok by doing "Z".

    Why would I ever play such a set when I can take ANY other primary and NOT have to pair it with "X" secondary to make it "not suck?"

    I played a Psi/ blaster and deleted it. It took nearly 3 times longer to level and I earned the debt badges far faster than any other blaster I played (including my Elec/Nrg). It really is that bad.

    If you feel that it doesn't need a buff then please by all means play it to your heart's content. You'll be 1 out of thousands.
  5. Quote:
    Originally Posted by Jibikao View Post
    But doesn't most of what you said apply to Psi Corr as well? Psi has slower traveling speed just like most Psi attacks. The thread made me feel like Blaster's version sucks but in reality I think Blaster Psi Set is pretty "standard" except for one less aoe which if you feel the need to grab, you can.

    And I thought TK Blast is pretty instant? Will Domination needs to have its damage reduced. Dude, you are looking at a activation time 1s, 1.67, 1s and 1.1s (Will D) attack. This is a very fast attack chain. I can't imagine Will Domination having the same damage as Corr's version.

    And also, is the sleep from Will Domination 100%? mag 3 sleep is very useful when you solo. You can hit Will Domination first and move on to other targets.

    I just don't see why Psi Set is that bad on Blaster because if it's bad on Blaster, then it's bad on every other Psi sets isn't it?


    Oh!!!!!!!!!!! Both TK Blast and Will Domination have 80' range!!! I thought they nerfed TK Blast to 40' range to match most of tier 3 attacks. Isn't this an advantage too? A Psi Blaster can reliably stay at 80' range while a Fire Blast user needs to move in and out.

    Sorry I am still not buying that Psi set sucks on Blaster. I think this set just falls into another "If it's not doing Fire Blast damage, it sucks" kind of category. In fact, the more I read about it, the more Psi Blast looks decent except for the aoe part.
    Yes it's bad as a blaster primary.

    1) It provides no useful mitigation. Anything that lives long enough for the -rech to be useful has lived long enough to defeat you.

    2) It's heavily resisted late game.

    3) It doesn't matter that the single target activations are fast since you can only burst one target and then you are waiting while your attacks recharge.

    4) The slow projectile speed makes the fast activations moot. The mobs will still get their attacks off at you because the projectile speed "nerfs" the fast attack chain.

    5) 3 even con minions can defeat you because the set lacks enough AoE to take minions out.

    6) No matter what Secondary or Epic powers you take, any other primary will still perform better.

    The only reason the set works on a defender or a corruptor is the extra range coupled with buffs or debuffs from the primary or secondary.

    If you think it's that good then stop being a fanboi and roll one. Don't pair it with /Mental, don't pair it with the Electric Epic but do compare it primary to primary. If you really want to waste the time leveling one, and then waste the time and influence IOing it to make it merely sub-par please be my guest.

    There is a reason that you see it used as an attack set for Corruptors and Defenders. It doesn't lack the AoE, it doesn't lack the range.

    For blasters it has multiple disadvantages and no strengths to compensate. The player base knows this, that's why you don't see any Psi blasters being played.
  6. A couple small performance upgrades and a few % points more ranged defense.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Nictus-Acc/EndRdx/Rchg(5)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 4: Tar Patch -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(19), CtlSpd-EndRdx/Rchg/Slow(19)
    Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(23)
    Level 8: Shadow Fall -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), LkGmblr-Rchg+(25), HO:Cyto(25)
    Level 10: Teleport -- Jnt-EndRdx/Rng(A)
    Level 12: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
    Level 14: Howling Twilight -- Stpfy-Stun/Rng(A), Stpfy-EndRdx/Stun(31)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(33)
    Level 18: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 24: Dark Pit -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(37)
    Level 26: Hover -- LkGmblr-Rchg+(A)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(37)
    Level 30: Recall Friend -- Zephyr-ResKB(A)
    Level 32: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(50), Cloud-%Dam(50)
    Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Efficacy-EndMod/Rchg(40)
    Level 38: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43)
    Level 41: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-Rchg(50)
    Level 49: Soul Transfer -- Dsrnt-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17)



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  7. Quote:
    Originally Posted by Jibikao View Post
    I've never really studied Blaster Psi Set but I just pulled up Mids and I can't understand why people trash Psi Blaster so much.
    This is the problem right here. You've studied it not played it. There are a lot of things about the set that pulling it up on mids just doesn't tell you.

