ShoeTattoo

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  1. I'm glad you found and read through Plasma's guide. The real purpose of my suggestion was all about enjoying a cup of tea, and if you learned more about khelds that was just a bonus.

    I believe dwarf taunt needs a "to hit" check, unlike a tank, and if my memory is correct on that point you'll probably want to check out the taunt set IOs that offer acc / taunt, for example. Those particular IOs were dirt cheap the last time I checked because most characters with a taunt power don't need accuracy. Also, you'll probably need some taunt duration to allow you to hold aggro reasonably well (you have no gauntlet ability, so you'll need to work harder than most tanks if you want to hold aggro).

    Others will chip in with their suggestions, as well.

    To second what another player is saying, human-only is more challenging, but still viable. I'm currently playing a human-only PB and shade. Both are fun to play, although I do enjoy my shade more than the PB.

    My human-only shade is essentially a "stalkinator" (dominator + stalker), with shadow cloak, inky aspect, and his two shields (S/L & E/NE) always running. Inky keeps minions mostly passive and tougher mobs receive some "gravity well" love after my human-only shade sneaks up on them. Mezzers receive priority, of course. If a boss is about, then gravitic emanation starts the battle and inky aspect finishes up stunning the boss. The pets usually start firing right about the time that my shade is making contact with mobs. I have provoke to take attention away from the pets, when they get too much of it (or to off-tank, once I have eclipse and slot it up). I move on to the next battle after replenishing pets and refilling life and end with stygian (when needed). This is my only shade with stamina, to keep up with the heavy end usage. Stygian is also four-slotted for mid-battle and end-of-battle usage, with a mixture of multi-purpose set IOs that provide an end discount, +end mod, +heal, and +recharge.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Well....I didn't like to say it, but...

    VEATs, especially in pairs or more, do feel so...well...Epic?
    Click on the following link, sit down with a cup of tea, and read carefully through the best overall guide to khelds:

    http://boards.cityofheroes.com/showthread.php?t=117828
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    Now, I'm not saying 'OMG HEATs suck'. A lot of people seem to swear by Tri-form Warshades, and a number of people obviously enjoy playing them.

    This is more a question to see if I'm doing anything majorly 'wrong', or wether they get a whole new meaning of 'awesome' at a certain specific point.

    Tried both PB and WS to around 20s, got a lil' PB at 19 right now. Just...I don't know what it is. The endurance costs dont seem to help but, then again, no Stamina yet. The damage taken seems extreme, but then this is on DOs.

    Anyone else feel burnout come along very quickly on PBs and/or WSs?
    With your build info and some explanations of tactics, plus whether / how you use binds, you could probably get some suggestions pretty quickly.
  4. Oops, I hit enter twice and double-posted. My bad.
  5. Mind / fire is absolutely, positively fine for PvE because Mind/* is fine for PvE.

    Mind is a strong PvE control set that does more damage than most other dominator primaries.
  6. Quote:
    Originally Posted by Talionis View Post
    I really want to try to make Artic Air work for me. I think I want to do a concept, melee/melee-ish toon that uses Artic Air and Ice Slick as mitigation.

    I know that Artic Air is a huge drain on Endurance, but I'll do my best to make it work.

    I've been thinking:

    Cold/Kin Controller -- This is the big one with "help" on endurance with Transference

    Cold/Electric Dom

    Cold/Fire Dom

    Any other suggestions that might work? Which of these would be the best and why?
    You can make an ice/earth dom if you'd like a melee toon using arctic air and ice slick for mitigation. Earth assault was clearly meant to be a melee-focused assault set, right down to the screen shakes. Also, the slows in ice control mesh nicely with the knockdown in earth assault because things get up slower after you knock them down.

    Set the earth assault powers to "crystal" and tint them light blue and/or white, if you'd like a cold-based character.
  7. ShoeTattoo

    AR/Ice

    Quote:
    Originally Posted by Techbot Alpha View Post
    More for power choice than setting (I'm always too broke )

    I tend to be sceptical of non-damage powers on a damage AT, is Shiver really that awesome? This is from a totally ignorant staring point here.
    I've had good experiences with both ice patch and shiver, usually in different situations.

