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I don't believe so, but, then again, the OP hasn't posted in this thread to actually let us know who won.
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Um I think its clear that the OP himself won.
He got you suckers to make him a build for free!
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He challenged you to a duel he won.
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(QR)
Personally, I just aim 'em at a wall.
Or if I'm feeling aggressive, I wormhole the next spawn at the feet of the spawn the team's currently fighting.
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Also, make sure you're using it correctly.
It works like Fulcrum Shift: You get a small buff around you... and then there'll be a buff around every affected foe. So if you're in melee range with a pack of enemies and fire it off... there's a good chance you'll cap your Recovery. Which is awesome. -
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I'll probably change my Energy Manip to blue to match the blasts.
But the Energy Blasts? Totally staying blue. -
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Yeah, snipes need much more damage. Increase the recharge time, whatever, but a snipe needs to 1-shot a minion and half the health of a boss.
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You do realize you're asking for an attack that will do 1375+ Damage, yes?
I just want to make sure we're on the same page. -
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Wow, quick answers. Ahh, so it's not a question of slotting, since you can't slot inherent powers.
It's a question of being able to use your primaries frequently and successfully enough to get Domination up, right?
Any tips on how that is best done?
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It is a question of slotting... just not of the power in question. Many Invention Sets have +Recharge as a bonus if you slot enough of them into the same power. That +Rech applies to ALL of your powers (except for a few specifically designed not to), including Domination.
While in Domination-mode, the Dom bar is full. It remains full until Domination drops, which empties the bar. But... IF Domination recharges before that drop, you will be able to activate Domination again which is how it's "perma."
Once the initial Dom building is done, it's like a repeating cycle. Provided you don't get hit with some Recharge debuffs, of course. -
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The net result is a buff, yes.
Previously a broadsword user would swing the sword, stand there for a moment doing nothing, swing the sword again...hang around whistling for a bit...swing once more... do his taxes...finally attack again...
The pauses have been removed.
Drawing the sword the first time takes a moment, but after that everything is now much faster.
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Thank you very much! That very thing was the reason I had trouble getting into Katana when I really tried. At the moment I'm still trying out the Widow VEAT, so I haven't really tested things with my Stalkers.
I appreciate the answers, and now I have much to think about.
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ZOMG...do you know about the Stalker buffs too? +Max HP, +Melee Damage Scale, AS doesn't break hide if it misses, AS causes an AoE Fear/-Tohit debuff if the target isn't killed instantly, up to 30% chance for random Criticals without mezz on the target, Hide doesn't cost any End, and I'm sure I'm forgetting stuff....
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It was a buff to Base HP, not Max. -
Permadom is when you get enough +Rech (via IO Set Bonuses and Hasten usually) that Domination (the Inherent for Dominators) recharges before its duration is up. Thus it can be made "permanent."
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Benumb looks pretty much like freezeray. It is a slow moving snowball. It makes the "zing" sound identical to freezeray as well.
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Benumb has no projectile. It's just a hand thrust/shake/whatever and ice chunks fall off the target.
The slow moving snowball w/ Freeze Ray sound is Infrigidate.
EDIT: In that video, starting at 0:20, the Corr uses Aim, Infrigidate, then Benumb, in that order.
Benumb can be seen used again at 2:35. -
Whoops. You're right, it's 2.76 not 2.67. Editing values to fix.
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(QR)
Blaster Snipes have a DS of 2.76. That means, at 50, with 3 SOs of DMG in them, they will do 335.21 points of damage.
Assuming no resistances, that means it will take off:
77.96% of +0 Minion HP
39.21% of +0 Lieutenant HP
13.04% of +0 Boss HP
EDIT: Fixed DS value, recalculated. -
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Oh, on a final note, i keep hearing mixed things, is pulsar useful or not?
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It can be.
BUT... it's got a long cast time, low ACC and is PBAoE. So it's a gamble if you try to use it in the middle of a big spawn. Personally, I took it just to carry the Stupefy set (for the +Rech). -
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Hurdle at 49 mostly because it's a throw away power. There's nothing, at that point in the game, that would add much at all to a build. So I put in whatever can live off on no slots.
You can, of course, sub in anything you like. -
My PB is Human/Dwarf as well, and I really like how it is. There's lots of odd power choices and odd slotting decisions in your build, IMO. I'll just comment on some of the major ones:
Underslotted Attacks - All of them, really. The only ones you 4 slotted were Gleaming Blast and Solar Flare. Good that you prioritized the better ones, but yikes for the rest. Attacks that you intend to use: 5+ slots, no questions. Get them properly outfitted with DMG to make them worthwhile.
Overslotted Mehs - Conserve Power, Light Form, Restore Essence, Quantum Flight, Glowing Touch, Human Shields. Most of those slots are somewhat of a waste. Stick with just the default in CP, RE, QF and GT. 3 out LF if you wish. Shields are iffy since this is a Human/Dwarf. Personally I say use only one of two extra slots and have the power be an IO mule.
Power Scheduling - Solar Flare in particular. It's one of your key Human powers, KB notwithstanding. Restore Essence is also picked up much earlier than is really necessary. Consider even dropping it in favor of Photon Seekers (one of your strongest available attacks). Reform Essence is also picked up very late. That's an exceptionally good self heal. Think about getting it sooner rather than later.
