Katten

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  1. Terrify is actually the only power that really drew me to the set, the cone damage/fear seems like a unique attack that could do decent damage.

    And I will be playing this one for damage rather than hard control, I had psychic concepts in mind, and prefer this to blasting. Anyone able to give agreement towards TA as a secondary? (thermal which I started with on second glance seems totally over shadowed by other sets)

    /Storm just doesnt work for me, so that's out for damage
    /everything else other than TA doesn't seem to supplement damage much unless I'm missing something...
    So /TA, does it get to be fun? (I remember it being kind of underwhelming on my Ice/TA... but that could just be the Ice/ talking

    <I wish I could stand the drab colors of villainside..., It may be that dominator is what I'm really looking for, it's tempting if TA doesn't give enough damage in reality>
  2. hahah, exactly the description I was looking for, excellent.
  3. That does sound nice, it'd also be a way to set a little more containment (TA).

    Does confuse also keep them from running off the patch? I've noticed they don't really react to anything like normal when confused.
  4. Quote:
    perhaps in place of this issue: "would be nice if debuffs on the scrapper were reduced in length due to enhanced metabolism" we could have a general Regen issue about adding some sort of debuff resistance?
    That would be an excellent item to add into resilience, it fits with the definition well, and it would be nice, as it is the only set with no form of defense to incoming debuffs of any sort.
  5. On a team like this, shields is just going to perform better than everyone else, hell, you could just do all shields, everyone take and slot GC, have your lead tank/provoker slot for resistance as well and have owts at the ready, everyone's going to be somewhere around 100% defense from grant cover alone if you all just stick together. Make sure people have medicine, many have assault (not maneuvers, you have GC Slotted right?) Diversify your primaries, use achilles heel or fire damage to cut through high resistance.

    A team full of absolute top of the line scrappers of any sort CAN do it, but a team that actually builds for the team isn't even going to have to worry.

    *Edit*Seems well we're talking theory, that if a single player was regeneration, that he could go ahead and benefit from all the GC, but be totally safe when it came to rolls of luck getting through were it to play lead tank.
  6. I'd be interested if anyone out there has posted video of builds centered (even to a fault) with damage procs, the more the better . But we're talking 2+ procs in several powers, some demonstration with 4 would be incredible.

    Also, what are some powers that actually benefit from 3+(!) procs, supposing you hami-O'd up or franken slotted the remaining three to make it function correctly... I'd assume for a proc power Acc/Rech then whatever suits the flavor of the power.
  7. Hate to say it, but defense IS the best available stun protection. Stun misses, no stun.

    However, barring that, yes, slot resist IO: Aegis 'status resistance' somewhere, I'm not sure if it still self stacks, but if it does, it will shorten the duration a good deal so at least the stuns that get through won't be as devastating.
  8. Quote:
    Originally Posted by magicj View Post
    A new version of my Tactics for Mind Control is available here.
    Broken Link, can we get a re post?
  9. So... It's been a long time since I've seen any mind controllers, so rather than making the psychic blaster I was about to make, I'm looking in to mind.

    From what i've read, mind lacks damage and, by end game does not compare to other sets except perhaps in variety of hard control.

    So, given mind has a good many diverse area control powers, I'd be interested to hear how slotting multiple exotic procs across the board would effect damage, worthwhile? I'd imagine Mind's awesomesauce potential could be reached at a much more affordable price due to pricing of things like sleep/confuse/fear.

    Or does it still come up lacking? (I'm not talking fire/kin numbers in comparison either).
  10. Spines

    Quills - Enemies no longer react to the power in any visible/audial form (no spines inside enemy, no soundeffect played, no red damage marker)
    ----------------
    Also... I hardly think the quartz eminator is a balance issue, it seems like a unique strength of an enemy that hits the weakness of it's opponent. Just like voids to Khelds, -regen to regen/wp, or malta sappers to every non SR or Elec. Just need to be killed (easily) when you see them.
  11. Quote:
    Originally Posted by Hart View Post
    Without a doubt some combination of Energy and Storm, if you're talking about absolutely horrid to play with. I kick people with this power combination unless they've got a few veteran badges, just for the sheer irritation factor they inflict on the rest of the team when misused.

    Ill/Storm has knockback, sure - but they also have holds, fear, and confuse to prevent the chaos they cause from being the team-wiping sort of chaos. Tack Storm onto Energy instead and you have a recipe for disaster in the hands of any player that's not both extremely skilled and extremely careful.

    Either combination can be really irritating for people who're trying to tank or use AOE powers, if that's what you're after. However, if you really want to grief your own team and make anyone who invites you because 'It's a defender!' or 'It's a corrupter!' groan in disappointment because you slotted KB, I'd go with Energy/Storm or Storm/Energy.
    Hahah, not to worry, I'm not looking to grief, I'm just looking to see something like real visible power. This thread's more a curiosity, I've seen that tornado slotted for KB just makes tornado useless (it cant catch up to what it throws).

