-
Posts
1909 -
Joined
-
I have never even cared about the damage, but it does move around all over the place, and the damage is spread across its lifespan, which is pretty long. So, you probably aren't really leveraging or even seeing most of its damage potential.
I took it just because it looks so cool.
Lewis -
[ QUOTE ]
With that said, I have stopped playing my Fire/Psi Permadom since the changes. I changed the build and adjusted my playstyle, but I just don't find it fun to play anymore. My AoE damage pales in comparison to before while my ST damage pretty much stayed the same.
[/ QUOTE ]
Couldnt you burn a few respecs (free, vet, patron, paid-for) and strip all your expensive enhancements out so you can make something else permadom? That's what I'd do.
Lewis -
[ QUOTE ]
First post after a Red Name
[/ QUOTE ]
Nice.
Lewis -
Controller: Secondary, Dark Miasma.
Defender: Secondary, Fire Blast.
Dominator: Primary, Illusion Control.
Mastermind: Secondary, Radiation Emission.
Lewis -
I think Earth/Thermal is the way to go. Massive Control. Heals. Buffs. Debuffs.
Lewis -
Across Pinnacle and Protector (I have ALL my heroes on Pinnacle and ALL my villains on Protector):
EDIT: I'll also count my 50s (in parens):
Controller 29 (15)
Mastermind 18
Dominator 16 (2)
Defender 9 (4)
Tanker 9 (2)
Scrapper 5 (2)
Brute 3
Corruptor 1
Blaster 1
Stalker 0
Kheldian 0
VEAT 0
I am elligible for the Kheldians and VEATs, I just have no interest. Same for Stalkers.
Lewis -
[ QUOTE ]
Thanks for the great replies everyone, especially Lewis for that in depth breakdown! I'm amazed you've played all of the combos to such a high level.
[/ QUOTE ]
I didn't think my breakdown was that great. It was just whatever rambling thoughts I had based on my experiences. As usual, I tend to go into more detail for sets that I found issues with. It is just my nature.
As for having played so many, it started hero side. I have also played up EVERY fire controller combination to 50. All of them were played up for real with no power leveling at all, with the exception that my Fire/Thermal got to 32 pretty quickly in a few crazy teams over a period of about 1-2 weeks, which is faster than I'm accustomed to.
Anyway, Fire Control has always been an obsession of mine, and Controllers generally. Despite my huge barn filled with Fire Control characters, Earth Control is my favorite.
Anyway, so I have LONG since had all my Fire Doms created and slowly being played up here and there, with no particular rush. I play them as infatuation allows, but I play very frequently so eventually they all get up there.
I also have a Plant/Fire Dom in the 40s and an Earth/Fire in the 40s. I also have tons of other Doms in the 11 - 35 range or so.
Anyway, I'm just rambling. Tired, I guess.
Lewis -
[ QUOTE ]
Right now I'm trying to find something to pair with energy..and maybe I'll try plant. That much control paired with that much damage...and so early on.
[/ QUOTE ]
I bet plant/energy is pretty nasty (read:effective). With Mass Confusion taking down spawns quicker and the heavy damage from energy, not to mention the extending power of power boost ...yum. Still, I think Earth/Energy would be just as fun. I have one at level 10 or 11 or so and I like him. Playing other Doms right now but I look forward to returning to him.
As for the conversation in which Fire/Psi players are being lambasted, I do have to say that Fire/Psi needed to be fixed, but its a bit of an awkward duck now. Psy Shockwave was so over powered that you could use it as a single target attack chain filler because it had so much (too much) damage and great (but not too great IMO) range. I can see the damage reduction but not the range reduction.
Anyway, now you HAVE to pretty much take Mental Blast to get a decent single target attack chain, and you need a great single target attack chain since the set isnt stand-out at AoE now. Subdue is still kinda "meh" currently, and I dont like Psionic Dart still. I am going to have to respec into Mental Blast. I hope it got improved a lot.
