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Posts
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The main thing I'd like to see changed about all powers that reduce you to zero End is for your toggles to say on. I can't stand being detoggled. I love the change they made to being mezzed so that you don't detoggle. It's easy enough to pop a blue after nuking but it's the 10 seconds of retoggling after that that annoys the heck out of me. If they made that single change, I'd nuke whenever it was recharged. As it is, I rarely use nukes.
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Quote:Agreed. I have an SR scrapper and an SD brute and the SR was much cheaper to softcap. So if you're on a tight budget you'll get a tougher character via SR, which also has better defense debuff resistance and scaling damage resists.Imo, SD > SR. SR is cheaper and easier to soft cap but SD comes with more dmg. An SD can become as tough as an SR but the SR can can never do as much dmg as the SD.
That said, with adequate investment you can softcap SD and as previously stated SD's big advantage is in your damage output. My Fire/SR scrapper is great but I never play it anymore in favor of my SS/SD brute. -
I agree with Supernumiphone's comments. Just wanted to add one thing:
Quote:What you say is true for a low recharge build. I have a Mind/Fire that does have a lot of global recharge and it's by far my favorite Dom. Between the Cardiac Alpha recharge power, Hasten, and IO bonuses I have control AoEs ready for every spawn and I can machine gun Blaze, which hits very hard.I've never been a fan of Mind/ personally. Yes it is a very strong primary, possibly the strongest for soloing, but I feel that it falls short on teams. Unless you have enough recharge to cycle the AoE hold and confuse seamlessly, the only every-spawn AoE control you have to help your teams is the fear. -
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Arctic Air is a key power. It carries a massive auto-hit recharge debuff of around 50%. So enemies will go through their initial attack chain at full speed but then incoming damage drops dramatically.
There's also a 50% chance for a fear effect so some NPCs caught in AA will be trying to run instead of attack, and there's a 30% chance of confuse, and confused foes of course are not only not attacking you, they're helping your DPS.
And yes, the End consumption is huge. I ended up 6 slotting AA:
Malaise Illusions End/Conf
Malaise Illusions Chance for Psionic Damage (proc)
Cacophany End/Conf
Perplex End/Conf
Befuddling Aura End/Conf
Coercive Persuasion Contagious Confusion (purple proc)
Everything except the purple I did at level 30 so I've got 85% End reduction and 85% confuse enhancement. I'm sure you could do better by using max-level IOs.
The Contagious Confusion proc is a great investment because it has its own separate 30% chance of confusion.
I don't recall how often AA's "chance of" happens. I believe most IO procs in a toggle trigger every 20 seconds but hopefully someone else can chime in on AA's attack rate, i.e. how often it's rolling for its own inherent fear and confusion effects.
At lower levels when you don't have as much control or survivability, I recommend teaming with a tank or brute who can draw initial aggro. Then you jump in and stand beside him and let AA do its thing. Great combo. -
I vacillate between 3 favorites:
SS/Shield Brute
Mind/Fire Dom
Fire/Kin Corr
Wow, even though I play blueside, all my favorite ATs are from redside. How did I not notice that before now? -
I don't want to discourage you, but assuming you played this character back in the glory days of Devices, you may need to brace yourself that your character just isn't going to be as fun as it once was. My very first character was a Fire/Dev but after the Smoke Grenade nerf I decided to reroll as Fire/Energy and was much happier.
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I can relate to Nyx's complaints. I've run a few characters through the Incarnate trials but that does tend to trivialize older content. I'm playing the game far less lately. I didn't enjoy Keyes and can't stand the though of one more BAF or Lambda. I am eagerly looking forward to being able to roll a Street Justice brute or scrapper but apart from that my main hope for continuing fun is that the devs will start to add new content specifically aimed at Incarnates that *isn't* Incarnate trials.
I'd love it if there was a new tougher zone with task forces that didn't explicitly require Incarnate abilities but were balanced around Incarnate-equipped teams.
The iTrials have their place, but I like the idea of content designed for smaller person teams at that difficulty level too. I remember the joy of a taking a small team of friends through a tough (for that pre-Incarnate era) arc filled with Malta. We weren't a huge random collection of strangers. We knew each other and had fun playing together working our way through content that was very challenging. I miss that. -
DM/Will would be strong and survivable solo. A caveat: I haven't run one personally, I'm only going by my experience with Willpower plus observing lots of DM players I've teamed with. Neither power set requires a big investment to be a solid performer.
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Fire/Fire/Fire is fun because after you get Rise of the Phoenix, dying can just be part of your attack chain.
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Quote:I know for a fact my character is 35 times better than Comfort's character. I once solo'd the Rikti Mothership Raid just for laughs. I won't tell you what it is, how to make it, or how to play it.My main toon is the best farmer, solo's avs and giant monsters like minions, and can solo most of lambda (can't quite do both sides by myself)
I won't tell you what it is, how to make it, or how to play it.
Because my kabbalistic gnostic knowledge must remain sekret lest it break your feeble brains due to awesomeness overload. -
I'd like a Big Government theme. How about IRS Control and Homeland Security Assault?
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I don't have any specific comments, other than to say it's a great combo. I leveled one up into the high 30s, then set him aside because I got sucked into all the Incarnate stuff on a few other characters.
