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What?! You dont like increasing the length of your holds, or increasing your other secondary effects?! Weird. I mean, I can understand liking Build Up or Aim more, I just dont get the "ugh" part.
I personally LOVE Power Boost. I'd rather be "slow and sure" on my control vs damage. Doms get plenty of damage without build up or aim, anyway, IMO. At least now they do.
Lewis
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I have a Mind/Icy Dom who has dropped Power Boost, and I honestly have not noticed a lack in my control durations.
With the latest buffs to Doms, I'd likely noticed it even less as I'll just kill the enemies even faster now.
She isn't a Perma-Dom on her own, but if I use one of the +ASpd buffs from the base, she's perma. Domination gives me all of the control duration I need for Total Domination, Mass Confusion, Mass Hypnosis, Confuse, Dominate, and Terrify. -
Wow, if that's the actual set.. Then, this is going to be the first Dominator set that has a Target AoE (ala Ball Lightning, Fireball, etc) with Fissure being the Tier9.
Heavy Mallet and Seismic Smash come a bit late considering where Tremor (crappy power personally) is located, and ugh not another Power Boost set... -
If you're fighting an AV that does majority Lethal/Smash, I'd say go for it.
For minions, lts, and bosses you probably won't notice it that much considering how quickly they should be dying. -
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Before AE:
Some days I had an easy time finding a good team, some days I had a hard time finding a good team. Often I ended up making my own.
After AE:
Some days I have an easy time finding a good team, some days I have a hard time finding a good team. Often I end up making my own.
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This for me too. -
Prior to that change the proc had NO effect, now it will.
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It depends on the proc in question.
Positron's Blast will only proc when for the melee and ranged vine attacks, as well as the AoE Entangle.
Pacing of the Turtle will proc every 10s from the -Speed Aura (Note the speed aura is emanated from the invisible pet that follows you around, and causes the vines to be generated), in addition to from every vine attack as they have -Speed enhancing.
Force Feedback will only proc from the MELEE attack of the vine, and would apply for the one vine itself (aka useless for the most part).
Trap of the Hunter will only proc on the entangle attack.
So, the best procs for this power will be the AoE Damage ones, and the Slow ones. The KB and Entangle procs are more or less useless because it effects such a small portion of the powers total effects. -
In theory, yes it would work. I do not have an Earth Control character high enough level to test this out on though, but will definitely do so once I am able to.
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Most likely the fire/psi permadom farmers are still crying. Oh well.
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Probably.
But as I told someone else recently, I regard IO's as totally optional. Because I dont have the inclination or where with all to bother with io's I don't actively pursue sets on any of my characters, nor do I spend a lot of time farming. My viewpoint is I should get something for nothing in every aspect of life or gaming therefore a bit congruent with the casual player mentality these wonderful changes were directed at!! So when I have someone (understandably) upset about the performance of their IO'd out to the gills character that did far better damage and didnt feel clunky telling me the increased damage I am obviously doing even though it was less damage than people who actually put an effort into their builds were doing prerevamp , I get cranky.
But back on topic: I love my lvl 30 dom!
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Fixed that for ya. Report back when you're 50 and still lovin the dom
Like I said awhile back... YOU don't know what you missed.
disclaimer: You is used as an understood not directed to the player I quoted.
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Three level 50 doms, two of which are Perma-doms, I am still loving it, and making more doms than ever.
Just recently got two more into the mid 30's -
It's great to have the science booster finally, now, how about fixing the Height slider so that either A) It has a value listed to it or B) that it gets used the Save/Load costume buttons?
Myself, and several others have said they reported this issue, and now that it's live I'm rather disappointed this has not been fixed in the time that it's been on test twice.
Hopefully, there will be some word about the "Super" Tailor getting this functionality, as we should not have to "guess" how tall our character is if we change heights, and want the height to be the same on all of the costume slots available. -
Gypsy and Firi apparently did not read all of the notes.
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Fixed rep-validation to function in arenas, even though it doesn't give you any reputation in arenas.
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Now, why would they make Rep-validation function in Arenas? Oh, because of this:
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while PvP IO recipes can only be rewarded on rep-valid kills.
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The Placate bug
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There is no Placate bug in PvE, save for the wonky behaviour of AVs and the problem with Elec Melee.
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My /Regen is Elec/Regen. That's been the bulk of my Stalkering lately. I seldom had problems using Placate on previous Stalkers, but I thought that was because I was using defense based secondaries. I didn't realize it was limited to Elec/ in PvE. What is it specifically in Elec/ that causes the problem?
My next Stalker project will be Spines/, so I'll have the DoTs breaking Placate, but I'm back to defense so it should be ok.
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More or less, it's any "Debuff" whether it does damage or not will tell the NPC that you are there despite placate saying you are not there.
Unless, it's changed to something else that I haven't read about it. -
*nods* Yup. And MM's get as strong modifiers as Tankers do. (So do Defenders point of fact)
EDIT:
Actually, it's Resist values MM's are same as Tankers.. though Defense values (for self buffs), Defenders and Tankers are the same with MM's being second highest tied with Controllers. -
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For the knockback protection IO, if I pick up, say, kick from the fighting pool, and slot Kinetic Crash into the(just the -kb one), do I need to actually use kick in order to get the protection, or do I just always have the knockback protection once the enhancement is slotted?
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Kinetic Crash does not have a KB Protection enhancement.