Basically, I'm saying that the set just doesnt stand out at AoE or Single target, and I find the single target attacks to be a bit awkward, and building a nice single target attack chain is a big pain now, and you have to mix and match somewhat mediocre powers. Also, in a way, Drain Psyche is a drag because it NEEDS lots of slots, unlike the utility powers in other sets. So it makes slotting tight across powers that are often somewhat blah.
The set is just feeling awkward. And I say this as a level 50 Fire/Psy who has NO global recharge, no perma dom, no expensive items, no cash, and no farming history on this guy.
When I do get some time, I plan to do a bunch of respec stuff on test to see if I can find a build that feels OK. I think I found a build that is OK (per my post on 5-slotted char) but its really tight to get in everything and I have NO CLUE if it will remain fun.
Lewis -
As an update, I may have discovered something. The person in my 3-box trio who gets 3x trio has always been the second person in the team of 3, due to the order I always invite. By chance, that account client had a rare crash to desktop and when he rejoined, he was person #3 on the team. Now, the new second person on the team is getting the triple tickets. They have been getting triple since they have become #2 on the team, and the old #2 is at #3 now and to normal tickets. I've done 2 or 3 missions this way.
So it could be team position.
Lewis -
I would rather see a damage buff to the team for defenders simply being on the team. it'd be a cool inherent. 5% global damage for team if a defender is on the team. Every additional defender grants a 1% bonus. Tweak the 5% and 1% to reasonable values (my numbers are a stab in the dark). I'd like to see that.
Lewis -
[ QUOTE ]
Wormhole was originally single target
[/ QUOTE ]
I remember. I was pissed, I liked my single target wormhole.I like the area one more, but it took me a while to warm up to it. I kinda liked the precision of the single target one. Teleport foe just ISNT the same.
Lewis -
I dont earn much money since I largely solo or 3-box. Therefore, I have to play with generics or VERY cheap/common IOs. I will be lucky to afford most of the post I put up. Affording Char is a necessity, since I'll have only 5 slots, and I am lucky to already have the miracle.
If I knew how to make a lot of money villain side, or even hero side, I would.
Lewis -
Thanks for that. Its a pretty cool guide.
Lewis -
[ QUOTE ]
[ QUOTE ]
Controller- It doesn't make sense to me that this AT has the damage it has.
[/ QUOTE ]
I've wondered about that myself.
[/ QUOTE ]
Except for outlying builds (every AT has them) it isnt as much as people seem to think. Defenders have much more flexible and unconditional damage.
Also, I've never wondered about containment because the controller recharges doubled and the durations were set to 60% due to whining about control. The devs stated containment was to balance the 70% loss in AoE control effectiveness.
Lewis -
[ QUOTE ]
Didn't the accuracy and recharge penalties on all the AoE holds have something to do with all the "City of Statues" complaints from launch?
[/ QUOTE ]
No, the accuracy penalties were always present. Well, except for Wormhole and maybe EM Pulse. They dont have them. IIRC.
Lewis -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Controller- It doesn't make sense to me that this AT has the damage it has.
[/ QUOTE ]
I disagree. I can see how people get upset on containment with the one epic AOE but at that point in the game, ATs are supposed to get access to things they otherwise wouldnt. Defenders get all kinds of flexibility in the 40s also. The damage otherwise even with containment isnt that awesome. I found Defenders much easier to solo. I think it is the outlying sets (Fire/Kin mainly) that make the perception that the damage is too high a bit of a perception problem.
Lewis
[/ QUOTE ]
You're probably right. But to me, Controllers have no primary or secondary that is damage with the exception of pets. And yet, they are granted what they lack. If Controllers get what they lack it's really only fair to do the same for everyone else, but would that even be balanced?
[/ QUOTE ]
I did like the idea of the poster that suggested that some of the magnitudes on the Defender powers could be upped to match controllers.
I also liked the idea that the party size getting bigger makes defender buffs better. Basically, add 1% (or some other appropriate) effectiveness per party member (self included). Then, the smaller the party, the more the damage boost. 8% damage boost when solo, 1% damage boost on a team.
