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Quote:I would say skip fighting. Just take an Ancillary shield and you will have 40% (slotted) to S/L and depending on which epic pool you will have resistance to another type as well.But can I get away WITHOUT taking that pool? thats what I am going for here, being able to not take those two powers allows me ot get other stuff? is it doable?
My team build has always done just fine without fighting pool. Only my solo build has Tough/Weave. -
SS/Shield Brute
Footstomp + Shield Charge = Happy Dance of destruction. -
Quote:Yep, I have both Mass Hypno and Terrify recharging at about the same speed, so they work well solo. The real issue (if thats what you would call it), is that after I terrify a spawn, containment is done. Now how do I set contain again ? Mass Dom recharges too slow. So this makes me think of two seperate choices, both possible, but waaaayy too many slots too fit them both in.Mind doesn't have the PB AoE aura that makes Choking Cloud effective. I never planned to use CC on my Mind/Rad. Some people seem to like the power on controllers other than Fire, Ice and Elec, but those three are the only ones I would use the power on.
Mind Control has plenty of AoE control without needing Choking Cloud. Mass Hypnosis works to set up AoE Containment . . . unless your team decides to wake up everything before you can fire off Terrify.
MH + Terrify and CC + Fireball.
Perhaps, I am missing something important though. -
I would also agree that Empathy/Dark would make the most sense using the Dark Mastery set. You have really nice synergy with Dark Pit and Oppressive Gloom.
Edited: Just noticed you were level 41. Sorry for the long post filled with newb advice. Join the Dark Side ! -
Quote:Question for you Local (And anyone else willing to jump on this one),The thing that makes Choking Cloud work is the combination of (a) some kind of initial AoE control that will prevent an alpha strike, and (b) some kind of PB AoE aura that will work with Choking Cloud to combine controls. Fire has Hot Feet, with its Slow+Afraid+Damage. Ice has Arctic Air, with Slow+Afraid+Confuse. And Elec has Conductive Aura, which drains Endurance.
My Elec/Rad hasn't quite gotten there yet (he's 27), but I played one on Test with the level bump to 41. The combo of Static Field+Jolting Chain+Chain Fences, then run in with Choking Cloud+Conductive Aura was very effective control -- but no damage. So, I was able to stand in a group and hold/drain them, and then just waited for the Gremlins or teammates to do the killing. It had a lot of similarity to an Ice/Rad -- great control but little damage.
How would you leverage CC with a Mind-Rad. I am debating the use of this power since I have an AoE Sleep to open a spawn with. I understand that this would not be as effective on a team, but solo I could see some potential for setting "contain".
My biggest concerns are two-fold. A) Terrify is a cone, which creates a problem for AoE damage dealing until I can grab an ancillary AoE like fireball. B) Mind-Rad has been a very slot-hungry build so far. I find myself looking at ways to minimize slots used on various powers that seem like they would be more useful overall than CC (Like total Dom, Mass Confusion and epic powers). -
Quote:Well Said Schismatrixi don't know about a "good" point. Yes, a bubbler is better than an Emp that is constantly spamming heals, but that's like saying a bubbler that uses the teammate shields brings more to a team than a bubbler that is constantly using just Repulsion Field and Force Bolt.
Yes, when both sets are used at the dumbest and most basic level bubbles comes out ahead, especially on large teams. That's part of the reason many people consider Force Fields better as a secondary than a primary. Nonetheless both Force Fields and Empathy are very powerful when used well.
The constant bashing of my two favorite defender primary sets is very silly. It just seems that some folks derive pleasure in bashing powersets that they don't like. When they could be educating new players that come to the game and form these bad playing habits.
That's what I see other Veteran players on these boards attempting to do -
Quote:I don't have anything against you Turbo, so far its just been a difference of opinion on the value of FF at the end game. But please don't put words in my mouth.Trial and error is a natural element of any game. You're making the assumption that players are wholly ignorant and incapable of learning from their mistakes to attempt to make mezzes seem far more dangerous than they actually are. First time I ever encounter a sapper, I died, but I've never died to one ever again as long as I have an ST mez hit them with.
"ignorant and incapable" WTF is that !