Maybe try something like this?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Hero Profile:
Level 1: Glinting Eye -- Empty(A), Empty(3), Empty(3), Empty(9), Empty(9)
Level 1: Incandescence -- Empty(A), Empty(50)
Level 2: Gleaming Blast -- Empty(A), Empty(5), Empty(5), Empty(11), Empty(11)
Level 4: Shining Shield -- Empty(A), Empty(50)
Level 6: Radiant Strike -- Empty(A), Empty(7), Empty(7), Empty(13), Empty(13)
Level 8: Essence Boost -- Empty(A), Empty(15), Empty(15), Empty(17), Empty(17), Empty(48)
Level 10: Swift -- Empty(A)
Level 12: Build Up -- Empty(A), Empty(50)
Level 14: Health -- Empty(A)
Level 16: Quantum Shield -- Empty(A)
Level 18: Incandescent Strike -- Empty(A), Empty(19), Empty(19), Empty(23), Empty(23), Empty(48)
Level 20: White Dwarf -- Empty(A), Empty(21), Empty(21), Empty(25), Empty(25)
Level 22: Stamina -- Empty(A), Empty(40)
Level 24: Reform Essence -- Empty(A), Empty(42), Empty(42), Empty(42)
Level 26: Solar Flare -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(48)
Level 28: Conserve Energy -- Empty(A)
Level 30: Quantum Flight -- Empty(A)
Level 32: Photon Seekers -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Dawn Strike -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
Level 38: Light Form -- Empty(A), Empty(46), Empty(46)
Level 41: Restore Essence -- Empty(A)
Level 44: Pulsar -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
Level 47: Glowing Touch -- Empty(A)
Level 49: Hurdle -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Empty(A)
Level 10: Combat Flight -- Empty(A)
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Level 20: White Dwarf Strike -- Empty(A), Empty(39), Empty(39), Empty(40), Empty(40)
Level 20: White Dwarf Smite -- Empty(A), Empty(34), Empty(37), Empty(37), Empty(39)
Level 20: White Dwarf Flare -- Empty(A), Empty(31), Empty(31), Empty(31), Empty(34)
Level 20: White Dwarf Sublimation -- Empty(A), Empty(43), Empty(43), Empty(43)
Level 20: White Dwarf Antagonize -- Empty(A)
Level 20: White Dwarf Step -- -
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Neither of my currently established Khelds will be going rogue, but I do plan on making a PB for the specific purpose of swapping over.
Already got the costume saved and ready to use when GR gets closer to launch. -
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"Dominator Buff/Nerf in i15"
Buff?
I play a Plants/Mind Dominator. I have no buff. In fact, from the looks of things, as soon as this goes live I will become fairly useless.
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So an overall damage scale increase ACROSS THE BOARD for Dominators totally isn't a buff if individual powersets are tweaked?
I presume you have tested this, right?
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If we pay for the Damage with a 30-40% increase in recharge and endurance useage [and mind you, those numbers still make me boggle], I don't call that a buff.
See, now my smoothly-running little Mind/energy has to stop and wait for her END bar to rebuild, unless Domination happens to be up. I am one of those who prefers not to pop Domination unless I am fighting the mission boss or whatever... Domination is a +Damage tool to me, not an END recovery system.
Until now!
I hate stopping and waiting and stopping and waiting and stopping and waiting with ALMOST the same intensity that I hate people using knockback without regard for others. If you love stopping and waiting, then you'll love these changes.
THIRTY TO FORTY PERCENT INCREASE in END and Rech. Wrap your head around that, it still boggles me.
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And the damage buff was 40-46 percent. And that's just the Damage Modifiers... which are across the board so they affect your Primary as well. Y'know, the powers that had no END or RECH increases.
Taking into account the Power Scalars as well, the damage buff is approximately FIFTY-FOUR to FIVE HUNDRED NINETY PERCENT. Though that's just for you specifically as an /Energy Dominator.
So yeah. You're still getting buffed. -
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Some zones have good music, most don't.
Personally, I'm rather fond of Green Nugget (Bloody Bay). It's got a catchy tune to it. And most of the neighborhoods in Terra Volta too. -
It's not going to be fixed because it's working as intended.
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Personally, I always take END maintenance into account when slotting out a character. After checking my Doms out on Test, I didn't see any major END problems.
So I can only surmise that the people who are saying they're having very bad END issues either neglected to build for any sort of efficiency/long duration fighting or has a much looser definition of "END problems" than I do. -
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But what I think I am trying to ask is, right now if I hit something with no resistance to psi I do about 189-202 in damage.
How will the new PSW fare?
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Once PSW gets fixed (it's using the wrong Damage Modifier on Test currently), it will do 70.6 base damage at 50.
So assuming +95% +DMG from slots, you'll hit non-resistant foes for 137.78 damage. -
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1) No. Dominator Damage Cap remains 400% (aka +300%).
2) At the damage cap, New PSW will do 282.6 damage.
EDIT: Assuming the Scale and Mods are not changed again, of course. -
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There is no such thing as "Global" defense. Global just means EVERYTHING.
+3% global DEF = +3% Smashing, Lethal, Energy, Neg. Energy, Fire, Cold, Psi, Ranged, Melee, AoE. It will stack with any other DEF value that you (or may not) have.
As for the rest, you're correct in it. -
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Actually, according to Avatea's Post, those problems should be resolved.
Well, except for the issues Mac Client users are having. -
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Those are some epic changes to Energy in my view. I look forward to trying them out on Live. ... Guess I won't know until Live. Anywho, thanks for the linky.
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You could always try it out on Test. That's what it's there for and what all Dom players are encouraged to do.
If there's anything you want addressed, NOW is the time to try it out and bring up any issues you may have. Right now is when changes are most likely to be made. Once it goes Live, you'll have a much harder time getting anything changed.
Anyway, from just a little testing I did last night, I'm kinda liking it so far. -
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I run a Grav/NRG as well but find myself woefully ignorant of any changes. COuld someone fill me in as to what the deuce has changed?
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Here ya go.