OneFrigidWitch

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  1. Quote:
    Originally Posted by Blue_Fenix View Post
    That is a completely valid playstyle. I would like to suggest, though, that you take Smite and Midnight Grasp and slot them anyway for those occasions where a hard target is locked down and entering melee range is perfectly safe. They're also nice for when something gets up in your face and you just need it dead NOW.
    Oh, I most certainly have grasp 6 slotted with makos. Only a fool would pass up 162pts damage at 50 unenhanced....
  2. Quote:
    Originally Posted by Blue_Fenix View Post
    Huh. I'm really surprised how many doms I've been seeing lately who "prefer to stay at range" so much that they miss out on good powers.

    Why not activate Engulfing Darkness immediately after Heart of Darkness? You're already in melee range anyway, and you've just Stunned everything around you, so how dangerous could an extra 2 seconds be?
    How about the alpha? Opening with fear to stop the alpha under dom makes heart pointless as an immediate follow-up. Trying to stop the alpha with heart is.... dangerous. You would have to slot for melee instead of range, which is plenty possible. You just don't get much bang for buck when you consider you end up with useless range def from the ATO.

    I think us range-people are looking at the bonus for 6 from the ATO and comparing what we have with ranged powers to see if it goes well together or not. Elec/ is just built for melee; so is /psi. But dark/ and /dark both have great support ranged attacks. Sure grasp/smite are frickin awesome attacks. But if I am mixing it up with a bunch of stunned mobs, I want aoe immob. And aoe immob in direct melee range isnt a slam dunk. From range, it pretty much is.
  3. Quote:
    Originally Posted by Granite Agent View Post
    If you built a ranged toon, are you giving up the Dark Assault footstomp clone? Isn't that AoE one of the best reasons to take Dark Assault?
    Im keeping that. But why would I move into melee until everything is well and good locked down? My biggest threat is dealing with agro at range when I open up and have to deal with the alpha. Right now it goes:

    fear -> lt or boss hold -> immob -> nightfall -> gloom -> (jump in) stun -> engulfing darkness -> fireball

    By then anything that isnt dead I can smash with grasp or lifedrain.
  4. Quote:
    Originally Posted by Rogue8Angel View Post
    Hello,

    I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

    Thanks for hearing me out!

    You fail to consider the rather huge number of doms that are striving for permadom. At permadom levels of recharge, you are looking at perma haunt anyway, even with a duration of just 1 min.
  5. This is extremely useful. Buy from auctionhouse the ones you want to +5, and buy from the store the ones it doesnt matter (like damage procs).
  6. Quote:
    Originally Posted by Live_Wyre View Post
    Now, that is very useful. I just never put much thought behind it, as I usually have to build on a budget. For the cost of one purpled toon, I have built many more toons in his place.
    Thankfully, (for the moment) you can still get a purple dom set for not that much. Maybe 240mil or less depending on the set. That will change FAST with enh converters.

    disclaimer: Hew has only 2 purpled toons, both of which are doms, one of which is elec/psi and one is dark/dark. The tw/da scrapper is all non-purps, but runs a lot of level 32 enhs, which werent cheap. :|
  7. 1) Smite
    2) Gloom
    3) Midnight Grasp
    4) Dark Blast
    5) Life Drain
    6) Engulfing Darkness
    7) Nightfall

    My attack chain is gloom/blast/nightfall and the occasional drain/darkness when appropriate, plus the free damage from the stun and aoe immob.

    I guess its not the best, but it keeps me at range where my defense is greatest. I will let my pets duke out the melee.
  8. Quote:
    Originally Posted by Live_Wyre View Post
    I generally don't slot purples because of losing their bonuses and the overall expense.
    Er... purples dont loose their bonus no matter what level you are.

    http://wiki.cohtitan.com/wiki/Invent...Purple.22_Sets

    The Set Bonuses of Purple Sets never shut off due to exemplaring more than three levels lower than the level of the IOs (which are level 50).
  9. I can't do it at work, but my build provides 103.75% rech, 35.51% ranged def, and all 4 pet procs. This unfortunately assumes you have a purple ATO and the purple confuse set, but the purple confuse I have multiple sets of from having bought them when they were cheaper than they are now, and the catalysts I have from packs here and there and the occasional kill.