OR hey how about taking a point from WOW where you have raid effects. What if everyone's damage output was X% higher with a Defender on the team. Say, 5% global damage buff to the team for ONE defender, with every additional defender giving a 1% buff?
That would ROCK.It would be an UBER inherent for the AT.
Lewis -
Cross-Server PVE. Basically, I want you to be able to go to Portal Corp, shift from the Pinnacle to the Virtue dimension (or whatever) and play with friends' characters on other servers. They'd need to support auto-naming when you move to parallel worlds. When you are not on your native dimension (server) you'd automatically be Blackhawk@Infinity if you are usually Blackhawk on Infinity. Better yet, each dimension would have a code name like in the comics. Blawkhawk@PI or Blackhawk@07 or something short would be cool.
Of course, the mechanics of what happens when you disconnect, what happens with your base access (I'd go with "no access") and checks for not letting people join SGs on other servers, and how the authentication of your character and how simple updates to your character would be propogated and saved .... that could be a serious pain. I'm sure I havent even considered but a small fraction of the issues.
However, it would rock!
Lewis -
[ QUOTE ]
How is Hover with Glacier?
[/ QUOTE ]
You have to touch down to cast it, but it isnt a problem. I always have taken Hover on my Ice Controllers.. Then again I havent played my Ice Controllers in a couple of years, and and I think my Ice/Storm dropped Glacier, so my memory may be faulty. Plus I'm getting old, I suck, and I need to sleep more. A haircut would be in order as well.
Lewis -
I guess if you are an elitist perma dom type, sure.
[j/k]
I do have 22% recovery set bonuses (not counting the Miracle), and I have 15% global damage and 32% global accuracy with the build. That is more than sufficient for me. I have never cared about recharge in my builds. I can play fine without it. Dominators spend most of their lives without tons of global recharge, even if they seek perma dom, and they are plenty fun and effective. With the damage moved from Domination, I have even less reason to care about global recharge.
So, this is the "I have a limited budget, dont care about global recharge, and need to frankenslot so that I have all the powers I want performing at satisfying levels" build.
Knock it if you want to, I still find my Dominators fun.
Lewis -
I wont really speak to Synergy, just fun.
Fire/Energy (40) is a whole ton of fun. It is my current infatuation. It is a lot better than it used to be. I had been parked at level 35 forever because it was a bit of a drag to get from 1-35 before the changes, tho I somehow managed. Now, the set hits somewhat hard and you can actually form a good attack chain with Power Push. Yummy! Oh, the set also looks cool with the Dark Cherry Red combined with the fire effects.
Fire/Thorns (50) is my overall favorite so far. Some of it was just the character concept, but still, it is unmatched as yet when it comes to actual FUN. The ripping sounds are great, and I felt like the powers did pretty good damage from early levels even before the buff. Sometimes with some of the more elaborate animations, it can feel a bit slow, but it is still fun to play.
I am also finding Fire/Electric (35) to be pretty darned fun. Static Discharge is simply awesome now that I have it slotted up some. Thunder Strike already hits like a truck, even though I currently only have an ACC in it. Unlike most Dom players, I prefer ranged over melee, so I have only been using Charged Bolts and Lightning Bolt, but they were plenty enough for me. I will start taking/slotting the melee attacks now (starting with Thunder Strike) and I'm sure that will add a fun new dimension to it. The elec graphics really fit the look of the fire, too.
Fire/Fire (40) is also fun, and I like it a lot because you can easily skip Incinerate, and I do like to skip it, even though the damage is good, because its the only melee single target power in the set, so basically Fire/Fire makes a great Ranged Dominator if you are so inclined. Fiery Embrace really makes this combo rock, on both the primary and secondary. Flares feels a bit "meh" now but what are ya gonna do?Still a fun set.