    Maybe what it really is, is that I just want to pay homage to Imperious on the ITF to some extent... People are always thinking GOD D$!@it Imperious, you and your crazy a handclap, but in reality it doesn't slow things down more than the visual impact impresses.

    Quote:
    Anything with FF running about using the big repel bubble to smash spawns apart? Ideally a bots/ff because then those that attack you also get KB'd from the bots and feared from the swarm missiles.
    I'm sort of turned off by the repel bubble, it just moves the enemy more often than it hurls them, and it's not as centered on the player so you don't get the human bowling ball effect you get from running through a spawn with kin repel toggled. Somehow it just seems more controlled.
  12. heheh, phaseshift is a good idea. Yea I've handled KB with the necessary control for a long time, I was just wondering how ridiculous you could make things.

    (Quite used to using it within reason, pushing single mobs back into a clump or pushing everyone against the blue wall (velcro) or corner. I never found KB slotting was necessary for that kind of use)
  13. I might have to give ill/storm a go, it would provide protection in the midst of all the mayhem that grav just doesnt have.

    Anyone have a storm/son or son/storm that uses gale/shockwave to perma juggle spawns while you killem?
  14. I'm looking for the set that would become the most nightmarish force of nature, slotted up for KB and let run wild.
    -----------------
    My first attempt was using a Grav/Storm Controller, the point was most knockUP... in the end lift could throw minions high enough to take damage before they even reached the peak of the ascent, and tornado was enough to drive the most considerate team into madness.

    If I was really feeling like ruining all sense in the world Wormhole was there to throw random enemies to the far reaches of the map or raining from the sky in a torrent only to get blown away by lightning storm...

    So that's my vote, grav/storm - Cons=Animation time

    I'm interested in how a storm/nrg defender or perhaps an SS/shield tanker, slotted for KB in the (in)appropriate places performs.
  15. Katten

    Psy/ questions

    I'd check a guide for all these questions... but it seems there is no guide for psychic (it's been awhile now) Does one exist that's not posted on the main guide page?
  16. Katten

    Psy/ questions

    Considering starting up a new Psy/ since you can do amazing things the colors of it. I've done it before on a defender, and there it seems pretty slick, since single target hit hard (TKB and Will dom especially) and it's always fun to watch it cut through s/l resistant enemies like butter.

    That said, the powers look pretty different number wise, Will Dom is no longer a powerhouse attack? the other powers seem comparable or lower in damage to other sets... so what's psychic got going for it specifically.

    Is the single target attack chain fluid enough to be awesome? I'd be okay with that (if that's its niche) Hitting will Dom then TK so the powers would smash the enemy at the same time was always good fun... but again, will dom low damage or medium damage now?

    And how's Psynado, key for looks to me, but is it underwhelming enough for me to wind up cursing the power?

    Likely going /mental for -regen/+regen (like to have the feel of contributing to the teams buff debuff vs hard targets) and the added AoE, But I'm open to suggestions.

    *Edit*Started off, TK Blast feels very tough
  17. Katten

    MA/WP Help

    Well, SoW can allow you to fight things you otherwise couldn't like multiple EB's in cim, has a hardly noticeable crash and can be used as an end recovery tool (That's how I used it since DB/WP was pretty end heavy even with perf procs)

    Rez can be sort of nice... but really, Just using an awaken is fine, and having that one more tool to keep you alive makes it so dying occurs very, very rarely on a WP.
  18. Zone or Arena PvP? (Is your opponent likely to let you stay at least in near melee range)
  19. Quote:
    Originally Posted by Windenergy21 View Post
    I don't understand Fury's video. It looks like she's at zero endurance the entire battle. Also noting it seems like its taking her longer. From what i could see i'm assuming she has bosses in hers where MR's did not. However she also had fireball whereas the elec/shield did not. Was also getting hurt much more than the elec/shield was. Going to assume moreso if she had bosses as to the reason.
    That missing element is body mastery (which has conserve power and physical perfection) which, coupled with electrics oddly endurance efficient attacks, is why you see a more bottomed out end bar. Electric also has more mitigation due to KD in thunderstrike, so it's totally reasonable to expect less health to be taken.

    I expect these combos will perform exceptionally, but in different circumstances. Fire/shield/Fire may outperform Ele/shield/X on lower difficulty settings, with bosses allowed, where recharge is paramount, and where LR is over kill.
    -However, Electric is the more AoE oriented primary! For it to simply be better at fighting large spawns of enemies is likely the case.

    Fighting Level 54's, the huge damage from LR+Shield Charge is necessary to get the spawn diminished enough to finish off with any sort of speed. That's apparent in the videos.

    This is why generally* speaking though, fighting +4's isn't recommended. The reward vs time falls off, just an interesting challenge.