    Ice patch is a very nice "keep away from me" power. I've found it particularly helpful against bosses because it tends to stop their forward progress when they want to close to melee range. It can be a little difficult to place well if your team is moving fairly quickly, or if battles are fairly fluid in where they begin and end. It is an excellent damage mitigation tool for tight quarters or when their are corners or chokepoints, though.

    In contrast, I've found shiver particularly helpful on teams with a decent tank who is perhaps in a little over their head (ie: the tank can hold aggro OK, but the ability to withstand damage is a little lacking). Shiver can make a very big difference in those kinds of situations (ie: sometimes you see that on an ITF). Shiver also helps to keep battles from wandering far from their beginning point because mobs generally just ... can't move very far. Shiver also sets up mobs for rains (ice storm, rain of fire) or PbAOEs (fire sword circle, ...) or auras (ie: tank or scrapper auras) because mobs can't move far.
  8. Quote:
    Originally Posted by ball basher View Post
    Ok so I startd boh mind/ice and mind/thorns and played them upto lv 15ish. I've searched the boards and haven't found a single thread about mind/thorns. Is it something to really shy away from? (if it's because of the redraw i don't mind really)
    Mind/thorns has good synergy. Mind/* provides plenty of control, but with to-hit checks for everything other than telekinesis. */thorns has aim to help those controls hit their targets (and to boost damage). */thorns is also a good damage set (especially AOE), although with the caveat that the main damage type (lethal) is heavily resisted. Mind/* does good damage, for a primary, and it diversifies damage types from the lethal and toxic types found in */thorns. Diversification in damage types reduces the number of mob types that would be highly difficult to fight against.
  9. ShoeTattoo

    Psy/ questions

    The single target chain is smooth and very effective on psy/*, when well developed. And, the ST chain matures very early in a psy/* blaster's career, plus it has very good range. Will dom can act as a soft control for an "outlier", as well as slightly boosting DPA when slotted up for damage and recharge. Telekinetic blast is the heavy hitter, which is helpful because the smashing damage diversifies damage types (nice against psy resistant foes). If you want strong AOE, you'll probably not want to play a psy/* blaster, unless you pair it up with a secondary like /mental or /fire.

    I have two psy/* blasters now; a psy/dev and a psy/ice. The psy/dev is a stealthy serial trip mine user who throws in psy nado as the trip mine explodes. The psy/ice is a psycho blapper who relies on debuffs (especially -recharge) and status effects to reduce incoming damage.
  10. Quote:
    Originally Posted by trendee View Post
    I know NRG is the popular blapper secondary, I was just wondering if other secondaries make for good blapper secondaires.
    Has anyone made an /elec secondary, this was the only other candidate that I could see had much potential for blapping that wouldn't be totally outclassed by NRG.
    Any suggestions/advice appreciated
    This thread got me to thinking about an */ice blapper, and after doing a little research into the numbers I went ahead and made a psy/ice blapper.

    He's very young, at present, with his blasts all colored white so they look all "snowy", and I like his potential. The tier one and two powers in psy, and the AOE, all do -recharge (30% each, IIRC), which will stack nicely with the -recharge in */ice. Telekinetic blast ups the DPA noticeably and has knockback, while Will Domination slightly ups the DPA and functions as another soft control. The slows in */ice also mesh nicely with the knockup in psy's AOE and the knockback in telekinetic blast.

    In more general terms, and although they're virtually never talked about as such, */ice melee attacks are serviceable for blapping. They don't have DPA, DPE, or burst damage that is comparable to */electric or */energy. But, the */ice melee attacks recharge relatively quickly. With 95% recharge, you get recharge times of a little over 4 seconds for frozen fists and a little over 5 seconds for freezing touch and for ice sword. The recharge advantage of freezing touch over shocking grasp (10 seconds for freezing touch, to 15 seconds for shocking grasp) allows an appropriately slotted freezing touch to perma-hold bosses as of its second application, even if you have no other hold power. If you have a fast-activating, hard-hitting tier three in the primary, you can have an unbroken, repeatable attack chain with that one primary power and the three */ice melee attacks. Plus, the strong mitigation potential of */ice is not a bad thing to bring along to a team, or when soloing.

