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Posts
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Quote:I'm afraid this is quite wrong. Power boost increases the duration of mez effects, but does nothing to the magnitude of the power.
Power Boost also increases the strength of defense buffs/debuffs, tohit buffs/debuffs, heals, and endurance drain. Resistance buffs/debuffs, damage buffs/debuffs, and recovery are not affected.
Basically this. Power Boost works almost exactly the way slotting enhancements does. If the enhancement normally boosts duration (Holds, Stuns, Immobs, Confuses) it boosts duration. If the enhancement boosts Strength (Heals, Defenses, To Hit Debuff, To Hit Buff, Run Speed) Power Boost boosts strength.
Power Boost doesn't provide a boost to Intangibility. If it did, I believe it would probably boost Magnitude and not Duration, since I think that's what Intangible enhancers actually do (despite being called "Intangible Duration" enhancers.)
Note that the Domination power inherent to Dominators boosts both Duration and Magnitude, but only on some powers. -
Quote:And it can hit, but not heal if the target in question dies before the heal aspect goes off.
Is this true? I haven't played Kinetics in a long time. I don't think the Dark Miasma heal works like that--I'm fairly sure if you queue the power while in range of the enemy it will hit them and heal you even if the attack currently animating kills the enemy. It's an interesting effect of the way the "can I hit this enemy?" code is written--the range, endurance, damage, angle of knockback, etc is calculated the moment the power is queued rather than when it actually fires. You can abuse this pretty liberally by chaining two AoE knockbacks back to back; you'd think the enemies would be blown out of the radius of the second attack, but because targets are acquired the moment you click the power rather than when it actually fires you end up hitting them anyway. Occasionally you'll see really strange things happen if you click an AoE and one of your teammates then bats the enemy back with massive knockback, where when the AoE animation plays its in the totally wrong place but still hits people several yards outside the apparant radius. -
I don't have a lot of context, but it's possible the person thought Transference worked like Heat Loss. Heat Loss does have an effect even if it misses--in that case you get +Endurance, enemy does not get -Resistance, but same principal.
Most powers don't do anything if they miss. But definitely not all. -
BTW to answer your question about Repulsion Field: IMO it's highly underrated. The trick to using it is to only turn it on when you need it. It's auto-hit, and it does not cause run speed suppression, so it is a really great power for jousting an enemy around. The trick is to not wait for them to come to you--if you need to knock something off it's feet, toggle up and run at them instead. Enemies that run up to you will probably be able to attack before being kb'ed, but if you run at them this isn't the case and they will be sent flying without a chance to hit you.
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Like others have said, you want Manuevers, more or less as early as possible. It might seem like it adds a small amount of Defense, but in reality it's huge when stacked with the rest of your powers.
For your APP powers, I'm a big fan of the Defender Mind APP, but you can also look into the villainous Mace Mastery, which has a defense based shield. Between that, your big bubble, Manuevers, and Combat Jumping soft capping Slash Lethal is almost too easy. Sample build below, that is actually over the soft cap to Slash/Lethal and can very easily and cheaply be built for capping to Ranged and AoE, and possibly even Psi oif you want to spend money on that.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Deflection Shield -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3)
Level 1: Pistols -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Empty Clips -- Empty(A)
Level 6: Insulation Shield -- Empty(A)
Level 8: Personal Force Field -- Empty(A)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), EndRdx-I(15), EndRdx-I(15)
Level 14: Maneuvers -- DefBuff-I(A), DefBuff-I(17), EndRdx-I(17), EndRdx-I(19)
Level 16: Bullet Rain -- Empty(A)
Level 18: Repulsion Field -- Empty(A)
Level 20: Suppressive Fire -- Empty(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Empty(A)
Level 26: Weave -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(27), EndRdx-I(29)
Level 28: Executioner's Shot -- Empty(A)
Level 30: Hasten -- Empty(A)
Level 32: Super Speed -- Empty(A)
Level 35: Piercing Rounds -- Empty(A)
Level 38: Hail of Bullets -- Empty(A)
Level 41: Web Envelope -- Empty(A)
Level 44: Scorpion Shield -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(45), EndRdx-I(45)
Level 47: Summon Disruptor -- Empty(A)