I assume no such thing about players. Each person earns their stripes individually, but I can assure you that I would not feel this way about a fellow player. Perhaps later when your blood is cooled, you should come back and re-read my statements to see where I really stand. Till then, have fun -
Quote:Ooops, yeah I keep forgetting that Defenders have that set now too. My Bad.I know you meant sonic but......
Traps always gets forgotten. Mez protection, defense, and traps that keep working even when that sleep gets through. Also, solo's heck of a lot better than FF.
But that still leaves the majority of defender primaries needing to be pro-active against mezzers rather than having some measure of protection from them. -
Quote:I submit to you Turbo that this appears to be a more manageable situation because of your veteran playing experience. When you approach a spawn, there is no mystery which villains you need to address first and which second. A newer player does not have this benefit and such will view mezzers as OMG! I need to defeat that #$%% right now. By then it may be too late to recover. This does not lower the threat value that mezzing mobs pose to typical "Squishie" characters, just illustrates that you have learned the tactics to quickly address them and use break-frees as a "fall-back" measure.My experiences are far different amongst my defenders/corruptors/blasters/controllers/dominators. It's pretty rare for me to get mezzed against even malta and carnies, since it only takes 5 to 10 seconds to lock down a boss or 2 Lts. In the very rare situation I do get mezzed, I always can use break free or convert inspiration into break frees to use. Mezzes aren't any where near as dangerous as they used to be and are pretty easily handled if you play smartly.
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I think a cool rework of "sparkie" would be to turn it into a floating lightning field.
Defender version does a base 7.28 dps, but spread over however many targets it hits.
Instead let it do 7.28 damage per tick in an AoE. Let it drain endurance with each tick as well.
This would turn him into a third AoE that would seriously help the damage output of electric AND improve its "draining" ability.
It would be nice to have decent draining ability prior to taking Powersink.
Lightning field procs every 2 sec? Does that sound right for Sparky ?
Blaster's version would be about 9.45 damage per tick.
Elec/Elec Blaster would be kinda scarey running this version of sparky and lightning field simultaneously -
Can we get some UI options for the team buff display.
My suggestion would be an option to show only buffs cast by my character.
This would help tremendously on 8-man teams in order to keep track of who has buffs and see when they need to be re-cast.
Perhaps other options could be added as well.
Anyone think of others ? -
I agree with Tex regarding Turbo,
He/She is not technically wrong regarding FF, we (or at least I) just think that they are exaggerating how useless FF becomes at high level. There are just so many subtle aspects of FF if you really give it a try, that I cannot say enough good things about it.
You should read every guide on FF and also Dr.Mike's guide to self-defense and just enjoy what FF brings to the table (both solo and teamed).
Here are a couple of my favorite aspects of FF;
Solo: You get personal status protection. Only one other defender primary can say that and it does not allow you to solo nearly as well as FF. I took medicine pool on my Bubbler (He is tech origin) and in the middle of a nasty fight I can turn on PFF then Aid Self, drop PFF and continue where I left off. Its like a hold button. I love that.
Teams: Because you only need to hit your teammates with 2 bubbles every 4 minutes, you get to spend ALL of your remaining time being Offensive. There are no words to describe how much more enjoyable that is compared to playing other buffing sets (Empathy, Kinetics) who need to constantly be alert to the teams needs and often spend a majority of their time refreshing buffs. So even though the common wisdom is that FF is not an Offensive contributor to the team, thats just a mentality of folks who look only at what you can do for them, as opposed to what you can do for the team. Offense = Defense (in a way). I absolutely love playing FF on a team AND solo. This is not a statement I can say about very many Defender primaries, because nearly every single set has some kind of major drawback in either solo or team-play (or Both --> Kinetics).
Enjoy your Tank-Blaster -
Quote:Oooh Ohhh, I know this one ! Pick Me ! Pick Me !If this were actually true why would any Controller take Indomitible Will as a power? Be careful how you answer this. I'll give you a hint too so you don't step right into the trap. What do Ice, Fire and Electric Control all have in common that flies in the face of your statements about mezzes and inspirations? This should be a very easy question if you have as much familiarity as you claim to.
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Quote:Convinced of what ? Your whole argument ?Except they aren't. Since you're so hung up on empathy, we'll use it in this comparison model.
Support power decay model
I can add more supports sets if you're not convinced.
