MonkeySpirit

Apprentice
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  1. Thanks a lot! I dropped Snowstorm and took some really good tips from your build with some changes. Superspeed remains my trvael power, because it's the closest to skiing we can get, and I'd rather use Siren's Song than Mass Hypnosis. I also got the third single target blast much sooner, since I want to have a good attack change. I'm very happy with my current build thanks to you!
  2. Hi, everyone!

    Ok, here's the deal. I have a new Defender prancing around in Atlas Park at level 4. The idea for him came as a flash and had me giggling all the time I was making him: Der Yodelmeister, a mutant with superyodeling powers. He had to leave his hometown in the Alps because his superhuman shouting caused constant avalanches. But now he's in Paragon City, it turns out that people still end up covered in snow whenever he sings.

    So I had some fun making a pair of Lederhosen for him to wear on the costume creator and raised him to level 4. Sonic Attack is all I could wish from it: hard hitting, pretty, fast animating attacks, even if the sound effects could be better (the first attack sounds like a sigh: not really satisfactory). Cold Domination puzzles me, though. It starts with a lot of buffing and ends with a lot of debuffing. I've also never seen it in action, so I have no idea what I'm supposed to do with it apart from putting up shields.

    Can I get any input? I'd also like some help choosing the order in which to take the powers. Slotting I'll figure out myself, as I see which powers I find more useful, but the order is always pretty crucial to me, since my characters level slowly due to altitis.

    As it is, I've taken Snowstorm pretty late for my taste, and Frostwork much much later. My expperience with Snowstorm on my grav/storm controller, is that it's a very useful power in the lower levels, but loses its appeal later due to it being an end hog with a longish activation that hinders visibility and only provides slow, which is THE softest mitigation out there.

    As to Frostwork, it just seems like a shame to take it so late, since it is the one truly special thing that the set can do. No other Defender primary can add extra hp to anyone.

    Maybe I should swap them around and take Snowstorm at 44 as an extra layer of support, or maybe you guys have better suggestions?

    Thanks a lot!

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Der Jodelmeister: Level 48 Natural Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Infrigidate <ul type="square">[*] (A) Empty[/list]Level 1: Shriek <ul type="square">[*] (A) Empty[/list]Level 2: Scream <ul type="square">[*] (A) Empty[/list]Level 4: Ice Shield <ul type="square">[*] (A) Empty[/list]Level 6: Glacial Shield <ul type="square">[*] (A) Empty[/list]Level 8: Howl <ul type="square">[*] (A) Empty[/list]Level 10: Hasten <ul type="square">[*] (A) Empty[/list]Level 12: Arctic Fog <ul type="square">[*] (A) Empty[/list]Level 14: Super Speed <ul type="square">[*] (A) Empty[/list]Level 16: Shout <ul type="square">[*] (A) Empty[/list]Level 18: Swift <ul type="square">[*] (A) Empty[/list]Level 20: Health <ul type="square">[*] (A) Empty[/list]Level 22: Stamina <ul type="square">[*] (A) Empty[/list]Level 24: Benumb <ul type="square">[*] (A) Empty[/list]Level 26: Snow Storm <ul type="square">[*] (A) Empty[/list]Level 28: Sleet <ul type="square">[*] (A) Empty[/list]Level 30: Siren's Song <ul type="square">[*] (A) Empty[/list]Level 32: Heat Loss <ul type="square">[*] (A) Empty[/list]Level 35: Screech <ul type="square">[*] (A) Empty[/list]Level 38: Dreadful Wail <ul type="square">[*] (A) Empty[/list]Level 41: Amplify <ul type="square">[*] (A) Empty[/list]Level 44: Frostwork <ul type="square">[*] (A) Empty[/list]Level 47: Power Build Up <ul type="square">[*] (A) Empty[/list]Level 49: Temp Invulnerability <ul type="square">[*] (A) Empty[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance
  3. MonkeySpirit

    Getting bullied

    Nonsense, do you really take care of your team by spamming HA in times of crisis? Crisis for me means strong heals and good end management, meaning HO and AP with a healthy Fort on whoever is taking the most damage, to give them a defense boost. HA for me is only a response to an AoE and a means for healing myself, once I'm safely hovering above the melee.
  4. This already exists. Try spamming brawl. Your character will alternatively do it with different hands.
  5. Dominatrix is a Gravity Dominator. Fought her the other day and it was ironic to see my own controller powers used against me. She doesn't use the whip to attack, though.
  6. COuldn't they do both? A Whip Control powerset and a Whip Assault powerset for Dominators, where the whip truly is used as a means of attacking? I feel the whip is so tied to the sheer concept of Dominators that they can't just give it to Stalkers and Scrappers!
  7. Hmm, I actually had that in mind when I came up with the powers and tried to make the whip attacks either direct hits or make the whip hit the floor instead of wrapping around foes. I used to LARP for a while, and the one girl in our party who insisted on carrying her whip with her, used it only to intimidate after seeing it was virtually impossible to wrap it around people successfully.

