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Quote:If your definition of "close" (your words not mine) paints something like flares and blaze in the same stroke as "close" to doing the same damage then I agree with your statement regarding a psi/mm blaster and a mind/psi dom as being close.That is if you consider "close" to equal "keep pace" or "expecting blaster damage". And if you take into consideration the confuse powers, you'll be doing some good damage...not blaster's damage, but significant in that you won't be bogging down speed like a psi defender or controller.
I already gave an order ranking of how a few "mentalists" compare in terms of damage, but to assign a numeric value it would be something like this:
Psi/mm = 10
Fort = 8
Mind/kin =7
kin/psi =5
mind/psi = 3
*no a psi/mm isn't a 10 in relative terms to everything in the game, but it is a 10 for this scale because that is the proper way to use a scale.
In general doms benefited from the revamp and all do more damage than before. /psi however, did not. It is a very low st damage set with mediocre aoe. Mind unfortunately doesn't really help it out either as it is lower damage still and lacks a pet. Confuse while an amazing power takes time directly away from applying damage (unlike a true pet) and very few mobs are as effective as a pet in actual damage dealing due to their 50% hit rate. Unless you confuse a powerful npc, but then you risk serious xp issues due to it killing things before you can apply any damage. -
You highlighted one of the reasons. Longbow suck and you don't fight them hero side.
The other is that Rain of Arrows is just that good. -
Quote:1. Slot it with as much def as you need to hit melee softcap. If you have build room to spare it isn't a bad idea to exceed softcap due to the lack of DDRHi guys, I was wondering about bane spiders in general, and in spite of having read that bane executioner guide at the top, I still have some questions. Thanks in advance for any replies.
1. CT: Defensive and melee. I've read that soldiers get ranged defense as their auto power while widows get melee defense. I assume there's no possible way of changing the positional defense if one were to go melee bane or ranged fortunata.
Taking this was the easy choice nonetheless, but should I put more than 1 slot on it? I've read that soldiers can cap their ranged def very easily; it's the melee cap that takes some effort to reach.
2. -defense debuffs. I don't see where soldiers get any kind of protection against this. What do you soldiers do when you've got lots of PPP keldians stacking -def debuffs on you?
3. The pets. I understand these are like controller pets, so I can't compare them to my 50 MM. But, knowing how my zombies like to run around if I don't reel them in with the follow button... Exactly how dumb are these spider pets?I don't want them to run off and aggro spawn B when my team is still at spawn A.
4. What's your opinion of CT: offensive? Could I get away with having it and only having 1 accuracy on my attacks? I had planned on doing 1 acc, 0-1 end red, 1-2 recharge on my attacks, along with the 3 damage slots.
Looking over the end costs of toggles and combat jumping, I don't think I'll have a big problem with endurance (taking stamina).
2. Pop purples and/or kill them faster
3. The pets are very well behaved and are a great addition. IMO they are a must have power, or else you may as well be playing a NW
4. It's a pretty junky power. If you are ridiculously poor and can't afford to cheaply frankenslot even though it is cheaper than SO's then it can work.
Quote:PS: I know widows put out more dps, and are probably more wanted in teams, but after fighting lots of bane scouts and executioners, well... they just look badass
That's the reason I'm going bane.
Additionally, while widows and banes are both desirable in teams if you find people wanting a widow more than a bane then they don't' understand game mechanics very well. Venom Grenade alone is pretty much > widow on a team
Enjoy your Bane. They are awesome. I eagerly await the day BAB's figures out how to get rid of redraw cause that is going to make Banes amazingly fun to play. -
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Basically if the confusion fails or you miss them (pretty easy with it being a short range cone), you are pretty much without a paddle. At least compared to other control heavy sets like earth, or mind. In fact it might fall apart faster than even fire in that situation.
From a control viewpoint:
cinders > vines (casts 3x faster)
bonfire > Carrion Creepers*
hotfeet > spore burst
*No I'm not saying bonfire is a better power than CC, not by a long shot, just that if your control is falling apart it will tend to make more of an impact than CC. CC from a holistic viewpoint is one of the better powers out there imo. If CC didn't negate its own kb/kd I'd give it the nod. -
0 recharge would be a great change. I'd like to see it get a bit faster activation time myself.
The negatives of the power being that a grey con can practically 1 shot you are enough to eliminate the rech and overly long cast time. -
tbh I think it was just an entry error. It is the only immob that does two damage types.