I don't quite like Fire/Ice (41)as much as I thought I would. It is endurance heavy, and for some reason the damage just doesnt feel very ... oomph. Ya know? Also, I find the timing of power availability to be a bit of a drag. Remember, I prefer ranged powers early on and melee ones later, and Ice stacks a lot of its melee powers early in the set, and since Ice Bolt is "meh" you cant ever really have 3 good ranged attacks from the secondary alone. (I guess Electric cant either but it doesnt FEEL as rough to deal with as Ice, probably because you get the ranged stuff early in Elec.) Anyway, Fire/Ice is OK. Adequate. And to be fair, Power Boost is nice for the Flashfires and Cinders, though sometimes I do feel its almost a necessity for Ice, which either kills a bit slow, or else I suck at using effectively. I DO like how cool I look in a trenchcoat and duster, while rocking the Hover + Ice Sword Circle. That animation is the saving grace of the set for me.
Fire/Psy (50) used to be better for AoE and its shifted to less of an AoE set, so my emotions are all mixed up about that. I'll need time to re-evaluate. It used to be fun. I know the Psy Shockwave was over-powered, but by being over-powered, it did enough damage and had enough range that it could function as a single target filler attack in conjunction with Mind Probe and Subdue. Now that it hits real soft and has almost no range for an AoE compared to what it used to, I'm going to be forced to drop Ball Lightning and shift my powers to pick up Mental Blast, which I hated before. I'm not sure if Mental Blast was buffed. Subdue still feels weak to me, and Mind Probe is ok but not uber. I probably dont like the short range, tho it looks cool at least. So, I'm not confident that I will find Mind Probe + Mental Blast + Subdue to be satisfying. I will just have to respec and try it after I save up some cash on my character (new build will be tighter so gotta purchase some expensive min-maxy frankenslotting to fit it all in). So ... blah. Not sure here.
Lewis
-
[ QUOTE ]
Controller- It doesn't make sense to me that this AT has the damage it has.
[/ QUOTE ]
I disagree. I can see how people get upset on containment with the one epic AOE but at that point in the game, ATs are supposed to get access to things they otherwise wouldnt. Defenders get all kinds of flexibility in the 40s also. The damage otherwise even with containment isnt that awesome. I found Defenders much easier to solo. I think it is the outlying sets (Fire/Kin mainly) that make the perception that the damage is too high a bit of a perception problem.
I dont know what the numbers are behind the scenes, but I'd rather solo a Force Field/X Defender than most controller options, at least before they get pets. I think soloing Defenders is even more fun than controller sets with actual attack chains, and the attacks are much more versatile and fun for Defenders. Cones, explosions, multiple single target blasts, etc.
If you want to blast AND provide team support, defenders are more fun. Tho personally I'd be fine with boosting damage on defenders, AND on blasters. I think blaster damage sucks compared to the near-absolute lack of mitigation they have.
Lewis -
Really?
Wow. Too bad. Seems like it isnt as ideal as it almost sounded there for a moment.
Lewis -
[ QUOTE ]
5 slotting your single target hold? I can't really see the sense in shorting the single strongest control power in your arsenal.
[/ QUOTE ]
Well, I wouldnt to it for actual play prior to level 47. I'm level 50 though, and I can make the numbers work out to be pretty darned good in just 5 slots.