    For the trip power, I'd just hit the floor with the whip and show the enemy falling down when he jumps to try and avoid the hit.

    It does need a bit of Suspension of Disbelief, but have you seen a Shield Defense user? They don't actually block attacks with their shield when they evade a hit, only when it's part of a power animation.

    As to animating, the devs have done all those vines for Plant Control. Shouldn't be that much harder, just faster. Whips were the first human invention to surpass the speed of sound. It's meant to be a fast-activating powerset.

    The one power where I see a problematic animation is Flagellate, since the character can't keep looping all the time the toggle's on, which is meant to work like Hurricane. I was envisioning some initial animation moves and then just an aura of revolving whip after-images kind of like the Kinetics swirls.

    My Claws Stalker never really actually touches the enemies when he lunges, so I don't think it would be that big a problem.
  8. I don't know. I added the Wikipedia quote specifically to make a case about why whips are impractical weapons and mostly effective for herding animals. My party has tried them in LARP combat and it basically ammounts to a cool weapon that's impossible to attack with but great for making loud noises.

    A ranged scrapper powersets kind of defeats the AT's point of being melee powerhouses. That sounds more like "Whip Blast" and with all the control potential you have from weilding a whip, that sounds like a shame.

    Sure, a Trap Control set would be possible, especially when there's already a bunch of VEAT tech immobs and holds. I just don't see it being that much different from the Traps Corruptor secondary, which Controllers will get sooner or later as a secondary power.
  9. Hi everyone,

    I posted this by mistake on the Controller section.

    I'm a fairly new player and I've been loving the whole origin-&gt;archetype-&gt;powersets gig and all the combinations you can make. However, at the moment it's pretty difficult to justify a Natural origin Controller!

    This is the European forum and I haven't been allowed to log in to the American one, so I guess my chances of being read by the devs are slim. Regardless, I wanted to present the troller version of Archery and Willpower: Whip Control!

    Quoting Wikipedia:

    Quote:
    Because of popularity of whips in film and television, people often want to learn to use the whip as a weapon, though in reality this is seldom practical. Whips when applied against a human adversary are of limited effectiveness, and are primarily psychological. The potential for the infliction of pain and the loud crack produced by long single-tailed whips popularly seen in cinema can scare less resolute opponents into fleeing. However, their ability to defeat an adversary usually stops there.

    Short, stiff whips, including crops, are capable of inflicting welts or painful stings, but typically no disabling injuries. Long, single-tailed whips can inflict deep cuts and can wrap around limbs or the neck, but this is extremely difficult even with training and not practical in most environments where there is not adequate space to throw the whip.



    So we have the perfect weapon for controlling instead of dealing damage. Of course, there's going to be some damaging powers in the set, seeing how these are superheroes and are graced by the Rule of Cool. The schtick of the set is going to be a short to medium range control powerset, based around fast activating powers that cause fear and confusion in the foes and diminish recharge as the enemy recovers from the surprise whipping.

    On to the powers:

    Level 1: Trip - You flick your whip at the foe's feet, making him trip and fall over, taking moderate smashing damage and having difficulties standing up. (Medium Ranged, Knockdown, Moderate Smash Dam, -Recharge)

    Level 1: Disarm - You can use your whip to knock your foe's weapon out of his hands, leaving him unable to act while he recovers from the shock. (Medium Ranged, Hold, -Recharge, Moderate Lethal Dam)

    Level 2: Flog - A series of well placed and painful flicks allow you to force a foe to fight for you. The reduced range makes it difficult to remain unseen while doing this, but it's compensated by the increased damage from the frenzied foe. (Medium Ranged, Foe Confuse, Foe +Dmg)

    Level 6: Whiplash - You lash out in full force with your whip, dealing damage to all enemies within a narrow cone with a chance to knock them down or make them loose their concentration. (Cone, High Lethal Damage, Knockdown, -Recharge)

    Level 8: Crack Whip - You crack your whip on the floor, the ensuing sonic boom will instill fear into the hearts of your foes. (Medium Ranged, Targetted AoE Fear)

    Level 12: Flagellation - In order to stand your ground in melee, you go into a defensive stance, swinging your whip in a circular weave around you that is sure to keep enemies at bay. (Toggle, PBAoE Minor Lethal Damage, Konckdon, -Recharge)

    Level 18: Disarming Sweep - You swing your whip around your head in a broad radius, disarming every enemy you hit as they duck for cover. (PBAoE Hold, -Recharge, Moderate Lethal Dam)

    Level 26: Cat O' Nine Tails - You go into a whipping frenzy, creating the illusion that your whip is in nine places at once while you hit your foes and pound the ground with loud cracks, leaving them afraid and disoriented. (Cone, Moderate Lethal Damage, AoE Fear, AoE Disorient)

    Level 32: Tamed Beast - Your experience taming the wild allow you to summon an animal companion (wolf/tiger/bear) you have trained to aid you in combat. The pet doesn't have notable resistances against the elements, but it has learned to see you as its only master and is thus highly resistant against control effects. (Summon Tamed Beat: Melee Heavy Damage Smashing/Lethal)



    As to the graphic depictions, well that's up to the devs, but the Indiana Jones bullwhip, a chain whip, a thorn whip and an energy whip are mandatory.

