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I have a earth/thorn ready to roll. (Had to try something new)
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Sounds cool. My little VG can supply coalition access for Teleport bays to all zones until you all get up and running. I play evening in the central time zone, sometimes with other groups, but I'd love to try this team out.
Any ideas for the group name? The only suggestion that came to my mind is pretty cheesy...Dom Nation. -
I feel ya. I was just thinking about it from this perspective: maneuvers for 8 doms would add up to 33.6% defense fully slotted...but that's going to require 3 slots for a slot-hungry AT, against foes that may or may not even be able to attack. A mixed bag.
8 assaults, however, is +90% damage, unslotted. A permanent build-up, if you will, available at level 6, and a 'freebie" at that. Since some doms lack any +damage capabilities now, (at least from their main powers) this is big...and since there are no ways for a dom team to provide each other with endurance, +90% damage would actually help in the end department, as a lot fewer attacks would be needed. Food for thought; I'd at least highly recommend it. -
For the whole "superteam" thing, the usual approach is having enough AoE damage and valuable buffs to be able to mow things down fast, and safely. Doms ALL have AoE controls, so killing fast for survivability should be less of an issue, as helpless mobs are no danger.
The only things I might mention are these; Doms have a high BASE damage now, so while previously any +damage buffs were run off of the out of domination values, now they are almost twice as potent. A full team running assault would do a great deal more damage.
For extra tricks, having some /psy's around for drain psyche's -regen could be very useful against AV's. (And with all these doms, we can hold AV's pretty well)
As for mitigation, everybody has it. 8 maneuvers would make for more offensive capabilities, as lockdown would be less important...but toggles on the now more end-intensive doms is a tough sell. Some plant/ doms can add healing, but I'm not sure how well stationary heals will help if the pacing is fast. -
Playing predominantly (ebil) on Champion, I'd like to say that it has some pretty good activity. I don't have much to compare, however, as I don't play villains elsewhere.
Playing mostly redside, however, there are many about, especially in the evening. This has been a bit more quiet lately, but that's across the board. (Multiple servers, blue as well)
Champion has had a very sizable red population in the past, so much so that it made lag a big issue. Not sure if people are bored or busy, but there are still many around- and the champion community events often have "Darkside" counterparts. Task forces are run consistently, several red Hammie raids have been going on, and the Rikti raids always have a good redside representation. -
As a domiphile, I'd be happy to participate, but could not, unfortunately, join any villain groups. (I'm the heavy lifter for my family VG) But if you simply need another body, I'd be more than happy to join in. I have several doms ready to go, at varrying levels.
Hit me up via PM or in-game @ChicagoDoodler if you'd like to discuss build distribution or the like. -
redside:
Deathsman (executioner brute)
Dreameater (souldraining psychic)
Cremator (Pyro dominator)
The Viduate (Night Widow)
Dr. Scourge
blueside:
Watchman (blind tank)
Ionaut (Electric/energy manipulating defender) -
I humbly submit my arc..
DOOM for me, DOOM for you!
Arc ID: 88385
Faction: Neutral
Creator Global/Forum Name: @ChicagoDoodler/Seldom
Difficulty Level: Hard
Synopsis: Someone named "Joe" (who does not work for the council, obviously) asks you to check a warehouse. You find enemies embroiled in a conflict there, one side familiar, one new. Things escalate from there. It's up to you to stop a new threat from entering the world stage.
Estimated Time to Play: Long (It has generally taken me around an hour and a half to two hours)
*note: Difficulty settings make a lot of difference. For the full 'tough' experience, play on level 5. If ambushes/AV's are an issue, I advise level 1. But be warned, the 'big bosses' become wimpy.*
I play almost exclusively redside, but I tried to keep the tone 'right' for either side. I've always loved these community events when I can find time...I'd love to join in next week, if there's room. (Provided life and work cooperate. Durned reality.) -
Well, I thought it might be time to come out and advertise some of the arcs I put out there. I'd love to hear some input on improvements; I haven't had that many people critique them, and would love to make my missions the best they could be.
