MinMin

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  1. Day 22 - OMG, the Rikti, they're Purple!
    Capella gets a good workout on Lt Demitrovich's missions and I solo through most of them this evening. Later on I get asked to join a team running missions in the RWZ, so I give that a go.

    The team is being led by an MM, and we quickly pick up a Scrapper, another MM and a Tank buddy of mine. The missions are tough going. As normal with MMs he's got his difficulty cranked and the mobs are alternately red minions + purple lieutenant + bosses and all purple. My AoE controls are not hitting much and when they do they don't last for long, but at least until the Tank got there they were good enough to take the aggro. Wormhole proved very useful for dropping more mobs on the Tank which I'm sure he appreciated and I also tried the Wormhole to the same spot trick which had mixed results.

    Another annoying issue was with the Rikti Monkeys. The team was very light on AoE damage so these were quite a problem. I have none at this point and was constantly hit with the decision of whether to "waste" an AoE control on groups that were mostly Monkeys ...

    Overall, I was quite happy with the performance of Capella Rising here. She only bit the dirt a couple of times, and during the entire thing I was having a fairly heated conversation about Soldiers of Arachnos with the Tank player (I like them, he doesn't) and the whole PUG was still moving along quite well with the two of us leading most fights.

    Anyway, with high level mobs, much XP was gained and I was half way to L29 before the end of the evening. L28 was predictably Seismic Smash.
  2. Re: Power Boost

    At this point I'm using it pretty much every time it's up and I want to use either Wormhole or Gravity Distortion Field. Longer holds and longer stuns are good things. Later on, if I go that route, Power Boost + Aid Self is a nice combo.

    Re: Wormhole

    Yes, it's primarily an AoE Stun. That's why most people refer to it as Gravity's signature soft control. The group TP Foe effect is nice, but it's not the point of the power. Take it. Unfortunately it may be close to being Gravity's best power.
  3. Quote:
    Originally Posted by Weatherby Goode View Post
    /Earth is almost entirely melee, though.
    True, but I'm thinking you stand in the middle of whatever location-based AoE you currently have running and pick them off as they close to melee.

    I'm also talking the specific artificial situation of an AE Freak pile where there can be hundreds of Freaks in a single room.
  4. Tron.

    Lilo and Stitch would make a distant second ... "Oh good! My dog found the chainsaw!"
  5. MinMin

    Grav/Energy

    Quote:
    Originally Posted by Lazarus View Post
    Gonna need that permadom, since things are going to take ages to kill with so little damage enhancement in those attacks.
    He's got both Bone Smasher and Power Burst fully slotted with damaging IO sets. With that much recharge I suspect he won't need much more.
  6. Day 20 - Maintenance
    I do get on ... 5 minutes before Maintenance and about 15 minutes afterwards. As I was very close to L27 at this point the one mission I do brings up 27 and I spend my remaining time outfitting with L30 SOs.

    Day 21 - Bat'zul!
    I spend my first 20 minutes of this evening doing newspapers and a mayhem to unlock another Nerva contact, but after all that's done I'm wanting to do something a bit more interesting, so I gather some VG mates and we line up the Virgil Tarikoss SF.

    We have two L15 Widows, a L50 Thugs/Pain MM and Capella Rising now L27. One of the Widows and the MM have never done this SF before so I elect to go slow. There's a few lessons learned on this one.

    Firstly, of that group above, I wouldn't have picked the Dom as the alpha-striker, but in nearly every case that was how we would play it. Typically this would involved a Domination or Power Boost enhanced GDF, but this was down as often as up, so a typical alpha strike for me would involve holding or lifting the boss and then target-switching like heck. The Pain MM saved my butt more times than I could count, but at least at L20 a mostly single-target Dom could be the tank (at least until the Widows stole all the aggro).

    Secondly, Gravity is very hard to see, even with bright power customization. When the team goes up against Infernal we get the comment "Is he just going to stand there?" I'm thinking, while queuing up yet another layer of Gravity Distortion, "Yes. Yes he is". Some of the team really has no idea what I'm actually doing there ...