    Quote:
    1. It has Aim. Corr/Defender version doesn't. This fits Blaster's style.
    Pretty much a non sequitur. Blaster role on a team is AoE and single target damage. Psi is woefully lacking in AoE.

    Quote:
    2. It has a typical 4s, 8s and 10s and you have another fast-activating attack in Will Domination. I see the recharge is nerfed from 14s to 20s and damage is nerfed but TK Blast also hits harder than Corr's version.
    The highlighted part here is the problem. The reason the recharge is so long on Will Domination is that it applies a control. The problem here is the recharge is consistent with a HARD control. Will Dom is a soft control. Also the only reason that the blaster hits harder is AT modifier. The devs warped the damage to recharge formula on this when they ported it.

    Quote:
    3. 80' range is a good range. Yes, it's not 100' ft but I think Assault Rifle has longer range because it doesn't have Aim and a true tier 3 attack. I can see a problem in pvp if you hit Boost Range with 100ft and with 4 decent fast-activating attacks.
    I'm sorry but it is NOT good in this case. AR's 100 foot and 90 foot ranged powers do damage as soon as you activate them. Psi has a projectile and the projectile moves so slowly that you can cast it, que up a melee attack, move into melee range and, if the melee attack has a short animation time, have both attacks deal damage at the same time.

    The blaster AT is dev designed to be a kill before it kills you type of AT. Long animation times, slow projectile speeds, and short ranged powers all run contrary to that design. That and the lack of mez protection are the 2 greatest problems a blaster faces. It's why blasters chew through inspirations like candy. Their power sets DO NOT give them the survival tools that they need or that the other ATs have built into their power sets.

    Quote:
    The only downside I see is having no Scream but epic aoe Statistic Discharge recharges at 12s instead of patron aoe 32s and you can get Scream from /mental. So you at least have two options for range cone aoes if you want.
    Which makes a Psi/MM/Elec the only power set combination that actually makes a Psi Blaster fit the blaster mold. That doesn't leave many options for play style choices and means that ANY other primary works better since combining Psi/ with /Mental means that you do almost nothing but Psi damage and when you run into things that resist Psi (because things that resist Psi typically have very high resistance to Psi) you don't have another damage type to use to kill the resistant foes with enough speed to kill before you are dead.

    Quote:
    Overall, it really doesn't look like it loses its advantage. They add Aim for Blaster's burst damage and made TK Blast better and you get a typical 4s and 8s tier. The only bad power I see is Scramble Thought. 3s activation is just too long. Fortunata's Scramble Thought at least has mag 4 stun. And I can't imagine them giving Blaster a mag 4 stun... lol :P
    We had a mag 4 stun. It was called Total Focus. The stun got nerfed and we lost our only one shot Boss control tool because we weren't controllers. The animation wasn't sped up to make up for it.

    Over all Psi/ really has no advantages. The secondary effect is -rech but it doesn't prevent the mobs from closing to range and using their melee attacks. The secondary effect only kicks in after the mob has used all of it's attacks which, in the late game, means that either it is dead before it makes a difference or you are.

    Most mobs can close 80 feet in under 2 seconds. Psi has faster animations on it's single target attacks but a projectile that moves at sprint speed makes fast animations moot. Scramble Thoughts is an abomination. It's 80 foot range does NOT make up for the combined misery of a 3 second animation with a sprint speed projectile.
  8. Quote:
    Originally Posted by Bloodspeaker View Post
    Generally, this is true of a lot of well-built, well-played Doms. My best defense is a crushed and mangled pile of bodies...
    I would tend to agree, except that some Dom primaries do not gain the same benefits from Perma Dom and Power Boost. Mind, Plant, Earth, and Elec are strong primaries and I haven't found defense important even prior to Perma.