    *Res/Def Debuffs can make a 54 feel like fighting a 52 or less easily, and those can be handled by builds like these in about the same time as anything else so there would be no reason NOT to fight 54's with that present.
  20. First off, an anti repel gravity wellish pseudopet would be awesome, unique, sought after, and conceptually perfect... especially since well, what does dimension shift have to do with gravity?

    Also, the lift AoE would match well... but I can't think of a comparable Controller power (that being, an AoE damage power) unless damage is reduced to make it more like a one time ice slick, or blaster sized ice slick + a little damage.

    Now, to things that might be changed, I'd be happy if they just sped up some of the powers. Lift has a long delay before damage hits the enemy, propel takes so long to animate that it seems like I never hit anything living on teams (though I do love propel visually).

    Wormhole would be great if it didn't
    -Almost always split up mobs by missing (raise inherant accuracy)
    -Have crazy unpredictable knockback at the other side (hilarious to me, I can't think of a good way to change this conceptually either)
    -Take forever and a seventh to animate (this is also due partially to positioning time, to control knockback it usually takes a moments placement... often they've usually already undergone some sort of crowd control that you're about to destroy by that time+animation time)
  21. Ha, first listening to that video I was thinking "I'm almost certain that music came from guyver" then I saw the costume.

    Takes me back
  22. Oh snap, I totally forgot about the 5 of a kind rule, as I said I hadn't used IO's much so of course that had never been a problem.

    Luckily I'd only just noticed something that seems to awesome to pass up. Clouded Senses Accurate tohit debuffs... are amazing (6.25 recharge rate at 4! slots and defenses to boot) Rather than pyre mastery, (and I'll kind of miss the idea of fireblast/impaling runners) I'll likely go darkness and take a similar slotting route.

    And taking your advice I'll go ahead and knock off the 2 CJ Slots so I'm capable of getting some of the defense bonuses from that same set, or from some other.

    *edit*Seems mids is sort of broken when it comes to darkness mastery... or are some of these the same in game
    -Nightfall can't slot tohit debuffs
    -Tenebrous can't be selected using torrent/nightfall, only another combination of two.
  23. Katten

    Random Idea

    Wouldn't be conceptually cool for tankers to get the best leadership bonuses? Nothing else would change, it just seems cool for the tank (usually leading everyone else) to also possess strong leadership skills, rather than defenders who fight, usually, from the back.

    I've never played a tank past level 8 where as I've played many defenders up, so I'm not just trying to promote my personal favorite AT.
  24. Finally interested enough in my spines/regen to start throwing inf her way to get 'er all IO'd up.

    Trouble is, I've got very little experience building around IO's, so I've been trying to keep powers optimally slotted (outside of global bonuses) as well as pull bonuses out.

    Need some help thinking outside of the SO box.

    Priorities:
    *Keeping Power Picks the same
    *Keeping Purple IO usage down <250 mil inf hopefully, but inf does flow in
    *Building for recharge over defense

    -The slot levels were totally haphazard, don't pay attention to them.

    Alright, here goes.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grey: Level 50 Natural Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(7), Heal-I(7)
    Level 2: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 4: Spine Burst -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(13), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(15), Armgdn-Dam%(15)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 12: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod(27), Efficacy-EndMod/Rchg(43)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Integration -- Heal-I(A), Heal-I(36), Heal-I(37)
    Level 18: Health -- Heal-I(A), Heal-I(36)
    Level 20: Quills -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(45)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(42)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Posi-Dmg/EndRdx(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 12% Enhancement(Heal)
    • 68.8% Enhancement(RechargeTime)
    • 58% Enhancement(Accuracy)
    • 90.4 HP (6.75%) HitPoints
    • MezResist(Immobilize) 4.95%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 6.6%
    • 12.5% (0.21 End/sec) Recovery
    • 32% (1.79 HP/sec) Regeneration
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 3.13% Resistance(Toxic)

    -Thanks
  25. Katana's faster and takes to IO's better... However I remember why I chose to BS/ when I did.

    I was playing a blaster (and had been for a long time) after awhile I'd come to kind of disdain scrappers as subpar damage (since it always felt like my AoE's killed everything, then I still did heavier damage to the bosses)... But then I played with a Broadsworder, I heard the Ka-Cthunk of Headsplitter and a saw a purple bosses health drop by more than half.

    That was something I could appreciate, even though I knew scrappers were contributing considerable damage the broadsword does it very, very noticeably.

    Nice if teaming's your bag and you don't want to fade into the background.
    --
    That said, Katana looks like your character actually has skill (rather than the HackChopHackChop of BS), and it definitely works with IO's better... no matter how much recharge you have you'll never escape the fact that BS is clunky. You can just try and make the attack chain less x->parry->disembowl->headsplitter and more... parry...->headsplitter.