I actually agree that forcefield would reach zero benefit before Empathy.
I also agree that forcefields could use something added to it make it less one-dimensional (even though it is not really strictly one-dimensional).
What I will not agree on is that Forcefields doesnt offer much benefit at the end game, even at the extreme end-game, because that does not match my in-game experiences. Perhaps you run with a very "special" crowd of players that most of us don't get the opportunity to see.
I also refuse to place Forcefield as the worst end-game set, because at the levels of team mitgation strength that you are talking about, why not just bring 8 of these maxxed-out blasters and forget everything else (AT-wise). At those levels of performance, just skip the support and grab more DPS. Well except the days of 8-Blaster God Teams kinda died with ED and GDN, right ?
Finally, I dont need to see more comparison models like the one you displayed, unless you care to explain the chart to all of us. It doesn't show evidence to support your case, since you have not explained what each value represents. I see number of team members across the top, a list of powers along the sides, and no cell formulae or additional information to explain what your displaying.
Additionally, you are not quantifying Heals and Holds, but yet I see regen Aura on the list of powers. It would be kind of misleading to not include heals in "empathy's" mitigation breakdown since it does this thing pretty well. By the same token you are doing Forcefield a disservice by not factoring in Knockback into its mitigation as well.
But I understand how hard defender primary comparison's are. Keep working on it though. Maybe yours will be done before Umbral's or mine. Would love to see the whole thing one day. -
Just thought of a few more items that have stopped me from playing entire sets.
Alternate option for the chest-thumping animations on many powers
Alternate option for Thunderstrike style animations. I cannot stand the "floating jump" attack. Its as if gravity has been turned off, or time is slowed down. I would rather the attack be at full speed, but have the camera-shake effect afterwards. I would love that.
Ice Armors: need a minimal FX option and also an option that just does an aura like chilling embrace. These would allow me to consider Ice Armors on characters.
Stone Armor: same as Ice, would like to see a minimal FX option and then maybe an aura option like the crumble aura. The BEST solution for earth would be to have your skin texture over-written with some kind of graphic option (Lava, Stone, Crystal, Metallic etc..) which then only appear where your skin actucally shows though your costume. This way, you could look like a rock-man wearing something over the rock, instead of the stone being worn over the costume.
*** I know these are not animations, but the power's visual effect has stopped me from playing these powersets*** -
Quote:Eye beams.
Breath powers.
Both of these have preventing me from taking powers and/or entire sets.
SECONDED !
It would cool to change breath powers to another animation and change Eye Beams to another option. I specifically avoid X-ray beam powers and Breath powers because of it and these are pretty decent powers that I would take otherwise.
This same thing was true of Crippling Axe kick. I NEVER took the power because of the animation. Now I love this power.
edited: Oh ! just thought of another animation that has prevented me from playing entire powersets : Tentacles. Can we get some other option for these. Some RP concepts may work, but to me the colorization options are just not enough. I would rather have clouds of smoke than mysterious tentacles sprouting from the ground.
Other powers I would change;
Optional animation for medicine pool. Tricorder works for tech or natural, but not for other origins IMO.
Jump Kick, shortening the animation solved its inherent disadvantages as a power, but its still a funky animation that doesnt flow well with most characters. Make it like Storm Kick or Crane Kick, or better yet something like the Karate Kid crane kick (original movie).
Completely agree with Dechs and Dr.Mike on elemental swords; Options for either ALL Swords or NO-Swords.
Not related to animations, but colored options for Dark, Bright and Minimal could be extended more universally. For example, Pain Domination does not have a Bright Color option.
And finally, how about alternate running animations similar to how we can choose the flying options. I have always wanted to play a character that has a resting stance more animalistic and runs on all fours. This one could be quite a challenge to do and I was hoping for it on the mutant pack, but maybe something for a future beast-y pack. -
Quote:Yes, and you also said that FF would reach zero benefit before all other sets, but what I am trying to say is that at that extreme level of team mitigation ALL supports sets are offereing nearly zero as well. In essence, they are not very far behind.I said that in the first line of the paragraph you're responding to...