    Ice, Fire, and Grav are weaker primaries and I have found that 25-35% defense to S/L or ranged can be a boon (or soft capped in the case of grav).
  9. Good deal. Costs you a bit of recharge, saves you a bunch of endurance (you don't HAVE to have stealth on to soft cap) Grant invis still gives you the LotG +7.5 but helps your team and you can still stealth missions with Stealth + Unbounded leap stealth in sprint.

    The change to build up costs you a little recharge but gives you a 2% global damage boost. Blizzard actually becomes a damage power for you this way.
  10. Mind/Ice/Fire

    Awesome control, good AoE damage, fairly cheap to Perma and can be done pre-50. Perma makes it a beast, Incarnate powers make it a minor deity. If you need defense at all you did something wrong.
  11. Quote:
    Originally Posted by Talen Lee View Post
    Invoke Panic, with permadom, is a regularly recurring mag 4 fear that can be kept up perma.

    It's great. It's also in a pool with two fantastic set bonus mules.
    Well I actually don't like to take powers simply as set mules. If I take them I'll be planning on using them. If I go this route, I'll take Provoke and 6 slot it with perfect zinger and actually use it to lure mobs into Ice Slick, AA, and Invoke Panic range. Since I have to take a useless power after that I'll either take Challenge or Intimidate and leave it unslotted and out of my power tray.
  12. I might do something more like this......

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ice Nrg Def v2: Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Concealment
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(7)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(15)
    Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17)
    Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(21)
    Level 8: Freeze Ray -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-EndRdx/Hold(25), UbrkCons-Dam%(25)
    Level 10: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27)
    Level 12: Ice Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(27), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Rng/Slow(33), P'ngTtl--Rchg%(33), P'ngTtl-EndRdx/Rchg/Slow(50)
    Level 14: Stealth -- LkGmblr-Rchg+(A)
    Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(34)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 22: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel/EndRdx(34), Zephyr-Travel(43)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(46), HO:Cyto(48)
    Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
    Level 28: Power Boost -- RechRdx-I(A)
    Level 30: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40)
    Level 32: Blizzard -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Knock%(40)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Night Fall -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43), Cloud-%Dam(43)
    Level 44: Soul Tentacles -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
    Level 47: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48)
    Level 49: Dark Embrace -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  13. Nope you neglected a switch. Near the bottom of the export window is an option to export Datalink as well as Datachunk. Click that button and there ya go.
  14. I have a concept toon that I was revamping a bit and a thought struck me so I thought I'd throw it all your way and see what you think.

    I have an Ice/Earth/Ice Dom that has a Norse Frost Giant theme. For a Frost Giant he's a bit squishy though he is a perma dom.

    Here's where I need your input. I was thumbing through the pool powers on a Mids build for a different Dom I was working on. I was clicking on the Medicine pool, missed and hit Presence instead. I was goofing around a bit and right clicked on Invoke Panic and thought "Sheesh what happen to that sucktastic power? Did the devs buff it?" The numbers actually looked decent.

    I had Domination toggled on, Power boost toggled on, all slotted up for Perma Dom and had Alpha Cardiac Radial Paragon on. So I slotted it up and got these numbers WITHOUT hasten on.

    Rech 22 (60)
    Duration 50.04 (15.65)

    I can keep it double stacked with Power Boost up and still have it perma with Power Boost down. My S/L defense is way over the soft cap with Power Boost on and with Power Boost down all I need is a small purple insp to hit the softcap.

    A Norse Frost Giant is supposed to be big and scary anyway so this would be thematic addition. If Mids is right its a mag 4 terrorize (with perma dom) in a 15 foot PBAoE radius which I thought might stack well with the chance for terrorize in AA.

    What do you all think?
  15. Psi needs a serious rework. AR has 100 foot range in it's tier 1 and 90 foot range in its tier 2. So there is a precedent.

    Psi needs it's projectile speed increased (or better yet make it instantaneous, it is thought after all).

    Psi needs to have at least some of it's attacks deal a mix of Smashing and Psi so that you can kill things that have resistance to Psi.

    Psi's lack of AoE also cripples the set, not much can be done here without breaking the cottage rule though.
  16. Quote:
    Originally Posted by _Ail_ View Post
    Just go TA/A. They were made for each other.

