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Posts
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Joined
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Quote:I am sorry. I thought you were talking about new pole arm sets, not all the pistol, AR, toaster weapons. My point is if they can program the emanation point for attacks for the black wand then magic wand/staff/pole wouldn't be that difficult by extention. I agree that variation for fire ball to emanate from a pistol, staff, wand, toaster, bicycle would be much more problematic.Pointess nitpicking in red, but thanks for the input
as for Psylenz, i think those powers have existed since the game's creation.. and the difference is that instead of those two power instances, each and every (blast) power would need to be mapped for each and every (staff/gun/bicycle option) with then a variety of animations depending on the power.
So while it seems simple, it's alot more work as the vet powers are their own entities.. -
Quote:Have you seen the nemesis staff and the black wand in action? I think they have this figured out.Bicycle repair is simply too godly to work on the game's engine methinks
But anywho, staff/wand/cane stuff may come when the Devs figure out how to anchor the "cast" points to weapons, which may be very soon(TM) with the news of being able to shoot blasts out of other places than your hands with i19.
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I admit, I was confusing chilling embrace with frozen aura on accepting slows. Having said that, the scheme I use for buffing the demon prince with 4 PotT and 2 Pet Damage IO enhancements has seemed to fix my Demon Prince's end hog problem ... for the most part. My ember demon I still have to drop blue pez on from time to time in long fights. I will review his slotting more.
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I have a little suggestion. To represent the extra slots you would put in health or stamina once they go inherent, put the empty slots in brawl, sprint, or rest. You will have a default slot in all four stamina powers: hurdle, swift, health, and stamina. In short, you don't have to reserve 3 spots for stamina if that is all you are going to put into fitness.
enjoy.
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Quote:I am not disputing that frozen aura doesn't take slow sets, but how do you know this? Thanks.Unfortunately Frozen Aura doesn't take slow sets, and it's one of the biggest Endurance Hogs the Prince has... the only thing that Slow sets will affect that Pet sets don't is "Shiver". A number of people including myself have /bugged the inheritance thing. Frozen Aura in particular should really be accepting Damage Enhancements.
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3 generic endurance reductions didn't cover it? There is definitely something wrong. We need to PM Castle.
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They USED to bubble teammates and their pets. Now, they just bubble fellow minions and their mastermind, not other teammates or other mastermind's pets.
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Psi tornado is a targetted AoE, it's NOT storm tornado. I have it on my level 50 FF/Psy defender. I use it in a short attack sequence with psychic scream, repulsion bomb, and the psi tornado. It's a good -recharge and knockdown(up?) cocktail. I like psi tornado a lot, but it isn't as flashy as storm tornado. On my defender I like it more for the knock down and -recharge; the damage isn't gamebreaking by any means.
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Maybe I am ghoulish, but I would take fallout before mutation on PuG teams. For friendly teams and raid teams, I would get mutation for the combat rez. On a PuG team doing tips or radio/paper missions, most of the time I can make a wakie. I want that extra 'boom' from fallout
Alternate builds to the rescue again!
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Hmm, I should test this, but the description and indications are that jolting chain is supposed to take a chunk of end out of all the targets that the knockdown affects.
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Quote:Asha'man, I know we don't team with our EC users, but if you notice on my dominator when I am playing, I will throw a synaptic overload into the next spawn even before the current spawn is much passed half-down. That way, the next group is nice and softened up when we get around to it.I play fast and furious so I typically rush in a split second after Static Field and/or Synaptic Overload depending on the need.
This is good advice though. I just need to exhibit more self control. HA! Right...
It's funny seeing blasters and scrappers detach from the current fight because they see the next group fighting amongst themselves. It seems they panic quickly at the impending 'loss of xp' -
Quote:I went the Slow set route on my Demon Prince since so many attacks have slow components. Pacing of the turtle can boost accuracy, damage, end use, oh, and slow, too, which isn't bad considering again how many attacks and auras have slow components.StrykerX has it in a nutshell, though I'd add that Shiver and Frozen Aura are the only powers the Prince has which are not affected by Damage Sets (and which therefore benefit from extra Endurance and Accuracy slotting) The Prince's hold inherits Damage Buffs so you don't need to worry about it. Note that Acc/Dam HOs and Generic Endurance Reduction IOs should affect everything. Generic Endurance Reduction IOs are very nice, especially for Frozen Aura.