I'm guessing:
a/ they wanted it to do two damage types and just transposed the values from another aoe immob without a second thought because they do such low/negligible damage.
b/ it is supposed to only be one damage type and someone just put a second entry in there without really noticing.
I think if it was intended to do double damage it would probably be 3 ticks of 6.12 damage, rather than 3x3.06+3x3.06
Then again, who knows. I think the only scenario it really matters is on plant/kin when they are solo/small team. For all other possible troller/dom plant users it is pretty much negligible damage compared to what everyone else is doing including /kin in a large team. I mean 18.4 damage over 5.2 seconds (troller value) ranks it as one of the lowest "damage" aoe's in the game. I think it is safe to say that like the other aoe immobs "damage" isn't the role the devs see it doing. And I think that is accurate outside of the one scenario I highlighted above.
In other words, they could fix it to fix it, but it isn't going to change anything except annoy a few plant users. It has so little impact that imo it would be fine if they just labeled it a "feature" rather than not wai. But in terms of changing things in plant, it would be the easiest and fastest. -
Quote:Hehe, ya it was a rhetorical question when I asked it as I knew the answer was 'no'. It was a good setup for me to show that similar to fireshields it is very rare to find a situation where SB doesn't provide at least some benefit.Carnies do smashing, lethal, fire, energy, negative and illustion/psionic damage. Also Psionic Blast enemies tend to have TK Blast, which is psi/smash damage, the fire shields are still helpful to an extent even when fighting pure psi enemies.
edit: boo Frosticus ;p
and...*shrug* what would you pick up instead of SB that you couldn't fit in before? I'd still take it and throw a couple Efficacy Adapters for the +hp and then a basic end mod IO. -
Quote:The detection range may not matter to you or me, but it is there and a consideration in the actual balance of the power.Detection isn't as much of an issue though, you have teamies to help deal with that (they run in as you trigger it), and even soloing I've never had an issue with it.
Quote:The recharge is the thing which seems most out whack. It's easily perma. It just seems plain wrong to have it recharging quicker than say Ice Patch. Seeds not only makes you safe compared to Ice Patch but it does a decent amount of damage for you as well (even bearing the XP penalty in mind. Plant is well built in terms of minimising that)
The other half of the equation is the duration, which as already mentioned, confuses are designed to last longer. The devs may have evaluated the relative power of confuse incorrectly, but that isn't a problem that is singular to seeds, but rather would require looking at every confuse power.
In comparison to icepatch the patch has the ability to continually affect new targets without resolving another power application. Basically if you miss them the first time with seeds you have to wait for it to cycle, whereas something can wander onto the icepatch after it has initially been cast and now be affected. Conversely, things can wander off to, but the power is designed to prevent that except under certain special conditions.
Quote:The only change I'd make is the recharge, it should be equal to Wormhole, Flashfire, Stalagmites and the Fall-down Patches really. At the same time Fly Traps AI could do with some tweaking. I know she's a plant but still.
I think the only easy to address culprit in plant is probably the aoe immob.
Quote:Grav needs work before that though and I wasn't really enthused that when Castle mentioned it it was just animation times he said were being looked at.* -
There are things I'd change about WH to make it a much better power in actual use, but as it stands it is pretty awesome.
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Quote:I'm not so sure that expectation is fully grounded in reality though. Seeds is an amazing power and plant overall is a very good control set.For example I fully expect Seeds to be brought into line with other "secondary" AOE mezzes at some point.
However, if you look at seeds you have:
60 degree arc
50' range
60 sec recharge
acc 1
15.6 endurance
The duration is debatable, but irrelevant as confuses always last longer than "hard" mezzes, similar to sleeps in that regard
There might be some question as to what power it lines up to against in other sets to which I believe stalagmites/flashfire is probably the best answer. It is basically your goto aoe mez.
Stalagmites:
25' radius taoe
70' range
90 sec recharge
10.4 endurance (but I believe this is a mistake, so we'll just say 15.6 which flashfire uses)
acc 0.8
Ok so what that means is I can hit a enemy that is up to 95' away with stalagmites if they have a friend that is 70' away from me. That is well out of detection range and because it is a taoe it requires next to no skill to use. This is especially important if I decide to use the power in the middle of a fight I just click and everything is affected.