If mitigation is capped for empathy, then empathy still has a minimum value to the team in form of +recovery, +Tohit, +Dmg, and +Recharge. Comparatively under the same conditions, FF offers nothing. It should also be noted that it takes more than +Def capping off for empathy to get to this point, where as FF decays faster towards zero because of only +Def soft capping.
And back to FF
at the point where my empath is only offering +recovery, +tohit, +dmg and +rech,
a Forcefielder is offering +KB, detention, AoE KB, AoE dmg and Mob keepout
lets not forget that he is also providing his own mezz protection, which is not something my empath can say. -
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Quote:What you are saying here pretty much applies to ANY support based character.(It's easier to think of a [y = -mx + b] graph when reading the following)
All support sets see a contribution reduction as mitigation increases, the rate of this decay is less the more varied they are in stats and the less the mitigation matches those stats. FF has the problem of only having +Def to work with and very high amounts of it, this makes for a very rapid decay. Because we have an 8man team cap, the amount of mitigation that can be added is finite and the more varied sets will never reach zero contribution, but will hit a minimum point above zero instead. However FF's decay is so rapid because of the focus solely on +Def it will have a guaranteed minimum of zero before mitigation reaches it's peak potential at the 8man team cap. The solution is to make FF more varied so that the minimum is higher than zero and relatively closer to the minimums of other sets.
Take for example my Empath (my main support character atm), what good do any of my powers do when my teammates are at their mitigation caps.
Healing Aura, Heal Other, Absorb Pain ( no one is getting hurt, so powers unused)
Fortitude, Clear Mind (again unnecessary since no one is getting hit)
Regen Aura (regenerating people at 100% health... cool, but useless)
Rez (no one dies... move that to another power tray)
Recovery Aura (Ok here is a power that does not mitigate, but any player worth their salt has recovery under control, so this power means that they stay pegged at 100 endo instead of flucuating between 75-100, I guess they needed me afterall)
Adrenaline Boost (ditto on the regen/recovery, but here we finally find a power that probably fits your "idea" of a useful power under maximum player conditions due to the recharge. Well except for those players that are heavily recharge enhanced and this would only shave a couple seconds off their longest powers... awesome!)
So thats 1 power that definitely satisfies your needs, and I can keep this running on ONE, exactly ONE teammate.
Your point has merit Turbo, and I think most folks here are not disagreeing with the idea that FF could use some versatility, but the scenario you describe as the point where FF provides zero benefit (none of us believe that point is commonly achievable) would relegate any support toon to similar near-zero performance. -
Quote:Most people will tell you that Mass Hypnosis is a good solo power, but more of an emergency button on teams. And I agree that your team-mates will often wake everything up right after you sleep them, but here are a some things I do on teams.I recently made a Mind / Empathy Controller and have been wondering about the universal application of Mass Hypnosis. I took it originally and found that as soon as I would sleep a group some sign that is invisible to me pops up and says AoE here. I decided to take it much later as I can see its useful but at lower level I dont see as important.
About the only time I have found it very useful is when there is a triggered ambush while my group is fighting. I think it is because of the new surge in elect or earth control/dom appearing.
Does anyone else see this happening? I am just curious over others input. Thanks
The recharge on Both Mass Hypnosis and Terrify is such that you can have these two powers as an every spawn combination. And I use them as a 1-2 combination all the time. It's much harder to get Total Domination's recharge (or Mass Confusion for that matter) down to this level of up-time, so I actually tend to use Total Dom as an emergency power rather than Mass Hypnosis. Or I alternate Mass Confusion and Total Domination on spawns.
However, if you can learn your team's timing, or better yet, move at the forefront of the team initiating contact, you can Hit Mass Hypnosis and immediately hit terrify. This gives you a contained AoE blast of your own on anything sleeping. After using Terrify, it doesn't really matter if your team AoE bombs stuff, because eveything is either asleep, feared or dead. You can also wait a few secs and hit these two powers in tandem after all the inital AoEs from your team have gone off.
Using Mass Hypnosis as a way to sleep a spawn that is really close to the team and avoid accidental aggro is also a very good use of Mass Hypnosis. Since I play Mind-Radiation, I tend to "lean" on my secondary alot for increasing team mitigation while my controls recharge. Since you are an Empath, I can see how important AoE control will seem to you, but don't let that steer you away from Mass Hypnosis as a team power. It is very usefull, even on AoE heavy teams.