    Aside from not having to watch redraw all day long, A with its fistful and explosive and rain of arrows very nicely complements the ranged AOE aspect of TA.
    Dark is actually a better choice as a secondary to go with TA.

    To answer the OPs original question you can pretty much do what you want with the secondary (don't forget that defenders get /fire now) you can put the posi proc in your AoE powers and if it procs it will ignite the slick. You can also use any temp power that does fire or energy damage (the rune of warding from Croatoa fits this bill as it does energy damage and can be infinitely renewed by flashing back the story arc that it is rewarded in)
  17. 1. Power Boost increases the DURATIONS of Stuns, Sleeps, Confuses, Terrorizes (Fear powers), Immobilizes, and Holds. It boosts run and flight speeds, to hit buffs, endurance drains, heals, and defense buffs.

    Power boost is available in the earth, energy, and ice secondaries. So, except for endurance drains in the electric primary most of what power boost will do for you is boost your controls since doms lack the other attributes that power boost improves. This can be a boon since Dominators have significantly shorter control durations than a controller.

    Not all Dom primaries are equal and some Dom primaries are more equal than others. To utilize power boost to best effect you want a primary power set that has lots of controls (esp AoE controls) and fewer pet and pseudo pet powers. Top contenders in the category are Mind and Plant least utility comes with Grav, Fire, and Ice.

    2. For Pets, High damage means low survivability. So with the exception of Plant I would rank the pets as Fire, Elec, Ice, Earth, Grav and you can turn the order around to get survivability.

    There are 3 caveats with the above:

    first in high end content your pets do not last long, even the ones that are high on survivability. You will probably be disappointed in them, late game (with the possible exception of Singy).

    Second is that pets that use AoEs do not survive long at all. Plant is the worst offender here with Gremlins being next. The plant pet is especially bad since there is only 1 pet, it tends to open with it's AoE immob (injudicious use of AoE immobs is one of the most common causes of new dom player defeats), and so it draws alot of aggro early in the fight and frequently dies in the Alpha. The plant pet is about as tough as Jack Frost but will need recasting far more often.

    Third is that with any power set that has an AoE confuse the entire spawn becomes your pet. Mind tops the list here since it has an AoE confuse AND a single target confuse, Plant and Elec are potentially tied for second since plant's confuse affects the spawn faster and is available much earlier in the career though Elec's has a longer range.

    3. Mind has arguably the best control since it has many AoE control powers AND a single target version of each (excepting fear) to stack outside of domination and low durations outside of domination means more AoEs give you more layers of control.

    Plant is the primary that was actually designed for Dominators. All the rest of the primaries are ported controller primaries and have varying weaknesses (except for Mind) due to having been designed for controllers.

    Earth is a very good dominator primary and has many soft and hard control options as well as some debuffs.

    Elec is also a strong contender and has multiple control options. Conductive Aura is one of the set's key powers but is a melee power.

    Grav, Fire and Ice are all fairly poor dominator primaries in regard to control. Ice and Fire are meant to be played in melee range.

    Ice features only one AoE hard control and it is a PBAoE power. Most of Ice's controls are PBAoE or are ranged soft controls.

    Fire has 2 AoE hard controls, a stun and a hold. The hold is a PBAoE, the stun is ranged. Out side of domination and in the early levels you'll use both the stun and then the hold to eliminate a spawn leaving you either waiting for an AoE control to recharge or going pull/single target which is annoying for a power set that is supposed to be AoE centric and in melee most of the time.

    Grav suffers from having weak choices for control coupled with having 3 of it's first 4 power choices being single target damage powers. These powers are largely unneeded since your secondary powers are mainly damage powers. Dimension shift is an intangible power that is mostly useful for a controller to remove a boss from the fight while the controller deals with minions and lieutenants. When the dominator has domination up a single target control is better since it will one shot control a boss and you can still do damage to it.

    I would not recommend any of the last 3 sets to a beginning dom player and would only recommend grav to an experienced dom player that potentially enjoys self inflicted pain.