    I am not sure what you have for ranged def, but from the looks of it, definitely less than 30. That is before maneuvers and hover, which puts me over 40, but also not including perma-veng either. In any case, raw 35% range should be enough to survive when you lead off with dom-stare or dom-aoehold and just blast away with whatever else you have. Certainly not the worlds fastest killing machine, but definitely steady and straight. I am pretty sure I will slot 3 and 3 into the pbaoe for 4% ranged def, which will push me over softcap range, but at 44 I would not have enough slots for that.
  10. Edit: GAH. Anyway, this sort of tinkering actually puts you at -4% rech, but actually gives you 2.5% range def (slotting 2 sets of 3 tstrikes). In any case, since I don't have mids here and have no way to really tinker properly with this, its possible to get A LOT more ranged def out of your build at the cost of -4% rech (or a net gain of 1% if you wanted to keep your melee slotted for 5% rech instead of mako's). Tinker tinker.
    done edit
    ---
    This is pretty good. However, I think you could utilize other sets for +range def and 6.25 rech, such as Cloud Senses.

    For instance, slotting ATO into fear (garunteed 100% proc each time it hits) with 6 slots gets you the ranged def. Slotting 4 slots into living shadows gets you 6.25 rech.

    That is more rech than you currently have by 1.25%, with more use from -tohit (dom ato does not boost -tohit iirc), and a garunteed proc each time you fire off the fear.

    Drop 1 slot off of grasp (will cost you 5% rech), and put 1 slot onto HoD, slot it with stupefy (it significantly underperforms for damage), and gain 6.25% rech and 3.13% ranged def, for a net gain of 3.13 range def and 1.25% rech over your current slot. I would consider slotting all 4 into the confuse to prepare for 6 slotting purple confuse, for a net gain of 12.5 rech, (3.13 def + def from ATO) and 6.some range def, or 14% rech and 8some% range def once you purple the ATO at 50.

    This doesnt account for the slots and powers you get from 45-50, so figure you can significantly boost the rech you have if you wanted to, but would have the above probably 14 rech 8 def at lower than 44 (figuring 2 levels of slots that went into mg). You still have the opportunity to fully slot mg, and I would probably recommend shoving mako's bites into there for 3.75% range def, since you have already covered your missing rech by slotting differently.

    Just an idea.

    This leaves you with 2.5% more rech than you currently have, 3 slots from grasp to move elsewhere
    Quote:
    Originally Posted by Live_Wyre View Post
    Here is my current level 44 build for those wanting permadom or perma haunt.
    The level 38 build had 90% recharge and was close to perma hasten, using three (40+5) enhancements. It was probably REALLY not necessary to use all the boosters like that, but I had like 100 something boosters. Again, this build is just a playing build that was built along the way. Some slots are overkill, others are not needed or may not fit your playstyle. It's not optimal from a min/max standpoint, but it works for now. I hope this is useful to someone out there.
  11. I assume that you wear hazmat gear? Salt is pretty damn bad for you in that kind of quantity.

    Quote:
    Originally Posted by Satanic_Hamster View Post
    I have doubts that everyone talks about salt mines or has ever been underground.
  12. Ham, where the hell is that?

    I have 2 chars, maybe want to 50 with. A dark/dark dom, and a time/rad defender (perma like, everything. chrono, veng, farsight, all the bells and whistles). Def is 32, dom is 22.

    Quote:
    Originally Posted by Satanic_Hamster View Post
    Knock out some inf too, maybe.


    __________________
    Currently listening to Crowded House's Time on Earth
  13. Quote:
    Originally Posted by Alpha_XBS View Post
    Already been confirmed it does not die.

    I played with a couple of people that have it last night and you can't even target it.

    EDIT: It does not zone with you however... You need to summon again after traveling between zones or when entering a mission.
    It doesnt? Hmm. Does it stack with windfall?
  14. I would pay 800 for the lep, IF IT COULDN'T BE KILLED. It is TOTALLY useless dead.
  15. Color, animations, alternate animations, these would be good if I could change them. Already you can change mace options in scorpions pool. It would be nice to go completely haywire with options for the rest.
  16. Quote:
    Originally Posted by Black_Assassin View Post
    its the difference between 100mill from 1hr or 250-500mill from 1hr i prefer the latter
    Id like to know how you are doing that. Even if I burn 6000 tickets on junk, it still takes a long time to move. I am certainly not making 250-500 mil an hour. And I have limited shop slots, so it isn't like I can throw 50 items on the market to sit.
  17. Quote:
    Originally Posted by DreadShinobi View Post
    You're implying the -res isn't useful. The -res is what makes it such an amazing power. Sleet's debuff numbers don't change between ATs, that -30% res is defender mod debuffage. With the achilles proc that can be bumped up to -50%. The knockdown is nice but it's not why you should be considering to take or not take the power.
    I run a different dom with sleet/icestorm/ice armor. I am well aware of how useful sleet is. But you are proposing that cutting out a HUGE part of it (damage mitigation in the way of knockdown) is so much less useful that the -res that it doesn't bear examination.