The basic message I guess is that total lockdown is somewhat over-rated IMO. Tactics and timing are much more valuable. Figure out what team tactic seems to work the best for your specific team and your personal tastes and then join in the fun. -
Quote:I am in the camp with you on fixing "Nukes" to make them more attractive for typical builds, but I have to disagree somewhat on one of your comments.I still argue that turning Thunderous Blast into a 60sec mini-nuke would fix Electric's lackluster AoE problem and would give it another decent drain to go along with Short Circuit. Ice's AoE, while a lot better than Elec, is still sub-par, Blizzard deserves to be at most on a 120 timer. I've not even touched on Psi, which has almost as mediocre AoE as Elec.
Electric is not that lackluster on AoE Damage IMO. Where is lacks: It doesn't have a "big-hitting" single target attack (other than the snipe). Voltaic Sentinel took the place of having this kind of big hitter, and although some would argue that the dps of VS more than compensates for the lack of another single target attack, I disagree. And the reason I dont value VS as highly as a big hitting attack is that VS spreads its damage around, and there are times (ALOT of times) when I need to take down a target as fast as possible.
I can understand why some would call Electric's AOE lacking though, and that is due to Short Circuit having such a dual purpose. You can slot it for damage and reduce your draining strength, or slot for drain and not have another decent AoE.
how to fix Electric.... different thread perhaps
P.S. I am under the impression that you are advocating that weaker sets get pushed up to the performance of a set like Ice. Although I would not complain, its more likely that the damage dealing strength of Ice will be "toned" down to match the other sets. -
This subject was brought up not too long ago,
and I am in agreement with the folks that suggest removing the crash.
Personally crashless nukes being offered up on many newer sets could be a way to test the waters regarding this type of power. I am not a gambling man, but I would wager that if a true poll was taken (and only the Devs know for sure) of people who play sets with "crashing" powers (nukes or unstoppables), that we would find a majority skip these powers. The reasons for skipping them is that they are ; A) Situational and B) overcomming the downsides are not appreciated by everyone (especially solo).
I would suggest some possible change options;
A) Make Defender and Corruptor Nukes have blaster strength damage, but remain "true nukes".
or
B) Make Defender nukes "crashless" at the current damage and modify all defender nukes to be at "defender" strength damage (or corruptor as applicable) instead of some being at Blaster strength.
P.S. : If there was a problem with Defenders/Corruptors having "crashless" nukes while blasters did not, then make them all "crashless" but make the recharge "unenhanceable" like Strength of Will (Willpower tier 9). -
Radiation Emission and Dark Miasma are both so good.
That's why I have one of each -
Quote:Turbo said:
[paraphrase]Mez protection and end protection and perfect defense ain't all that in the end game[/paraphrase]
Malta group. Paging the Malta group, eight person team on line 1.
... what's that? Nobody fights Malta in the endgame because they are HARD? Huh.
My first force fielder was a REVENGE tour when I got to the 40's. Malta and Carnies still remember that skinny lil' bastage with the four blaster backing band.
Fulmens, you and I have not seen eye-to-eye on everything in the past, but this just made me laugh out loud.
People can undervalue FF all they want, its like a classic car. Yes there are new models out there that are all "shiney", but the old "betty" still makes a team smile when that motor rumbles to life. -
Sounds like your looking for a RAD-RAD Defender or Corruptor.
You get good Single Target damage (especially after Cosmic Burst)
several AoE attacks, and a huge AoE Hold
excellent debuffs of -regen, -dmg, -res, -acc, -def
one of the best buffs in the game (Acc Metabolism)
AoE Heal
Radiation emission by itself is very good at solo-ing and also decent on a team.
Lingering Radiation is a very useful AV/EB weapon
Downsides:
Teams will kill your toggles, something that is unavoidable
Mezz effects are resisted only, not protected against, so if you get Held, Slept or Stunned solo, bad things can happen fairly quickly.
Some folks (like myself) are not really crazy about Neutron Blast. It recharges fast, but does very small damage, so you can feel like it takes forever to whittle down enemies.
Rad plays best in melee range, which is not always the safest place to be (This is not really a downside to myself, but every person has their preferred style).