I have 3 out presently:
Arc Name: A Dream Despised and a Treasure Lost
Arc ID: 8729
Faction: Neutral
Creator Global/Forum Name: @ChicagoDoodler
Difficulty Level: Hard
Synopsis: You are asked to seek an accursed treasure; facts are scrace, and the nature of your task changes as the truth comes out.
Personal Note: This was my first arc, and needs a lot of help. It's really not that good.Perhaps it's too serious...
Estimated Time to Play: Long (hour and a half for me, but that means little)
Arc Name: DOOM for me, DOOM for you
Arc ID: 88385
Faction: Neutral
Creator Global/Forum Name: @ChicagoDoodler
Difficulty Level: Hard
Synopsis: A new threat is rising. Can you stop it before it becomes a established? There could be profit in it for you!
Personal Note: This one is my favorite so far...I tried to make it feel like a mini tf/sf. Have fun with it!
Estimated Time to Play: Long (It has generaly taken me around an hour and a half)
Arc Name: The World's Greatest Villain- The Contest BEGINS!
Arc ID: 210384
Faction: Villain (Really?)
Creator Global/Forum Name: @ChicagoDoodler
Difficulty Level: Hard
Synopsis: The annual contest "World's Geatest Villain" is taking applicants. Can you prove your EVIL mettle?
Personal Note: This is my "New" arc. I haven't had much input at all, so let me know what needs...massaging. It is not to be taken too seriously...
Estimated Time to Play: Long (About one hour and a half, again)
Hope you enjoy them. Sorry if they go on for a bit, but I promise there's some sort of grand finale to be found. They took far too long to make. -
Hoo boy. Somehow, this escaped my notice. I was late getting back from church services, is there any way I can squeek in?
Title: DOOM for you, DOOM for me
Global: @chicagodoodler
Arc ID #: 88385
Length / Number of Missions: 4 missions (very Long)
First Published: 2 weeks after Issue 14, but it was a work in progress for another week or so.
Description: A new threat is growing, pledging to doom the world...and your sorry heiny. Can you stop them before they become a bigger threat? Cautions: radiation and an archvillain, along with ambushing bosses. Threat level settings may make this very tough...be ready. Designed for high level group play.
Category / Award that Arc is Being Submitted for Consideration: #2, best custom cast. (I hope the arc has enough quality that it might do well in the other categories, but I'll stick with this one) -
I can never pass up a good costume contest...I've been wondering how long it would be before we did an online one. Kudos for starting it. (I love checking out costumes and such, but 'live' contests are slow to get running)
My Entries:
The Dreameater
Mr. Plutonium
Frankenfrieda
Prof. Klanke
Nurse Grace (I fudged on this one, adding a sub-image, but the weapon is integral to the costume.)
Global: @chicagodoodler -
He did specify "best for a a team with an ill/rad tcontroller."
To the orignial poster: When teaming with a controller, any added holds/immobilizes/stuns add to controller damage, and Illusion has good burst damage, but if it can't "finish the job" it looses damage it made. As such, burst damage is very helpful. -
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What general population?
There are like, ten people who play doms. Half the posts on this forum are me and the other half are Liliaceae.
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Am I one of the ten? or did you miss me and we are at 11?
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(raises hand) must be 12 by now.
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13? Or does that make me the unlucky one?
Arg
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14....but perhaps the enthusiasts don't all frequent this topic forum? Despite it being such a happy happy place?
Edit: But to the OP, the change is that domination is all about added status protection and ability, with the free "fill 'er up!" to the blue bar. Of course.
The damage bonus is being moved to the base damage, but as it's being moved, there are hints that some powers might be re-balanced damage wise to suit their blastery new values. My bets are on Energy assualt doing better, and psychic becoming less top heavy.
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<-- will be 15, but someone else has to bring the donuts.
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As somebody whose first and main villain is a dom, and I play mostly redside, I'll be there with celebratory champaign. -
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What general population?
There are like, ten people who play doms. Half the posts on this forum are me and the other half are Liliaceae.
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Am I one of the ten? or did you miss me and we are at 11?
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(raises hand) must be 12 by now.
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13? Or does that make me the unlucky one?