Lewis
P.S. Not that it matters but here is my respec build I am considering. Only Char and a few of the other only-5-slotted powers really matter. The rest was just me screwing around. I actually already have the Miracle, btw.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Blaze Craze: Level 50 Science Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char -- EoCur-Acc/Hold/Rchg(A), G'Wdw-Acc/Hold/Rchg(3), Lock-Acc/Hold(3), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(9)
Level 4: Fire Cages -- RtngG-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(23), TotHntr-Acc/EndRdx(31)
Level 6: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(19), Flight-I(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 10: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(17)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(13), Stpfy-Acc/Rchg(13), Stpfy-Acc/Stun/Rchg(15), Stpfy-EndRdx/Stun(15), Rope-Acc/Stun/Rchg(19)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)
Level 22: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal(23), Nictus-Acc/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34), Efficacy-EndMod/Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
Level 24: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Acc-I(27), RechRdx-I(34)
Level 26: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(40), Flight-I(50)
Level 28: Subdue -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Acc/EndRdx(46), EndRdx-I(46)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg(33), S'bndAl-Acc/Dmg/Rchg(33)
Level 35: Cinders -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-Acc/Rchg(36), UbrkCons-Hold/Rchg(36), UbrkCons-Acc/Hold/Rchg(37)
Level 38: Psychic Shockwave -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/Dmg/EndRdx(40)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/EndRdx(42), RechRdx-I(42)
Level 44: Surge of Power -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam/Rchg(45), Aegis-ResDam/Rchg(45)
Level 47: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx(48), Aegis-ResDam/EndRdx(48)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1430;713;1426;HEX;|
|78DAA594CB6B136114C5BFBC3A4D93346DD3F7236D5E4DDBB 469B3F3B1F0D107280|
|62A5514154388633B12939299A216C4820B1756F1B5705350 37FE012A82FE418220|
|B851EA33DE7BCF97067169A0E7377373EE9D9B3333CD5F5F0 82AB57548B9C2F3E5A|
|26D1716AA57AD4AD1A9D68C959265564A66E068B9B8698ECD D7480DA55474CF5198|
|AF569C5AB59C5DB26A66E324D6FCFA886D1737CA4E76D9B6A A15ABD438EF3C56593|
|36B66C5C9360E02CB559E52B656D79C36395E5937CD4B4194 2DA762DA76979C9C32|
|CBE67AB5E6141D1A39B0B86E95B2CDEBE5370AF9A2ED98B51 BFDB4E724FD253C4A7|
|FEA5EB5EA522AA7DC65E08B9BD1B20B7C13184DBB52838A4B AD5472E909AECB52F2|
|AE026B305C012C4192EC1852777BEE50E388EA7D24178C3E1 5F829429F36F876A5D|
|4F55D30939009713218DA6064A494FB0B6D34DFAF37F2EFA0 F40C782EE87801BC14|
|A4C91E80DD17B065A3E035E0965CB7FD36B085656E0A12B44 24827116A91707C540|
|ABB500A6357834A9DBAD4799C0ED2AA954A1194DC916D69EC 7E40E856DD63D213A4|
|7D7A24D2BAAFA7C7C3A5DE8820D607E46583E47D694E3E110 4E8AB3EFD2BFA5EC9A|
|0FED7C01BC1E05B00772D86A802B4CC80CE720061A711760E 3F20446387749643C8|
|7218590E23CB28B28C22CB710FE7862D467EC86253BF813AE 0886FC606628229EA1|
|A459767F4A394C63E019F81C3D23C41BEB85E268EE73281E7 32F1155844244B8230|
|D9537A99D44F298DFF02B0D3F8261E800D00ABDDA5AE09C4E F99782CBEC97BC0430|
|0D17DA0FF0A19BD742625B7763A0D6424C1E99C609BE665B5 2F9B14C32C7CB35362|
|989D13A4E856CCE9076A0E9718F6FEF3B69DE0927EA0945FF 659F6EEBD80CA85C67|
|8B3F1BF3EEF828D39FE936DA42B2CA759CEB09C6539C7729E E502CB4596024BFDFD|
|5E77781F2FB49FE500CB41966D3619FCE60558822C2196769 6304B074B84A597659|
|06587A5FE077A700147|
|-------------------------------------------------------------------|</pre><hr /> -
I think Defenders and Controllers are fine, and I play both, and have both at level 50. I think people get higher level and then get pissed when they find out that a mix of blasts and support wasnt what they wanted.
For max teamy goodness, pick Control + Defense. For max damage pick Damage + Damage. For an intermediate jack of all trades role or for personal flexibility, pick Defense/Blast (Defender) or Blast/Defense (Corruptor) or Control/Blast (Dominator).
I think a lot of the complaints come from how the ATs are advertised. I'm sure most here will disagree, but that has always been my feeling.
Lewis