It gives KB Protection for slotting 4 out of 6 of the set into the same power. Which as the other poster mentioned is not worth while. -
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With the AoE def in Hide, do you need Evasion on a stalker?
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If you plan on sticking around for the rest of the fight, yes.
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By this, Siolfir means that the AoE defense bonus in Hide completely suppresses. -
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Don't take the Snipes. They run completely counter to the Dom play style. And given the changes to Doms, building Domination out of combat is nowhere near as useful as it once was.
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The Fiery Assault sniper is actually VERY effective. Fiery Assault > Blazing Bolt = Dead +2 minion.
Great way to kill off a Sapper then can hold one of the mezzing lts. -
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Oh yeah, Earth's AoE immob cancels the KB from Earthquake too. Doesn't Plant's AoE immob cancel KB from Carrion Creepers as well?
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Heck, Carrion Creepers negates the knockdown from Carrion Creepers.
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Yes, yes it does.. I still love that about that power, the ironies.
It's why I slotted Kinetic Crash into it. -
If solo, Stryker is correct.
While on a team, with a multitude of pets taken out, it take 10 ish or so. -
Flares does much more damage now than before due to the Domination's damage bonus getting rolled into the Base Modifiers of the Archetype.
What the changes you see mean, is that basically Flares has been rebalanced into a "tier 1" attack that has no secondary effect (Which for Fire is supposed to be additional damage). -
Yah, it was probably a scaled down Boss Huntsman type that has mez protection and mez resist then.
Them and Fortunata's will be your bane at low levels as they both take two holds and have resistance to mez's to lower the duration. -
Some enemies have a boost to Mag Protection and/or Mag Resistance.
In the case of some Arachnos, they have BOTH. Which means not only does it take stacked holds, but the holds wear off quicker.
By the way, were you playing on Villainous (difficulty 1)? Because the only wolf spider unit I can think of (which I forget their exact name) is the Boss. Think it's Huntsman or something? And it would be "down-graded" to lt value while retaining it's hold protection and resistance. -
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I think it's because the Dominator changes will require a change of playstyle for many people. Old habits die hard, and Dominators have played roughly the same since they were released. I especially feel for the /Psi users not just because PSW got nerfed badly but because the entire feel and "optimal" way to play the set got totally changed.
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I love it personally.
My doms are almost always in melee range anyways (except Fiery Assault), now I've got more hard hitting powers to use while I'm in melee range. I'm still able to clear out packs of enemies as quick as before, but now I can actually -kill- a boss without taking several minutes (Slight exaggeration on time to kill a boss, but it's significantly faster than before). -
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If you are cool with standing around doing nothing all the power too you. From my experience, most players aside for /empaths aren't(especially on an "assault" designed AT).
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It's true, people will do that for sure. It's one reason I agreed in the main feedback thread with the assessment that they might want to review the tier 1 and 2 attacks and make them faster recharging with less damage and endurance cost. I think something between what they were and are now would be a better idea, not because it will actually perform better (except for overkills), but because it will "feel" better subjectively to people playing lowbie Doms. That's a key time when people form opinions of whether they think they'll enjoy playing something.
I'm a little torn, though, because (especially for the attacks with fast activations) big hitter attacks are what you want to build attack chains with. Having some of these attacks like this is a boon to the high-performance build.
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I don't agree with this because the primary attacks fill in the chain. I've had no problems either with a brand new, exemplared or high level dom in having something to do.
As you stated in your last paragraph, having some big hitters with fast activation times is exactly what Doms need at the high levels.
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I have to agree wholeheartedly with the evil scaly one. -
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I ran into a similar issue with my Shield tank. No matter how much buffing I had my Shield Charge would never do more than 504 damage.
Perhaps the powers themselves have a cap that is not immediately apparent? I suppose it would be akin to a damage softcap? Like with defense, once you hit 45% anything above it won't do you any good as far as performance goes, but the hard cap (the point where you just can't get any more defense) is just over 200%. Maybe attack powers have a similar mechanic in place that isn't widely known?
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No, powers do not have a cap that is different from the Archetype cap.
However, there are cases where a Pseudo Pet will have a lower damage cap than the Archetype that casted it as all Pseudo pets have a cap of 400% (aka +300%) while some have 500% (aka +400%) or even as much as 850% (aka +750%).
Again, please remember that the Combat Attribute Monitor can NOT track the damage enhancement that each power has. As the Combat Attribute Monitor only tracks global effects; it does not and can not track power specific effects.
So, effectively speaking if you slot your powers with 95-100% damage enhancement, then the true damage cap for each power slotted as such that the Combat Attribute Monitor can track is going to be 95-100% lower than the cap they display. So, in the case of your Tank the cap is always going to be 400% (aka +300%), with your powers slotted to 95-100% you only have +200% more damage buffing that you can take advantage of before hitting the cap even though the Combat Attribute Monitor won't cap out until the full +300%. -
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I am just going off the combat monitor for dmg. When it shows 200% (say a dom up and 10 hit soul drain) I hit mobs for the exact same amount of dmg if I chew some reds or stack dom and hit the blue 300% cap in the monitor.
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That's because you're not factoring in your Enhancements which do NOT show up on the Combat Attribute Monitor.
The damage cap for a Dom is 400% aka +300%.
If you are at +200% per the monitor, and you have +95% from Enhancements your TOTAL enhancement for that one power is +295% aka 395%.
The 100% difference between the values that have the + and without is due to the base damage that all powers have. -
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I'd rather not look for the info myself atm
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Read the patch notes.