    4. Unfortunately during the revamp most of the dom secondaries got "vanilla-ized" and they are fairly similar except for secondary effects. A few things to note:

    Doms are (poorly) designed to be in melee and at range. Doms have a higher damage modifier on their melee attacks than on their ranged attacks. (This is bad for a reason I'll explain in a bit.) Most Assault sets have a cone power and a PBAoE power for AoE damage. These 2 types of power in an assault set do not play well together. If you are mainly in melee you'll get little use out of the cone power since their arcs are not wide. If you play mainly at range you may never use the PBAoE power.

    Thorny has the largest number of PBAoE and cone powers. Most of them have long animations which isn't a huge problem if you have long lasting AoE controls like Mind, Plant, Elec and Earth.

    The rest are about what you would expect. Fire does extra damage as it's secondary effect (except for flares, what's up with that?).

    Elec does end drain, Energy does knock back and chance to stun, Ice does slow and -rech, psi does -rech, earth hits hard in melee range and has lots of KD or KU.

    The only other thing to note is that Icy has the fastest animating powers of the assault sets. It also burns more endurance because of that but that isn't a problem if.......

    You are a perma dom. The performance of a perma dom is magnitudes above that of a non-perma dom. You have increased control magntude, increased control duration, perma(ish) mez protection, a full bar of endurance every 90 seconds (or faster) and you benefit EVEN MORE from having a secondary with power boost in it.

    Primary power sets that have lots of controls in them (especially long duration ranged AoE controls) like Mind, Plant, Earth, and Elec really get a huge boost from perma. The other power sets get a decent boost but (and here is the problem I mentioned above) the sets that are designed to play in melee will have you suffering the alpha attack before your controls kick in. You really need to build with some defense set bonuses in mind and few defense sets give recharge bonuses as well making Perma hard AND expensive to achieve and likely not worth the effort for someone who isn't a dedicated dom player.

    I will say this if you stick with a dom long enough to perma one you'll love it as perma eliminates most of the frustrating or annoying things about playing the low level dom. Perma means that you can play at range and skip the PBAoE and not really miss it because your cone attack will be back up quickly.

    One last thing to mention about Mind, Plant, and Elec. They are the easiest primaries to perma since there are so many varying types of control. All 3 sets have an AoE sleep and an AoE confuse which can slot the purple sets that are the easiest and cheapest to get making perma a reality much sooner in your career.

    To answer your AoE damage concerns, the easiest remedy is to take Fire as your APP. Fireball and Rain of Fire make up any short comings that you may have in your secondary power set.

    With all of the above things in mind I would recommend a Mind/Ice/Fire as a good choice for a long time player but newish dom player to start out with. Strong single target controls to begin with means the low levels go by fairly quickly and without too much pain. As you level you add in AoE controls and AoE damage speeding up the process. When you have your tier 9 control slotted up you become a power house when domination is up, especially with power boost to compliment it. When Domination is down Power Boost helps you get over the rough spots. When you get to be a perma Dom you go from being a mez protected, AoE mez slinging power house, part time to being a power house full time.

    Add in Alpha Nerve Total Radial Revamp or Nerve Radial Paragon and you become a minor deity having further boosted your hold and confuse durations.

    All in all the most satisfying Dom I have ever played.
  18. My Rad/Fire/Mace is a beast. It's coming close to edging out my main that I've been playing since I4.
  19. Here you go.

    The build is soft capped to S/L but has no resistance underneath. You can really mix it up with mobs that are mainly S/L using and for those mobs that aren't you can use the 2 AoE KB powers for mitigation and still mix it up. You have Aid Self for a heal and Phase Shift for an escape power.

    One of the nice things is end management isn't a real problem so you can go with what ever Alpha Incarnate slot you want.

    I like Clarion for the Destiny slot though.

    Invisibility is the only set mule and it's for a LotG +7.5

    If you don't want to go red side to get Mace Mastery you can use Cold Mastery instead.

    You'll want to take Flash Freeze and 5 slot it with Lethargic Repose if you want a bit of a defense pad, or 5 slot it with Call of the Sandman if you want the recharge.