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Well, different Doms lend themselves to different playstyles. For example, my Mind/Fire I play as a pure ranged character. So no PBAoE for me.
I view getting enough recharge for PermaDom to be a great long term goal, but you're certainly not gimped without it. But is it worth it? Oh yes! I just love being mezproof and able to hold bosses with a single hold.
Regarding attacking/teaming, you build the Domination meter via attacks. So using lots of fast recharging attacks early builds Domination fast. There is a bonus for each team member so that on a big team you can build domination shockingly fast, usually after the first spawn or two of a mission. -
Quote:In an odd way, I was actually excited about hearing about the no-news for Doms. They've mentioned that art resources were tight for this round of power proliferation due to all the other demands for new artwork in i21. So my noggin immediately (and maybe erroneously) concluded that they've got a brand new powerset concocted for Doms that requires new animations/art.ah well, nothing for doms, not thrilled with that, but they do promise something cool for post 21, so we will wait.
At least I hope that's the case. Doms are so fun. -
It nullifies the -Def penalty that normally comes with Rage crash. You still do zero damage. I believe Posi views this as a bug and would like to fix it at some point. If so, that'd be absolutely horrible for SR and Shields. Hopefully he'll never get around to changing it.
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Instead of S/L defense, can someone post a build that has high ranged defense? Seems like in the Incarnate trials there's a whole lot less S/L damage. Or is my impression wrong?
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Quote:At the risk of sounding like a broken record: how would a new player encounter the FAQ? They'd have to come to the forums or hit Paragonwiki. And if they're that motivated/savvy, they don't really need the FAQ.I wouldn't mind compiling a "new player F.A.Q." that might head some of this off.
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Quote:Especially since finding him is harder than finding Waldo. I remember seeing the patch notes, then wandering around Pocket D for 5 minutes looking for him and finally giving up.Non-acceptance of Buffs != Changed Power
Null the Gull is not a cottage rule breaker, nor should it be.
Don't get me wrong, I appreciate that we finally have a solution to the always/never accept buffs problem. It's just frustrating that "you just have to know" how to access the fix. How is a new player to ever discover Null? -
I remain concerned about the new player experience. I know they're doing cool stuff with the new tutorial, which is a great start. But because the game is so heavily instanced, it just looks bad when that player exits the tutorial and the zone around them seems dead.
We need a "team looking for more" type of function so that a solo player can enter a queue and have a decent chance of being put on a team.
The typical responses like "join global channels" aren't sufficient. Most players don't frequent the forums and they don't know how to find or participate in global channels.
I think this is a great game but I am convinced many prospective new players will try it for an hour or two and come to the erroneous conclusion that no one is playing it and they'll quit and never look back, which will be a shame. -
Ice/Kin is a fantastic combo. I have fond memories of doing Siphon Speed to a Freakshow Tank, then hitting him with several of those fast animating Ice attacks, and watching him "run" towards me. The stacked slows were awesome.
Fulcrum Shift + Ice Storm + Blizzard is just sick. And a fun thing you can do is pop a blue insp then do Transference before the Blizzard is finished so you're back at full endurance while the spawn is still flopping around. -
Something like this worked on the only Keyes trial I attempted. We were extremely light on healers, so were requested to add our team number as in "Team 3 DIS". That way at a glance the healer could tell what team to scan.
Is there a macro variable that refers to your team number? Like $Target refers to who you're targeting? -
Quote:That's not strictly true any more. Alpha slot enhancements can also be crafted with the salvage from the Incarnate trials now. A Notice of the Well can also be converted to a big bunch of threads too (40, I think?).50: Notice of the well, a piece necessary to create tier 3 or higher Alpha Incarnate enhancements.
This is one of my pet peeves. A player shouldn't have to resort to the forums for this information. It's an important in game activity and the info needs to be IN THE GAME. How about making it part of the Message of the Day upon logging in? -
If you want an easier ride leveling to 50, WM/Will. I don't have one, so I can't really give tips on it. But the mitigation of WM combined with the all-around sturdiness of Willpower should make for a very happy journey.
If you want a character that you can really pimp out at 50 to be ultra hardy and crank out a ton of damage, I heartily recommend WM/SD. (Besides, having a mace and a shield is also just a classic badass look!) Leveling SD is definitely harder than Willpower. Loading up with Lucks makes a HUGE difference since once you have most of your layered defenses a single Luck will softcap you. Don't forget the trick of emailing yourself inspirations too! It's very helpful in those earlier levels when you can't carry a ton of them. Endurance is also an issue, especially if you take Hasten.
All that gets cured at 50. You can use set bonuses to hit the softcap without gimping your damage output, you can cure your endurance woes with the Cardiac Alpha slot. The effective softcap is higher than 45% in Incarnate stuff, but getting all 3 level shifts plus the Barrier power will get you back to godmode. My SS/SD is able to solo spawns in the "collect glowie" phase of the Lambda trial with ease.
The one weakness SD has compared to a set like Super Reflexes is lower defense debuff resistance. If debuffing foes get a couple of lucky hits in, your defense can crumble fast. It's rare but it happens.