Four Pacing of the turtles with 2 MM pet dmg IOs gives me a 9% accuracy bonus on my MM, too, which doesn't affect pet accuracy but does affect whip debuff accuracy. -
I am trying another variety of super sapper: EC/Kinetics.
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I haven't seen a red-name but I was told Trick or Treating is live today.
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My first level 50 is a Storm/Rad defender. I went for the bigger dose of -defense. My thinking on it was, even with the best tanks, I can hit targets that the freezing rain misses. I like cosmic burst a lot, and I stacked the stuns of that with thunderclap. I ran hurricane alot because I like the to-hit debuff, and passed on irradiate. I did take the nuke for the "Coda" to many stormy battle symphonies. The rad nuke has a very nice hold secondary effect while you position for power sink on survivors, if any. I think Rad is flashy.
Two points about my Storm/rad:
I made 'hay' on Creys because the -defense in tornado and the rad blast secondaries would chew through the god-mode powers of paragon protectors.
I remember a specific instance before supersidekick, but I had a fairly high sonic/sonic defenders on a medium sized team trying to take down the original version of Diabolique. We ground and ground and churned and churned to a stalemate. I replaced my sonic/sonic with my Storm/Rad defender. It was no walk in the park but steadily we wore that so and so down for a glorious victory.
Storm/Rad is workable. I am not saying it is superior to Storm/Ice or Storm/Sonic, but it's definitely workable. -
Quote:It is NOT intended to work that way. I have had trouble with my EC/elec dominator having mission allies (like Overdrive in tip missions) attack my dom, but somebody told me that was a known bug.Should confused enemies be attacking me?
Ive got an Electric Control Dom and enemies that Ive confused with [Electric Control.Synaptic Overload] attack me.
I picked a mob of 2 and fired off the Synaptic Overload, waited a moment until both had the purple confusion bubbles over them, then attacked.
They both turned and attacked me and did damage till I defeated them.
Is this some sort of bug, or does Synaptic Overload work differently than other Confusion powers? -
We don't need incarnate -regen powers do we, when we already have the crafted temp power envenomed dagger?
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There are a lot of suggestions in the previous posts, and I won't quibble with them. As many have said, there are a lot of ways to go about healing, supporting, buffing and contributing to the team's success. For example, my demon summoning/thermal mastermind is an extremely competent healer, buffer, debuffer and damage dealer. Demon summoning masterminds have a pet with a point blank range AoE heal that affects all allies, teammates or raid partners.
Get a feel for the style you like. There are many alternatives you can weed out just playing a few levels. Some combinations need a longer test drive to be fair to their strengths. -
My dominator is built for team support, fast recharge and end drain. Frequently, I fire off synaptic overload on a nearby group - just because I like griefing our team //// wait not that! I do it because I know after they start bashing each other they won't accidentally get aggroed to fighting us. It's funny, too, because some blasters or scrappers will break off the current fight and dash over to that confused group like a house-a-fire because I think they don't want to miss out on all the xp.
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Quote:The steps to making your self a good kinetic offender will carry over to help teams you might get unless you totally skip speed boost.Well mostly I'm currently a little more focused on being an Offender rather than a Defender. For some reason I tend to have a hard time finding parties regardless of what I am.
Fulcrum shift will probably move down to 32, especially since 3 powers I chose before it will become inherent. I'll make some adjustments.
EDIT: Adjustments made. -
I have a good friend/SG mate that has a higher level Necro/Dark. I usually duo with him on robots/* (whatever I feel like playing) and our strengths really play off each other. Necro/dark is very strong. On my necro/thermal I like to run with the Lich and the Grave Knights on aggressive with the little guys on defensive for most battles, I think it helps the grave knights attack sequence. Of course full bodyguard for the toughest targets.
Part of my thinking is I don't mind losing a pet now and then on necro/* for the level 18 pet summon. Big heals from dark or thermal really are outstanding to help your zombies fight as a pack in close to or pure melee zone. I can't say enough for the Dark Servant and his ability. Especially after level 38, your survivability should skyrocket. -
Quote:I totally agree about fulcrum shift. When you hit level 32, it should be a knee jerk reaction to take fulcrum shift. It's the real deal, the game breaker. It's the shiznitz of being a kinetic defender. It turns tanks into scrappers, defenders into blasters, controllers into dominator-level damage.Power Build Up works well. Then again I have a Pistol/Kin Corr, but the combo is great either way. I don't see a need for any more than one slot in Hurdle or Swift, they could be better placed in your attacks and especially Transference.