    */ice will never be a FOTM blapper set because of smaller orange numbers and because extreme high end IO builds will tend to favor */energy or */electric. But, sustained damage output will be quite reasonable for an */ice blapper, and mitigation will be noticeably better.
  11. Quote:
    Originally Posted by Tsuji View Post
    Back when the changes went in Starsman made some nice charts of the relative ST vs AoE damage for all of the sets.

    http://www.foundersfallshigh.com/mod...showpage&pid=5

    That's the link.

    This doesn't take into account utility, but it does give you a good idea of which sets are strong ST and strong AoE.
    Did Starsman ever figure out how to add in an adjustment for voltaic sentinel?

    If not, then the ST electric assault numbers are significantly under-stated, and not trustworthy.
  12. I have a dark/EA brute now called Water Elemental, with all his powers tinted blue.

    The dark attack animations look a lot like flowing or splashing water, when tinted appropriately. I'm happy with the concept and the way the game engine allows me to execute it; I'll be even happier once he's got his energy cloak and his humanoid shape gives way to a more "misty" look.
  13. Quote:
    Originally Posted by Rooks View Post
    am I the only one that thinks tremor is skippable? it's soooo slooooooooooooooooow. And seein as a lot of doms these days are permadom (with 70% rech bonus or more) isn't there something a lot better you could do with your time? or do the forums just love aoe lol. FYI I do still rate fissure
    I was tempted to skip tremor myself. But, when I look at earth assault, I see that I'd need to wait until level 35 to get another AOE (and that's a small radius toggle), and then lvl 38 to get a "true" AOE in fissure.

    Tremor is sloowww, but leveling to 38 with no AOE seems somehow ... even slower.

    Besides, permadom is attained by a small percentage of players who may appear more numerous than they are because they post in unusually high numbers on the forums. For most who play, permadom is either uninteresting or unaffordable.
  14. I'll re-state the numbers I generated in a spreadsheet for earth assault, using data given in the "secondary sets" screen for new characters, after factoring in an "Arcanatime" adjustment for DPA calculations. I don't have trustworthy numbers for other assault sets readily available, given that City of Data is now out of date. And so, I will leave setting out numbers for other assault sets to others so that we can "benchmark" earth assault against other assault sets.

    power name: lvl 50 damage, single target DPE, single target DPA

    stone spears : 52.83, 10.16, 23.54
    stone mallet : 95.76, 11.23, 51.82
    tremor : 58.39, 3.47,17.01
    hurl boulder : 86.64, 10.16, 32.82
    heavy mallet : 133.13, 11.23, 72.04
    knockout blow : 207.87, 11.23, 121.14
    mud pots : 10.51, 13.47, **
    fissure : 61.81, 4.07, 27.54

    ** mud pots is a toggle, which means DPA is not a very helpful number.

    Edit: I changed "round" to "roundup" in my spreadsheet, and finally fixed the numbers both in my spreadsheet, and here. My thanks to Sarrate for noticing the error, as I'll be calculating DPA more accurately in the future.
  15. Quote:
    Originally Posted by Sarrate View Post
    Pardon my ignorance; I've never gotten into playing a Dominator before, but I've been looking forward to Earth Assault. (I've also been reading the issues you guys have brought up, too, which sadly makes me hesitate...)

    Havng said that, if you skip Spears / Hurl, what do you do when you need to deal damage from range? You can't always be able to get into melee, can you?
    There's no need for hesitation that I can see in the numbers. The ways in which earth assault is claimed as being "underpowered" are being presented in overly pessimistic terms.