Arg
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14....but perhaps the enthusiasts don't all frequent this topic forum? Despite it being such a happy happy place?
Edit: But to the OP, the change is that domination is all about added status protection and ability, with the free "fill 'er up!" to the blue bar. Of course.
The damage bonus is being moved to the base damage, but as it's being moved, there are hints that some powers might be re-balanced damage wise to suit their blastery new values. My bets are on Energy assualt doing better, and psychic becoming less top heavy. -
Grappling hook power pools for a travel power (Can't happen)
Acrobatics Travel: a mix of super speed/super jumping, along with the ability to jump off of any surface, doing flips in the process. Unfortunately, this is also not doable. -
"From around the globe that call was answeorange?"
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Not sure if it's been covered, but since we are using existing map sets, is there any way to manipulate the mission's lighting? This is actually really big for me, as it sets mood.
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Just to pipe up for the more than slightly borked AI, I ran into what can only be termed a bug just earlier.
Mission: Defeat Dr. Quatrexin
Difficulty: Relentless
The team was composed of a level 43 mastermind, a 35 mastermind sidecicked, and a level 41 bane spider. The 35 mastermind was lackeyed to the 41 bane, whose mission it was.
Dr. Quatrexin, when aggroed, just ran. That's it. I, the 43 mastermind, had forcefielded the group in preparation for the battle, as Dr. Quatrexin was a 43 AV. I counted around 5 attacks he fired off over the next period, as he took off like he'd seen a ghost when we entered his line of sight. he just ran. he jumped the balcony, ran around the room, climbed the ramps back to the second floor balcony, jumped down, repeated. Only a couple times when my robots surrounded him did he respond...he even managed to jump up into the warehouse rafters for a bit. The guy would simply not stand and fight. Oddly enough, the malta around him did not do this. Also, I should note that previous times I had done the mission, (prior to the latest issue) Dr. Quatrexin did not behave in this way, he stood his ground, even giving chase against team members. This behavior should be looked into, and if it is intended, it needs to be refined. -
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I've noticed something myself... I put an anchor power on an enemy, it almost immediantly runs. If I'm lucky, it may make one or two attacks before bolting, but for the most part, an Anchor power seems to be a signal for the victim to run.
I don't dare use one as an opener. If I don't already have the targets Aggro, placing the anchor on it just makes it bolt... usually to aggro everything else it can reach.
[/ QUOTE ]Castle has said the AI reacts to debuffs by often running away because it thinks it won't win the fight. So more often than not, an anchor mob will end up running away.
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Which kinda defeats the whole purpose of the anchor powers. So... unless we've got an immobilize or a hold in our build... Anchors more detrimental than anything else?
Well THAT sucks...
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I played a rad emission character before, so I am familiar with the running. but something is most certainly bugged, as they run as soon as the toggle lands, not before. My mastermind likewise has faced many fleeing foes. This is, I can say with fair certainty, a new bug, not old AI. It needs some attention from the developers. -
What I'd like: blocks. Nothing fancy, stone/brick/concrete/metal/etc blocks. They could meet end to end to make continuous shapes, and could be stacked. Basically, they'd work like magic desks, but without gaps in between, and without any game bugginess.
These would be small, with patterns that could work if placed together in large groups. Basically, base Lego blocks. -
I really blew it on the set bonus duration thing, they are pretty much inherents, always on.
Geez, did I mess up on that one. I'm going to correct the OP, as soon as I get word of any changes (or lack thereof) in I10.
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Your information on Bonuses, Specials, and exemping is confusing. Some corrections:
(1) IOs do not "get better with level" as you say; IO recipes of a higher level are better than recipes of a lower level. But if you slot a L10 damage IO, it provides the same (small) bonus forever.
(2) You do not have to activate a power to get a set bonus. Set bonuses are always on, period.
(3) "specials" and "procs" need to be activated, and that's where the auto/toggle/click distinction comes in. This only applies to those particular things, which are granted by enhancements, not set bonuses. For example, all the +stealth IOs are specials; those have the passive/click/toggle timing. Numina's +regen+recovery IO and the miracle +recovery IO are in this class.