Fulcrum Shift should be WAY earlier, right at 32.
Your general slotting (in my opinion) is to jack up the accuracies and recharge so the siphons, your fulcrum, and transference are up ASAP. The really good thing about Hail of bullets is no end crash. It works fantastic on a defender. -
Are you looking for team builds or solo builds? At level ten you can have both! Don't forget fitness will be inherent for I19.
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Here's my take on it. It's got my cheepo level up IO enhancement scheme.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Tesla Teen: Level 48 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Tesla Cage -- Acc(A), Acc(3)
Level 1: Charged Bolts -- Acc-I(A), Entrpc-Acc/Dmg(5), Entrpc-Dmg/EndRdx(31), Ruin-Dmg/Rchg(31)
Level 2: Chain Fences -- Acc(A), Acc(3), EndMod(5)
Level 4: Lightning Bolt -- Acc-I(A), Entrpc-Acc/Dmg(7), Entrpc-Dmg/EndRdx(7), Ruin-Dmg/Rchg(31)
Level 6: Jolting Chain -- Acc(A), Acc(9)
Level 8: Conductive Aura -- Acc(A), Acc(9), EndMod(11), EndMod(11), EndMod(34), Heal(34)
Level 10: Havoc Punch -- Acc-I(A), Dmg-I(13), T'Death-Acc/Dmg(13), T'Death-Dmg/Rchg(34)
Level 12: Static Field -- Acc(A), Acc(15), EndMod(15), EndMod(17), RechRdx(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(19)
Level 18: Paralyzing Blast -- NrncSD-Acc/Rchg(A), NrncSD-Hold/Rng(21), NrncSD-Acc/Hold/Rchg(21), NrncSD-Acc/EndRdx(37)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 22: Combat Jumping -- RedFtn-Def/EndRdx(A)
Level 24: Charged Brawl -- Acc(A), Dmg(25), T'Death-Acc/Dmg(25), T'Death-Dmg/Rchg(37)
Level 26: Synaptic Overload -- Pplx-Acc/Rchg(A), Pplx-Acc/EndRdx(27), Pplx-Acc/Conf/Rchg(27), Pplx-Rchg/Conf(39)
Level 28: Static Discharge -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(29), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/Rchg(39)
Level 30: Acrobatics -- EndRdx(A)
Level 32: Gremlins -- RechRdx-I(A), EndMod-I(33), EndMod-I(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(37)
Level 35: Thunder Strike -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36)
Level 38: Voltaic Sentinel -- Acc-I(A), Acc(39), Dmg(40), Dmg(40), ExRmnt-Dmg/EndRdx(40)
Level 41: Link Minds -- S'dpty-Def/Rchg(A)
Level 44: Indomitable Will -- Empty(A)
Level 47: Mind Over Body -- Empty(A)
Level 49: World of Confusion -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
I think more attention to end mods in conductive field, static field, and chain fences for more of a super sapper build. -
I presume this build is compliant with Issue 19 and the inherent stamina coming. Even at that, you need to reserve a couple slots for stamina for improved recovery on your stormy mastermind.
Using full sets of invention origin enhancements is the preferred way to slot. Having said that, there are some criteria you still need to follow to maximize your effectiveness. One of these is >90% accuracy and >90% damage on your first tier thugs. Six slots of kinetic crash won't get you there. Frankenslotting, using pieces of multiple mastermind pet damage sets is probably preferred especially for your first tier guys. Using Acc/Dam and Acc/Dam/End enhancements from multiple pet damage sources will greatly increase your little guys production.
I think you need around 60-65% endurance reduction in snowstorm. There is debate whether to slot for defense or resistance in steamy mist. I am on the resistance side of the debate. You have two sets of slows in snowstorm and freezing rain. The biggest priority for freezing rain is simply >90% recharge; the extra slow enhancing or defense debuff enhancing is just gravy.
Hasten needs 3 slots of generic recharge IOs to be most effective.
Stealth as a power is utterly worthless if you have steamy mist running. You cannot run both at the same time, and steamy mist is better. For your LotG proc, you can drop that in grant invisibility, and that is a power you will find opportunity to use if you keep your eyes open.
Good luck with your Thugs/stormy mastermind. It's a very active and fun set.