    Finally, and not related to Grav/Earth, Virgil Tarikoss is a superb SF. I've done it so many times that I could do it in my sleep, but I highly recommend doing it with players who've never done it before. It's a great thing to see through new eyes.

    At the end of all that I'm approaching L28 and Seismic Smash ...
  7. Your concept is sound and I actually think you're probably underselling what your final role would be, particularly if you go Earth/Earth as you suggest.

    However, I don't recommend the Freak pile a la AE for Doms without significant team support. The group you hit the target cap of your controls with is not necessarily the same as the group that is trying to hit your aggro cap.

    That being said, if any Dom is going to do it, an Earth/Earth built for capping ranged defense would be a good option.
  8. MinMin

    Ice/ Thorn

    With Ice Slick and slows to deal with mobs while still keeping the Brutes happy, and all the -def in Thorns, you've got yourself a pretty good team build there. Jack will only add to the fun.
  9. Quote:
    Originally Posted by StratoNexus View Post
    I never understood why all the other AoE stuns are a 25 foot radius, but Wormhole was only 15 feet. When it first changed to its current version, I was just so happy they made it AoE instead of single target and that they added the stun, I didn't realize how small it was.
    Gravity is a set where the staple soft control doesn't come until level 26 and where a staple soft control should be you get Dimension Shift. On top of that you get a horrible ranged attack in an AT that just doesn't need it and one of the slowest animating single-target holds that Doms get. To round out the package it also gets the latest version of a Dom AoE Immob and no way to mitigate the aggro it causes until L18 and Gravity Distortion Field ... and that doesn't work either.

    Of course Wormhole is only going to have a 15 foot radius! Otherwise Gravity Control might have a redeeming feature ...
  10. We have on topic chat on the Australia channel?!

    We have a topic??!
  11. Quote:
    Originally Posted by Graile View Post
    Can you elaborate a bit on how Wormhole works? I've never seen one in action and from the description, I can't tell if teams would love you, hate you, or even wait for you to use it...
    Certainly.

    You need to have an enemy targetted. Then you activate Wormhole and you get a location target circle. Once you choose the location target you go into the hellishly long Wormhole animation. Once the animation resolves whatever mobs are within the wormhole radius of the original mob target get a to-hit roll made against them and if they are hit then they are teleported to the location target and stunned for the stun duration. I think there's also a minor knockback component on them as well.

    There's a few problems with it. Firstly the wormhole radius is very small, so your chances of getting the whole group is not large. One of the reasons I never notice the knockback component is I'm usually only hitting about two thirds of the group anyway with the rest of the group charging from wherever they came from. So it's basically a chaos causing agent.

    Also, the range isn't great, and I'll freely acknowledge that I need to get better at using it, but I'm finding I get whacked a bit during the setup and long animation.

    As to whether a team would want you using it? It's one of those powers that you need to announce if it will affect the team. If most of the group is going to be 50' away after a Wormhole and you didn't tell anyone, then that's pretty poor teamplay on your part. For PUGs and people you know aren't going to handle Wormhole then I recommend you put the output location right on top of the target group. The stun effect will still take place.
  12. There's a few everywhere, but I started on Pinnacle as well. Like others, moving to Justice was good and I've never looked back.
  13. Day 19 - What could go wrong?
    I really dislike levels ending with a 1 or a 6. They almost make me want to waste the relatively limited playing time I have by crafting IOs 10 levels or so before it makes sense to do so. This evening things are a tad rocky.

    I start with catching a RWZ raid for which I bring along my Vanguard clotheshorse character (a L44 Mind/Elec Dom). The raid is highly successful from a merits point of view and the character now only lacks the belt before her costume is complete. (Currently has the gloves, shoulderpads, face detail and boots). After that I move on with Capella Rising and through the Doc Buzzsaw missions, which prove to be a source of frustration.

    In particular one of her early missions has me taking on the Legacy Chain and it's in a warehouse map that has a (thankfully) rare triple spawn point. So I'm facing 8-9 yellow and orange Legacy Chain Kaolin of Earth. If I was smart, I would have just whacked on Super Speed and completely bypassed them. However, I'm playing a Gravity Dom, so I'm demonstrably not smart. I started by hitting Domination and Power Boost and Gravity Distortion Field while keeping an eye on duration. I manage to hammer down 2 Kaolin before the rest look like waking up so I throw a Wormhole around a corner and attack what's left. Well, that was the plan. What actually happened was that Legacy Chain uber-magic sneered at the power of Gravity and a very large number of rocks appeared over Capella's head.