(4) There are several that LOOK like they might fit the above, but are actually treated AS set bonuses, so again, they are always on unless something would remove a set bonus (See exemplaring issues, below). There's a comprehensive list floating around, but it includes things like Luck of the Gambler: 7.5% increased rech speed.
(5) At this time, exemplaring AT ALL shuts of ALL set bonuses. This is a bug. The devs have stated that set bonuses shut off when: (a) The power in which a set is slotted becomes inactive due to lower exemplar level. (b) When the ehancements that make up the set would be unusable at your exemplared combat level (i.e., if you enter Sirens, then the highest level IO that will be considered for a set bonus is 33, which is the highest you could slot at L30). (c) When you shapeshift. While no official contradiction has been posted, people on the Kheldian forum report that shapeshifting does NOT actual disable set bonuses. Unlike the first two, intentional for balance, this was not believed to be a balance issue but an engine limitation, so it is unlikely to be changed.
Positron stated this was for balance reasons - if you wanted access to set bonuses at lower levels you had to plan accordingly. (For example, my fire/en blaster has been capping his IO purchases at 33 to ensure the bonuses are available at 30+)
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Thanks for the input, plasma. Hm.
For (1) I see the distinction you make I assumed mine was clear enough, but I see where it could be fuzzy with its current wording.
(2) Are you sure? My information was that set bonuses worked off of powers, and so activated with their use. (for 2 minutes) Was my info old, bad, or wrong?
(3) The distinction was made. I didnt use the word proc as thats lingo, but I did mention it. (right before getting into set bonuses.)
(4) Hm. Ill have to look into that.
(5) noted just a post before yours, but I didnt want to put that in the guide, as its a bug, not part of the actual mechanic, and will hopefully be fixed.
Id really like to clear up #2. Ill do some poking around. -
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Best info so far on the Sets. Thx very much
One question...if you have level 50 IOs in your powers and exemp down or go into sirens call for instance, are the IOs still providing the same bonus levels? Or do they get 'tuned down'?
Thx again!
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You know what, I don't remember a Dev saying it explicitly, but I'm pretty sure that bonuses stay as-is as long as you have access to them, even if the bonuses are from high-level sets. As long as you can still access a power and the slots you have your sets in, the bonuses should be just as good.
Now the enhancement themselves, that's different. I'm all but positive that your level 50 enhancers will be giving you a lower value of enhancement.
on a side note: it's a known issue that some sets are wonky when you exemplar down. This is not intended, and they're working on fixing it. -
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Have a question. In a news article from Matt Miller it stated that you could only have one unique on you character but your guide seems to state that you can have only one per power. Please clarify this for me. Other then that I second the great guide kudos with a big Super Sweet shout. Thanks
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Hm. Perhaps I wasn't clear enough Let me go back to my statement:
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Some set IO enhancements are Unique. This means, theyre so strong, you can only use the enhancement once in one power in your character. For instance: one unique Set IO can give armor to all pets around you. This can't be used more than once , or masterminds would really go to town, hence the limit. Bummer, I know, but Unique enhancements are still really good.
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Emphasis added. A Unique enhancement can be placed in one power, one time.
Not to confuse you, though: you can still use other unique enhancements in the same or other powers, but one once per character for each different one of them. Does this make sense at all? I hope I didn't confuse stuff further.
You can't use a unique IO more than one time.
You can use a different Unique IO, but only once for it too. IO -
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Note: bonuses from late sets are stronger than bonuses from early sets.
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/em sign
I second the sticky!
I am assuming that by "late" and "early" sets you are referring to level. The higher the level, the more powerful, right?
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That's precisely it. The bonus numbers are a lot higher for a 30-50 set compared to a 10-25 set. This is how the game works in general, really. The bigger the levels, the better the stuff.
By how much? the ParagonWiki link gives the real numbers, if you're curious. I've tried to stay away from those for simplicity's sake, and, quite honestly, because numbers can change. (Bonuses might, too, but that's less likely)
Oh, and thanks for all the positive feedback.
If you see anything that needs a tweak, please let me know.