    I'd be very grateful for any input or criticism you have.

    Cheers!
  10. Oh, um, what do I do now, repost over there?
  11. Hi everyone,

    I'm a fairly new player, only been playing for two months and this is my first post on the forums. However, whenever I get into an MMO I tend to do massive reading since previous experiences in other games have shown how easily you can nerf yourself if you don't plan your character in advance.

    I've been loving the whole origin-&gt;archetype-&gt;powersets gig and all the combinations you can make. However, at the moment it's pretty difficult to justify a Natural origin Controller!

    This is the European forum and I haven't been allowed to log in to the American one, so I guess my chances of being read by the devs are slim. Regardless, I wanted to present the troller version of Archery and Willpower: Whip Control!

    Quoting Wikipedia:

    [ QUOTE ]
    Because of popularity of whips in film and television, people often want to learn to use the whip as a weapon, though in reality this is seldom practical. Whips when applied against a human adversary are of limited effectiveness, and are primarily psychological. The potential for the infliction of pain and the loud crack produced by long single-tailed whips popularly seen in cinema can scare less resolute opponents into fleeing. However, their ability to defeat an adversary usually stops there.

    Short, stiff whips, including crops, are capable of inflicting welts or painful stings, but typically no disabling injuries. Long, single-tailed whips can inflict deep cuts and can wrap around limbs or the neck, but this is extremely difficult even with training and not practical in most environments where there is not adequate space to throw the whip.

    [/ QUOTE ]

    So we have the perfect weapon for controlling instead of dealing damage. Of course, there's going to be some damaging powers in the set, seeing how these are superheroes and are graced by the Rule of Cool. The schtick of the set is going to be a short to medium range control powerset, based around fast activating powers that cause fear and confusion in the foes and diminish recharge as the enemy recovers from the surprise whipping.

    On to the powers:

    Level 1: Trip - You flick your whip at the foe's feet, making him trip and fall over, taking moderate smashing damage and having difficulties standing up. (Medium Ranged, Knockdown, Moderate Smash Dam, -Recharge)

    Level 1: Disarm - You can use your whip to knock your foe's weapon out of his hands, leaving him unable to act while he recovers from the shock. (Medium Ranged, Hold, -Recharge, Moderate Lethal Dam)

    Level 2: Flog - A series of well placed and painful flicks allow you to force a foe to fight for you. The reduced range makes it difficult to remain unseen while doing this, but it's compensated by the increased damage from the frenzied foe. (Medium Ranged, Foe Confuse, Foe +Dmg)

    Level 6: Whiplash - You lash out in full force with your whip, dealing damage to all enemies within a narrow cone with a chance to knock them down or make them loose their concentration. (Cone, High Lethal Damage, Knockdown, -Recharge)

    Level 8: Crack Whip - You crack your whip on the floor, the ensuing sonic boom will instill fear into the hearts of your foes. (Medium Ranged, Targetted AoE Fear)

    Level 12: Flagellation - In order to stand your ground in melee, you go into a defensive stance, swinging your whip in a circular weave around you that is sure to keep enemies at bay. (Toggle, PBAoE Minor Lethal Damage, Konckdon, -Recharge)

    Level 18: Disarming Sweep - You swing your whip around your head in a broad radius, disarming every enemy you hit as they duck for cover. (PBAoE Hold, -Recharge, Moderate Lethal Dam)

    Level 26: Cat O' Nine Tails - You go into a whipping frenzy, creating the illusion that your whip is in nine places at once while you hit your foes and pound the ground with loud cracks, leaving them afraid and disoriented. (Cone, Moderate Lethal Damage, AoE Fear, AoE Disorient)

    Level 32: Tamed Beast - Your experience taming the wild allow you to summon an animal companion (wolf/tiger/bear) you have trained to aid you in combat. The pet doesn't have notable resistances against the elements, but it has learned to see you as its only master and is thus highly resistant against control effects. (Summon Tamed Beat: Melee Heavy Damage Smashing/Lethal)



    As to the graphic depictions, well that's up to the devs, but the Indiana Jones bullwhip, a chain whip, a thorn whip and an energy whip are mandatory.

    I'd be very grateful for any input or criticism you have.

    Cheers!