    Earlier today I plugged all the numbers for all the assault sets available in City of Data (Red Tomax) into a spreadsheet, and then did the same for earth assault by pulling numbers from the "secondary sets" screen for new characters. Earth assault compares very favorably for DPA and DPE for melee attacks against other assault sets, even after you add in regularly inserted buffs from aim or build up for the appropriate sets. It is advertized as "weaker" for ranged damage, and it is. But, the tier one (spears) has the highest DPE of all tier one dominator assault set powers, even though it lags several assault sets in its tier 1 DPA (it is not the worst tier one for DPA, though, as that prize goes to psi dart). Also, hurl boulder's casting time is quite close to that of a tier one and tier two blast combined (ie: power bolt and power blast). If you blend the DPA of tier one and tier two blasts in other assault sets, hurl boulder is roughly equivalent. And, hurl boulder has a substantially better DPE total than most blasts in other assault sets.

    Some will point out that two successive blasts are superior to one hurl boulder because two blasts could be used on different targets. One blast could be used to remove that last sliver of life and another could be used on another target that has not yet dropped, instead of throwing one boulder in the same amount of casting time. Corpse blasting takes place less often with two quicker blasts than one long "hurl boulder" animation, as well. These are valid points, but they are a long way from being game-breaking. Others will point out that you get an endurance-efficient "two for one" with hurl boulder, and that you can parse out your damage in other ways (ie: with a quick recharging spears used to remove the last sliver of life), and use boulder effectively anyways to remove bigger chunks of life.

    Also, hurl boulder will never be mistaken for blaze or bitter ice blast, which have far better DPA values (although their DPE totals are probably behind those of hurl boulder, and they both have shorter usable range). But, that's the price being paid for strong mitigation (especially when power boost is considered), strong melee (both DPE and DPA), and some very attractive DPE figures for the set as a whole.

    With three points of "technical" or functional excellence in its favor and frequent screen shakes, earth assault is an effective and fun set to play.

    Edit: I deleted the numbers previously given in this post, in light of Sarrate's feedback about how to incorporate Arcanatime. I'm making a post further down that re-states the numbers for earth assault, adjusted for Arcanatime. Undoubtedly, there are those who have numbers for other assault sets ready to go (I do not have those numbers), and those can be used to "benchmark" earth assault against other assault sets.
  16. If this were a vote, my vote would be "no" to mezz protection for all.

    To put in one mechanic (mez), and then deliberately dilute it across the board would seem a bit odd. If there's a problem with specific mobs (ie: 20 second stuns on Malta minions are probably overpowered), then fix those mobs.
  17. Quote:
    Originally Posted by magikwand View Post
    This thread is OP!

    Not...

    Seriously, I have seen some pretty poor players sitting behind the wheels of some the prior mentioned "power builds" and they are just plain inadequate.

    An "OP" power selection doth not a good player make.

    It is a shame that I can't ever go out and make a fire/kin troller or SS/WP brute for myself and be taken seriously in the game. 7/10 times I run across these builds in the game, the person piloting the toon is a complete nut-job with no clue how to play efficiently. I suggest you pay attention to the mechanics of the game, read build guides, listen to veteran players, and get a feel of the game for yourself.
    This. Nicely put, and this fits with my experiences.

    If the OP wants the feeling of overwhelming power, of grinding everything beneath his or her heel, then it would be difficult to beat a how a brute with high fury feels. Make a super strength / willpower brute or a stone melee / willpower brute (screen shakes just feel all brutish), and read related guides to learn how to manage your endurance bar and slot your powers (related, but still separate skills). Then go forth and pound things with your fists until they drop. The learning curve is not all that steep before you can have the feeling for which you are searching.

    You can also take the long, slow, difficult road and spend a big chunk of your time reading, farming, and playing markets to make several of these other builds function toward their peak performance level.

    Have fun, whichever path you choose.
  18. Earth assault is definitely a departure from past assault sets, with a stronger focus on melee and a more "tankish" or "brutish" feel to the powers. When paired up with color and power customization, there's a lot of flexibility to make interesting villains using earth assault.