    Unfortunately even after I rezzed, the missing streak continued and I ended up coming back from hospital and pulling the mobs in 1s or 2s. This is strategy I would normally use 10-15 levels earlier, not at L26 and not against only yellows and oranges. I remind myself that I'm deliberately playing a gimp here and it's a tough level anyway, so I'm ok.

    The next big challenge of the evening comes with "t3h S00p4rFr34k!". Nothing to do with my build this time; I just happen to miss two Gravity Distortions in a row while out of Domination. Against an ordinary Freak Tank, that's painful. Against an Elite Boss variant it's kind of fatal.

    Finally I get to do Buzzsaw's last mission with the three Freak Tanks with Liliaceae trailing along with his brand new Plant/Earth Dom. This is a lot of fun, and with the both of us on damage output, GDF and Wormhole get a workout and I get a lot more confidence in my team performance. Wormhole will be brilliant once I get some more slots in it.
  14. Day 18 - Wormhole! Finally ... I still suck?!
    Ah, it's not as much a surprise as I make it out to be. I'm L26, with yellow SOs and only one slot in a key power. L27 will make a big difference. But I'm jumping ahead.

    With the big race over and all going well (plus I had some money on the winner - yay!), I get to go home a bit early and play for a bit in the late afternoon. Solo only at this point; I'm not a big fan of leaving teams waiting while I sort out kid issues. The afternoon session is enough to let me do all of Darla Mavis's missions, including defeating Aurora Borealis, my first PToD EB on this character. It's actually the end of mission bonus on that one that tips me into L26 and Wormhole.

    Later that evening, I grab Doc Buzzsaw's first mission, but before I get to do it, there's a bloke shouting out on the Justice for All global channel about a monster team forming in Sharkhead. Sounds like fun, and it's an area I haven't tested Capella Rising's performance in yet. There ends up being ten of us and in quick succession we take down Eochai, then Scrapyard and then Jack (yes, I know that's incredibly quick to spawn Jack). After all that I head off to do the Ourobouros missions and then I head to bed.

    So how did Capella do against the GMs? About as well as any Dominator does really. They pretty much ignore your controls so it's all about damage output. Stone Spears on Eochai-scale is truly ironically awesome; it looks like you've just hit him with some awesome tier 9 power. There was some comments made about the crystal Earth Assault effects as well. I may not have been doing the lion's share of the damage, but I certainly looked like I was, and that's good enough for me
  15. Quote:
    Originally Posted by Jabbrwock View Post
    I notice you didn't mention Ice Control at all. It seems to get forgotten a lot - or is it just a set whose problems outweigh its virtues?
    There's a thread from last month that discusses where Ice Control sits here.

    To summarize, it has its uses, but generally speaking Ice and Gravity pretty much share the bottom rung.
  16. Fire/Fire is a good choice for any Dom whether you perma it or not. It's a little lacking on control, but it more than makes up for it with damage. Some quick tips:

    * Grab Flashfire as soon as it's available and 5 or 6 slot it early.

    * Put off Hot Feet until after Stamina.

    * Be careful with Fire Cages; early on you may not be able to deal with the aggro it will bring. Also, spamming it can hurt your endurance.

    * You can safely ignore the to-hit debuff in Smoke; it's really small.
  17. I'd be very happy if they just stuck with the Thursday one, making an effort to keep it as short as possible, and making patches as infrequent as they can and on the scheduled day.

    They've indicated that this is what they intend and I'll be thrilled if they can carry it through.
  18. So why ask the question in the first place if you're just going to do a Grav/Energy Dom?

    I have trouble thinking of that combo as "best" of anything.
  19. Day 17 - Respec and the Night Before
    This session was always going to be a short one. The first Tuesday in November is the biggest work day of my year and I need to be at work very early (and every Aussie reading this would now know what industry I work in).