    Take Frozen Armor and 4 slot it, 2 HO Cytos, LotG +7.5, and Steadfast res/def.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), KinCrsh-Acc/KB(46)
    Level 2: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Stpfy-Acc/Rchg(46)
    Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), AdjTgt-ToHit/Rchg(7), AdjTgt-Rchg(9)
    Level 8: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(9), LkGmblr-Rchg+(31), Winter-ResSlow(34)
    Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Stpfy-Acc/Rchg(50)
    Level 12: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Clrty-Stlth(45)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(19), AdjTgt-ToHit/Rchg(19), AdjTgt-Rchg(23)
    Level 20: Stun -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Stpfy-Acc/Stun/Rchg(42)
    Level 22: Stimulant -- EndRdx-I(A)
    Level 24: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(27), Dct'dW-Rchg(27)
    Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
    Level 28: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Stpfy-Acc/Stun/Rchg(43)
    Level 41: Phase Shift -- RechRdx-I(A)
    Level 44: Scorpion Shield -- HO:Cyto(A), HO:Cyto(45), HO:Cyto(45)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(5)



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  20. Quote:
    Originally Posted by Energy_Aura View Post
    Just a quick observation...If you are going straight Ranged with Energy/Energy 2 words...MEDICINE POOL...

    Oh, and High Ranged Defense is nice but 90% of AoE is Ranged too...Might want to buff those numbers...

    Cheers...
    Except there aren't that many mobs that have AoEs and the only ones that will reach are Nemesis.
  21. Miladys_Knight

    /Fire or /MM

    My Rad/Fire/Mace is soft capped to S/L and is hugely fun. I took all the PBAoE powers in the primary and secondary. Having an AoE immob from Mace just makes the combination tastier and Scorpion shield gives you a nice S/L defense boost that doesn't trash your costume.
  22. Miladys_Knight

    I found a happy!

    Quote:
    Originally Posted by Nyx View Post
    Is this the totaly wrong way to think of a blaster? Is breaking the tried and true mold going to bite my butt later, or am I possibly on to something?
    I break the mold frequently.

    I have an Energy/Elec/Fire blaster that slotted all the AoE KBs for KB instead of damage. Hugely fun KBing every thing (5 AoE KB powers) and quite survivable too.

    I have an Ice/Fire Blapper that slotted the primary powers for slow and -rech and went overboard on damage slotting for the secondary. The result was a highly survivable blaster that is also fun to play.

    I have a Sonic/Ice/Elec blaster that is so good at AoE sleeps and slows that I can occasionally get so busy controllering stuff that I almost forget to defeat it.

    I have a Fire/Storm/Stone controller that skipped Hurricane and relies on stacking AoE stuns instead. Hugely survivable, hugely fun.

    I have more but you get the picture. I find pleasure in finding unusual ways to successfully pull off the inconceivable or the ridiculous and have it work and work well. I don't care if it loses 10% of it's damage output to do so and neither do the folks I typically team with. Its a game. If it's fun for you and doesn't spoil the fun of the folks you game with, then go for it.
  23. A blaster has a base 1205 HP. When the proc fires it heals 60.24 HP. If you fire a single target attack often enough in one minute to hit 10 times (that would be an attack that recharges in 6 seconds and assuming that you hit all 10 times and had targets to fire at all 60 seconds long) you would be healing 60.24/1205=5% of your base per minute. That's like getting an extra 5% regen for that slot.

    If you are at the blaster HP cap (which is easy) its more like 3.75%. I tracked it once and at my normal mission pace it was actually under 1%. You are better off slotting a 1% regen bonus (which works 100% of the time) than wasting a slot on this IO.

    The one and only good thing about this proc is that it is a HEAL. If it is slotted in the tier 1 or 2 primary or the tier 1 secondary and the blaster is slept (blasters can fire these attacks while mezzed), IF the proc triggers it will break the sleep. It's a ghetto heal and a ghetto break free but they are cheap if you have the slots to spare.
  24. I just wished that when you clicked the "get all influence" button you actually did get all the influence and it emptied out ALL the sold slots instead of part of them and then locked out. The rest I can live with but this is annoying.

    It's the same feeling you get when a program stops responding and you get that pop up window "X program is not responding, click to end now," and you click it and...... nothing. I want the program to actually end, NOW as advertised.
  25. The full lockdown set is very nice in choking cloud.