    I've got a handful of ideas to start:

    1. Devouring earth critter, or offshoot: earth/earth, or mind/earth (could be like a boulder or sentry, or a devoured)
    2. Mud wizard: gravity/earth (singularity can be tinted to look like dust or mud)
    3. "Ice Golem": ice/earth (If you tint the crystals from earth assault white & blue, you've got a melee-centric ice/ice villain)
    4. Lava creature, or Pumi Magma, from the Hollows: ('nuf said)
    5. Evil druid with a grudge against mankind: plant/earth

    Plant/earth might not synergize as well as other sets with earth assault, though, because plant's pet immobilizes frequently, giving -knockback, and knockup/back/down is a frequently appearing damage mitigation feature of earth assault. Thematically it seems like a good pairing, though, and the superior mitigation in earth assault might help to keep plant's relatively fragile pet upright a little better.
  19. I'm currently playing around with a grav/earth on test and I'm having a "goofy smile" kind of fun playing her. I think of my grav/earth as my "brutinator", with mobs flying up and down and with all the screen shakes.

    With power boost and all the knockdown in earth assault, not to mention seismic smash, it feels OK to go a little lighter on controls in the primary. I've also set up the colors to "dark" for both sets, with lava as the choice for earth assault. Singularity is set up to look like a magical dust thingamabob (I think that's the technical term), so it fits with fairly well with the earthy feel to the color scheme.

    Based on others' descriptions of the set, I expected a different feel to earth assault, and I've been happy to confirm that now that I'm playing it.
  20. I get the points about DPA (damage per second of activation, or casting, time) being so important. That makes perfect sense, given that activation time is a crucial resource for any character. I also get that this is a straightforward effort to provide feedback about a set that still has possibilities for being changed, before being released to live (and the opportunity to provide constructive feedback is part of the value of these forums to the devs and the players). And, if the melee DPA is below average on a melee-oriented set over the long run, or even if it takes 29 levels to get melee damage to a better than average level, that would be disappointing and hopefully that will be fixed.

    The part I'm not following is why we need a seamless attack chain for a dominator. I can see the utility of that for blasters, scrappers, tankers, brutes, and even stalkers that need to scrap it out from time to time. But, the case for building a seamless attack chain on a character likely to be frequently using controls, solo or teamed, doesn't seem quite as pressing to me. Also, we always have a single target ranged attack that immobilizes foes in our primaries that can be taken and slotted up, if we feel the need for another fast activating, fast recharging attack.

    I'd hate to see every assault set become a minor variation almost every other assault set, especially after we get the freedom to re-color our powers. Having earth be a melee-oriented, relatively ponderous, hard-hitting set makes sense thematically and its nice to have a different look and feel to an assault set.

    Vive la Difference.
  21. Quote:
    Originally Posted by Da_Captain View Post
    Rad/Fire is a beast, Irradiate, Combutsion, then FSC kills LTs without BU but so far that is low levels can't wait to get it higher.
    An under-the-radar combination that could work well would be rad / electric. Lightning field meshes nicely with irradiate. Stacked with the already healthy AOE potential of rad, that could be a nice fit. And, it would be nice to nuke, pop a blue, refill end, and then put a second hold on a boss that survived the nuke. Heavy-hitting electric blaps mesh nicely with relatively heavy hitting single target ranged attacks that recharge slowly.
  22. ShoeTattoo

    Petless MM?

    Quote:
    Originally Posted by Plusone View Post
    Ok, I know I'm just askin to be flamed with this question, but for concept I think it would be cool to play a pistoleer without pets, but the only way to do this is thugs without the thugs, if I focused on a secondary do you think I could have an effective toon? I know I'd get no parties.
    I have a pistoleer at level 30 (pistols / traps). She's slower than my other characters (of course), but with style galore and she's plenty fun to play.

    As for teams, my pistoleer has in her search field that she's petless, as well as in her character description, and she still sometimes gets invites for missions on teams (not just to fill). You get less invites when petless, but not zero. Just put it into your search comment that your MM is petless, so that those inviting you don't end up feeling tricked into having extended an invitation to a MM that they thought would bring pets to the team.

    Incidentally, if you'd like a team-friendly build, you can have pets on your second build. If that doesn't fit your concept, by all means stay petless.
  23. I'm relieved to see the invasion end. It caused quite a bit of unwelcome lag, in addition to a flooding of chat channels with admin messages.

    The badges and accolades were never that interesting to me, nor was defeating wave after wave of rikti (that got old after the first time). Less lag and less messages streaming through all my chat channels, those are things I do value.