    Given that with limited time I'm not going to get a team started anyway, I do the threatened respec and dump Propel for Combat Jumping and slotting up Lift this time. Then I do a bunch of newspaper missions in Nerva and the Independence Port Mayhem. It's a subtle change, but quite effective. Using Lift more works well, and I'm very much trying to get over my dislike of not seeing immediate orange numbers. I'm also very much looking forward to a real AoE control.
  20. Quote:
    Originally Posted by Frosticus View Post
    This combo embraces the concept that dead enemies are preferred to controlled enemies. But it can also control them too heh.
    Except if you're doing an ITF, a far more effective Dom would be something with a mass confuse like Mind or Plant. You come up with any Dom combo and I suspect we could come up with an end-game situation where there is a better Dominator. That's probably a good thing design-wise.

    I do like Fire/Fire though, but it would be an absolute PITA to Perma. For me Fire/Psi gets a slight nod because of Drain Psyche vs AV-class enemies, but it would be a toss-up whether the loss of regen vs the extra damage of Fiery Embrace wins out.
  21. That's not a simple question and the question itself is ambiguous. You could be asking either:

    1. Which is the best performing Dominator combo at Permadom level recharge?

    and

    2. Which is the best Dominator to perma (ie., which is the easiest/cheapest to perma)?

    If it's #1 (which is kind of implied by mentioning Fire/Psi because that combo is hard to perma), you should probably define what you mean by "best performing". Best performing on a Master of X SF is almost certainly not best performing for L50 farming for instance. There's also the question of what level of recharge are we talking about? Just perma? Or heading into permahasten territory?

    If it's for all round flexibility and shear awesome than my vote is still for Fire/Psi, but as I said, the question is not that simple.
  22. Quote:
    Originally Posted by EricHough View Post
    Don't neglect lift - like several other powers in dominator primaries after the last round of buffs its more a damaging power that also has control than it is a control power. Mesmerize is also this way now, just like lift. You were saying that you felt that stone spears was a ranged air superiority? Well, that is EXACTLY what lift is now - except it does more damage than AS. It has 100% chance of knockup where stone spears only has 80% chance. If you haven't slotted it for damage I would highly recommend it. Lift also has a very fast cast time for a 6 second recharge attack.
    I think you've convinced me to give Lift some love. When I respec out Propel I'll throw its slots here. The thing that has been keeping me from using Lift is I absolutely loathe the delayed damage, but I can't argue with the maths. It appears to be an excellent attack.

    I am curious as to what power I'm going to replace Propel with. So far it's out of these options:

    1. Combat Jumping - Spot for a LotG IO as well as combining well with Hurdle and Supersped mobility-wise. Also really good when out of Domination given that the majority of my damage is melee-based.

    2. Crush - I'm a fan of ST Immobs, but I question the need given the sheer amount of knockdown I can lay out. The damage is the same as Stone Spears, but the big difference is that I have to take that.

    3. Crushing Field - There's all sorts of subtle synergies and situational uses for an AoE Immob, but IMO most of them are highly overrated and smack of desperate justification of a horrible power choice. If I took this it would be an effort to test my opinion.

    4. Dimension Shift - You never know, I might develop a strong misanthropic streak.
  23. Quote:
    Originally Posted by seaborn View Post
    Oceanic is in the Australian region? I thought it encompassed the entire Pacific region.
    The wikipedia article on Oceania is enlightening. It's not the entire Pacific. I've always wondered who definied the term (the UN scheme for geographic subregions apparently).
  24. Day 16 - New Band
    With L25 a new band (L25-29) is nigh and I need to do some cleanup on open L20-24 contacts. I spend the first 45 minutes online doing just that; finishing an old Darrin Wade mission and then nearly finishing his early arcs as well as finally clearing up the Cap au Diable invention tutorial. Then I get tempted by an ITF which I haven't done for a while so I flip to my 50 Crab to have some fun with that.

    After 40 minutes I'm back and I head towards unlocking the 25-29 contacts in Nerva. I'm extremely surprised to note that Doc Buzzsaw is now in my active contacts. I normally don't unlock her until L29 or so. Her missions are always fun, so I'll probably knock those off in the 25-29 period.

    I'm about half way through L25 and looking forward to Wormhole.