    I strongly disagree. I view it as a 2 part power, one of which gets neutered by a set power I intend to spam heavily. While sleet/icestorm/icearmor is fantastic and all that, I see neutering part of one power and having no use at all for another (ice armor, as I am going for positional) as a detractor, not a benefit.

    As far as I am concerned, the #1 reason I would take ice would be for the mitigation from the _knockdown_.
  18. OneFrigidWitch

    Ha. What a joke.

    Quote:
    Originally Posted by dugfromthearth View Post
    the joke is that you are playing a level 50 which is dull and tedious

    when you could be playing a level 16 and having a ton of fun
    I have to agree with this statement.
  19. Hope you are in my niche, because I have no problem selling my enhs for 1/12th of what the average sales have been for, and paying 2 times as much as the highest recent bid on recipe. That puts me at effectively selling for 1/24th of what the average market price is.

    Bring on your complaints! I walked a mile each way up and down a hill in snow in winter with holes in mah boots and no hat just to use the bathroom. I'll never let go mah niche!
  20. Quote:
    Originally Posted by DreadShinobi View Post
    If you don't care about concept/looks or whatever, Ice or Fire mastery are both significantly better than psi mastery. Fire for huge aoe damage. Ice for effectively turning you into a fully competant debuffer, Sleet is one of the(if not /the/) best debuffs in the game, and aside from recharge (which is only slightly longer) it retains it's important values. Sleet is basically a 30-50% dmg multiplier for you and your entire team/league, as far as team support goes, sleet blows link minds out of the water.
    If I am not mistaken, sleets knockdown, a very useful thing, gets overriden by darks living shadows kd/kb protect. You would be using it only for the -res at that point, instead of the useful -res/kd.
  21. Quote:
    Originally Posted by Granite Agent View Post
    I was trying to figure out why you went /Psi PPP. Was it for perma ML?

    If you're perma dom, you don't really need perma Indom Will.
    I've never been a huge Psi Tornado fan. Or WoC fan.

    /Ice and /Fire APPs are just so tasty to me by comparison.

    Why'd you do it?
    I can see doing it. Between man/perma-ml, you are providing 10% def to everyone around you. Toss in the occasional vengeance, you are up to 30% def to all to everyone around you. I can see that being worth it on a team oriented dom. Especially during itrials. Plus dark/dark is pretty solo happy. But I could really enjoy fireball...
  22. Quote:
    Originally Posted by Test_Rat View Post
    I have it perma on my Dark/Psi/Psi.

    If you slot Defense/Recharge Ios in it you can inprove its recahrge time, and you can buff its defense. Mine provides me (I think) 6.68% defense).

    My build also has 120% global recharge+Hasten, to make Mind Link Perma and finish capping my Ranged defense.
    Whoa. You have 120% global? I think I will be lucky if I break 100.
  23. Quote:
    Originally Posted by Warkupo View Post
    Rounding to get rid of the repeating decimal you need about 233.34% recharge in order to make Link Minds "permanent". You can get about 70% of that from hasten, which means you still need about 163.3% from somewhere else (typically IO's). That should be do-able, but it is going to require a lot of specific slotting to pull off.
    The big question was, if you run permadom/permahasten, could you do it.Doing it gives you a toggle-less 6+% def to all.

    Between man and link minds, you get 10% def to all. Toss in permaveng and you have a fat 30+% def to all constantly, plus whatever you slotted for.

    I'm doin it!
  24. BLARGH. According to that link, recharge is 300 seconds. According to Paragon Wiki, its 240 seconds.

    I guess, given that Dom lasts for 90 seconds and has a rech of 200 (unenhanceable), it should be possible to perma. But it just doesnt seem possible. I am looking at only 260% rech (maybe 305% if i take Spiritual :/), and that comes out to be like 109 seconds. It only has an uptime of 90 seconds. Is this even possible?

    edit: with 305% rech, its 98 second recharge. :| That is 8 seconds short.
  25. Ok, so we get a power buildup for free in /dark. Link minds comes in at 266% rech for perma. With perma-hasten, is this sufficient rech to have Link Minds perma? And how much defense does it provide? I am looking to shave slots/powers wherever I can to tighten my dark/dark build, and if I end up blowing my APP/PPP on a single power to up my def, I may consider doing it anyway. I am at work and have no clue what the exact numbers on it are and could use some help.