On the other hand, seeds puts you into detection range and I've seen many plant trollers/doms faceplant as a result. The maximum distance an enemy can be from me and be affected is 50' because that is the edge of the cone. That is basically half the range of stalagmites in actual use. The 60 degree arc is nice, but it means mobs need to already be reasonably gathered for it to hit them all. Granted at the very limit of the range it has a slightly wider berth than stalagmites (50ft diameter vs 57.7ft width).
Honestly, if they change seeds so that it is a 70ft range, taoe with 25ft radius and 90 rech, it would sort of be a change for change's sake imo. You'd be trading frequency and risk for much greater ease of use and elimination of risk.
Now if they want to sit down and reevaluate confuses in their entirety that would be a different story. But I'd personally hope they have a huge list of fish to fry before getting to that stage. And if they don't then something is wrong with their prioritization. -
Yes, 100% on the st ones, 50% crit rate on the aoe ones.
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Quote:You kind of don't though, safety in spades, but damage in /psi assault? not so much.Dominator all the way. You've got safety, you've got damage and you've got options:
Quote:Damage = close to a blaster. But a dom does lack BU/Aim, a nova and extra attacks from the manipulation pool.
Quote:Also, I believe Dom Psychic Shockwave is better than Blaster version (I think...could be wrong but never played /psi on Blaster). It's not as ultra powerful as it used to but it's still very nice. -
Quote:They add more fuel to the fire. Demons provide a lot of forcemultiplication through all of the -res. The imps are simply more force to be multiplied.The question is, how useful is having an imp out all the time?
For that matter, how useful the imps are in general is something I've been wondering about. Trying to plan ahead on my slotting, what I want in most of the powers is pretty obvious. But these things, I'm not sure.
-Morgan. -
I think the best answer is probably a Fortunata
It will come in as less damaging than the psi blaster, but more damaging than the next closest being the mind/kin.
It doesn't have all that much less control than a mind troller/dom, but has a lot more damage and is arguably more survivable than most mind trollers and way more survivable than a psi blaster.
If you are flexible in your build it can do a lot more aoe damage than any Psi blaster (excluding psi/fire) and definitely more than any mind troller/dom.
Now that they unlock at lvl 20 there would be little reason to exclude them from the list and in terms of being a mentalist they are tops.
so in terms of damage it would be:
psi/x blaster(where x has bu)
fortunata
mind/kin
kin/psi
mind/psi
In terms of safety it is arguably:
mind/kin
fortunata
mind/psi
kin/psi
psi/x
Fort and Mind/kin come near the top in both categories. Having played both I can tell you the fortunata does quite a bit more damage has more than enough control and softcapped def is pretty crazy on top of all that. -
Quote:Having an abundance of aoe's does not equate to being good at aoe. One need merely compare a SS brute to an Elec brute to see that. In the world of controls it is no different as a single strong aoe control like seeds of confusion can more than carry an entire set.My main is a 50 Mind/Fire. No need for PMs, it's a thread about that particular pairing of powersets.
You said that its weakness is AoE control when clearly it excels at it(it has four AoEs!).
Quote:Mass Hypnosis, Mass Confusion and Terrorize are all solid powers for literal "crowd control". If you have a complaint about taking alphas when using Terrorize, I will sympathize. Although it has a much longer recharge, Mass Confusion lasts longer than Plant's mighty Seeds.
Mass confusion is an amazing power, I think I even indicated that in a previous post. However, if you are relying on it as alpha mitigation on a regular basis you are going to be waiting around a lot. It also has the same duration as seeds, so I'm not sure where you are getting your info from.
Leaving terrify as your "aoe control" if you plan to use aoe damage. It has the issue of allowing mobs to retaliate before even affecting them just like the sleeps that do damage and it also allows a second retaliation when you hit them with damage. And often a third retaliation when you hit them with damage again. Terrify really needs the tohit debuff that fearsome stare has.
Quote:Dominate is the single most-used(and useful) power. I found that Mass Domination is the weakest of the four AoEs, and specced out of it.
Total domination is actually one of the better aoe holds available to doms. Many mind advocates promote alternating mass confusion and total dom to lock down spawns. You need a lot of recharge to make that a very viable strategy though. My mind/kin can almost pull it off thanks to triple stacks siphon speed, hasten and 90% global rech, but most doms struggle with that approach.
Quote:A typical chain for me goes: Mass Hypnotize the entire spawn, use Dominate on the biggest perceived threat, burn him to death with whatever combination of Fire powers feel best for the situation, repeat on down the line. Mass Confusion is my failsafe switch for the rare occasions when I'm actually hard pressed.
Quote:And to top it off, /Fire does more overall damage than any other secondary. -
Quote:I'm working on an ill/cold these days. Synergy? it will be much more powerful than ill/rad*. That's all I needI have been thinking about re-rolling my ill/ff as ill/cold lately. I don't have much experience with trollers, but I know it would be a good thematic match in the very least. Can anyone think of any synergy between the two?
*harder to build though. -
Maybe people have just realized that the mitigation threshold necessary to cruise through the game gets lower and lower due to IO's shoring up the value. At which point damage is the most desirable trait to seek.
In other words, I can make a fire/x troller tough enough to handle pretty much anything in the game, but I will never make an ice troller do anywhere near the damage that fire does.
Either that or forest fire season is kicking off and it is being reflected on the boards. -
I don't have GR, but iirc the imps last 120 sec. If you are lucky enough to have the last one spawn at 90 seconds in (70% chance) then you roughly have 210 seconds worth of the power.
With a base rech of 600 sec you would need +185% recharge buff to have a chance of the power being perma (the imps). Bit more rech needed once you factor in cast time.
In other words a build with the equivalent of 3 rech SO's in the power, hasten, and some decent global rech (say 70%) should have a very good chance of having imp(s) out almost all the time. -
Yes each seeker applies a debuff. Like Dahjee said it can stack multiple times, but it is actually 6 times not 4. It would mean you already have them summoned and recharged when you engage someone and that you have a recharge on them that is faster than 40 seconds. Having them already summoned up kinda implies you are being pretty stationary though cause they move so slowly. If you call up new seekers while you have existing ones they are replaced.
PT is still a very powerful debuff in pvp. It applies a 2 second hold, not a sleep. And will shut down pretty much any level of regen it encounters. It can be pretty devastating if you get someone in an area they can't readily escape from.
The affects of webnade don't stack. Well not the meaningful ones, I suppose if someone had numerous Inertial Reductions stacked on them the fact that the -jump can stack would be of value.
I'd pair it with rad blast and make it a corr for +perception and phase as well as a bit more hp. -
I agree with Nethergoat, I have a mind/kin at 50 and it really isn't that impressive. Even damage capped (which I am most of the time) the damage feels pretty subpar.
However, it will do a lot more damage than a mind/psi dominator with my main three 'attacks' doing between 240 and 320 damage. Comparatively the dom (without outside buffs) will be seeing 170 to 228 with their damage moves.
I've done a psi/em up to 40 and it solo'ed easily enough (not anywhere near as safe as mind control though) and had enough punch to move quickly through targets.
IME if I were to roll another mentalist it would be in this order because I value damage with 'enough' safety rather than an abundance of safety with a lack of damage.
psi/x blaster (where x has buildup)
mind/kin troller
kin/psi def
mind/psi dom -
Quote:As opposed to spineburst or throw spines? I think it will always be better in an aoe scenario that spineburst and worse than throw spines if you are going to hit 5 or more with throw spines (assuming you are hitting 5 with ripper).Out of curiosity, how many targets would it take to make placate worth using before ripper on a spines?
That makes some steep assumptions though because it is a lot easier to predict hitting multiple targets with burst and throw than it is with ripper. It is pretty close between ripper and throw spines though. If you can hit one more target with TS then it should be prioritized over ripper, which in actual play is pretty easy to do and very common.
Unless you mean as opposed to using a single target attack? That I can't really answer other than to simply state it will depend on whether you want a single target dead quickly or a bunch of the group hurt. I will say that on spines you ideally want to always either be using AS or throw spines when you are going to be hiding/placating. The other single target attacks aren't really worth doubling and TS can hit 10 targets quite easily vs ripper being difficult to hit 3+ with. -
Quote:I think he means one that you click to use and has a limited duration as well as several charges.I think it already exists in the Base crafting stations... (open to correction on this)
The base buff is really good, but just passively buffs you for... I forget how long, but quite a while. -
Rep said: "Sounds like you don't 'get' the set to me."
Maybe. But what I said is true. If it helps I have a lot of mind experience on both trollers and doms and no shortage of experience with /fiery. I'm also leveling a mind/fire dom as we speak. But I'm leveling it for a much different purpose than anyone else, that I can practically guarantee.
I'm happy to talk about both the strengths and weaknesses of mind, /fiery, and the combination if you like. Feel free to PM me if you want. -
Spec into an AV killing build and go Pokemon style trying to kill them all.