Level 49: Web Cocoon -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Set Bonus Totals:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1027;495;990;HEX;| |78DA9D92DB4EDB4010403737452117C744110D0945A44202812C2EBD40FB5009422| |4245245B4EA53C132C92659B06C633B5579EB07F417FA21553FCE9D999D84DB5B57| |CE99F5F1CCCE2876EF47A724C4CF8F225539769D28B23B7224BDA10C733D67AC062| |22F8468CC9C7D341D8DACAE1F0EA4DD55D21DB6E64FCE1D6F2C875667EAB8765F45| |B1EF46E6A93791A1F4626BB631FABEEF5A67D2818A68A28232DD77D578122B6FBC4| |0779F032987266D4FBDEF2A5257CA55F15DF3245003EBD80FC36910FBA1DD736086| |9E13C532BC7B01336EC26F9416BC92B478096157A41F85DDEA3C012E58620F4C8A4| |D8ACC3E980C9B0C99091C9B63932323C1E4D9E4C9BC86AA021D9424D7F0B4A8F7D9| |A26E5C7A142A6B0F83092795757AA6AC13AA1C74C2A20E6FA085C14D0D6A7A038D4| |C362699B790536353239382D3EB6CEA64326096D82C91C98269F0040DDD7A99836E| |DDD2E11D9CDEE4CA2655B6A17285CD0A99576056D9AC923980AA369B36994330EB6| |CD6C9F8F08F6FB0D9201380D9E299B6F430DB1CD61E8610F22CAEB4A8F216CC0E9B| |1D32ADECD3D77EF6CCF4B34F3F844F98C3AFB470FF51FCEFFA539AB52C9C2F00BF2| |0FA88AF886F880BC425C2415C210688E4EFBCDA38C0B90E11EF111F1075FCB07F61| |66BE0828224A8832A282301055440DB18CF88D48FE01CB6E0D85| |-------------------------------------------------------------------|
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I used Indom Will to cap Psi defense in builds. Never followed through with building for in real life but it works if I wanted it to. Plus some Dominators can Power Bosot first and nearly cap Psi defense without any IOs at all. Check out the Psi Defense in this, uh, "build":
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 42 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: [Empty]
Level 1: Stone Spears -- Empty(A)
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: Power Boost -- Empty(A)
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: Indomitable Will -- DefBuff(A), DefBuff(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 1: Ninja Run
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Set Bonus Totals:
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;672;307;614;HEX;| |78DA9D8ECD4AC340148527182935896910414428E8A6DD64EDCF424A5BA1602022A| |2A8186208C9409C486614BBF3017C0017FA22FA70714E276925828817E69B7BCFFD| |E1784F239390E743A2D9C32CE43C18E5779485222F96BD30A111691142BA733118E| |64C1479E68EC342A475F5AD3FE03C7CC844D5AF2A67C2D2B8889970EBC4F27379E4| |8826A9A02C31AB4AB098734315197ACE2C9FB047CAE92DCDA89876C7F734727D4E7| |346A3C00BB9888BA9329DC0C086B4DB97AF44BC5AA48A52294AFE3DDEE492ADA925| |FBAF4B8DD87108E9A91B5A4F979FBE44FAD5DF18DDD29B1E8F7F28BE54B44AD166C| |AF662A66C7716F93FE3C3AC4FB44F56244F8133E01CB8002E812BE01AB80102A0FC| |9C6FDBBBF0B507EC0307C03AFCBD60B2654818800958C02A60031D600DD804DE81F| |20BAB251600| |-------------------------------------------------------------------|
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Quote:World of Confusion's damage does not notify enemies, so it does not cause aggro.
If you're very patient you can stand next to -20 enemies and it will eventually defeat them without any reaction from them.
Any less than a 20 level difference and you'll need a lot of patience to watch it happen.
They will actually kill each other a bit faster than that because the confuse makes them attack each other, particularly if you slot Contagious Confusion. But what I'm still wondering is if you can stand in the middle of a pack invisibly and toggle WoC back and forth and force the proc to fire... it normally fires every 10 seconds, but if you flipped it faster it would conceivably be somewhat effective. Especially if the damage it does counts toward drop percent. -
It's an ok pairing but there are some built in headaches. Mainly the fact that Sleet counteracts Static Field. However its one of the few combos where Infrigidate might be more useful (since it can lower the defense of the first target in a chain.) The combo really has no need for the extra endurance from Electric though, and if you decide to IO Cold you probably want Recharge which Electric doesn't benefit as much from as a lot of other primaries. Overall not a bad combo but not without its detractions.
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Quote:I really love that build you posted... I changed it around so it has no purples, and its still really good. Still perma hasten with insane amounts of recharge.
Glad you liked it. I took a moment to repair some holes in it now that Stamina is becoming inherent. I also changed a few slots (took damage procs out of Arctic Air to replace with 5 pieces of the purple set.) I'm showing 150% recharge with Hasten active. At first I thought that was a bug but looks like the real numbers after picking up an extra 20% recharge from the two added (and FYI, cheap) purple sets. Indomitable Will has 10 seconds of downtime still, so I will have to watch not to get mezzed during those seconds.
Also changed some slots to ease the endurance cost of Psi Tornado, which is problematic before. Newly picked up powers are Chillblain (yay single target damage), Mutation, and Flash Freeze. Note the three unused slots (2 saved for Stamina, 1 for Health). I play this character very aggressively on teams, leaping in with AA and Choking Cloud (sometimes with Invisibility on so it doesnt hit them til I'm well positioned), and firing Glacier or EM Pulse in each group. With this amount of Recharge Glacier is up every other group, and EM Pulse every third one or so, so only in about 1/4th of fights is one or the other not available.
[EDIT: Also corrected lack of knockback protection.]
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Radio Iceotope UPGRADE: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(11), Thundr-Acc/Dmg(13), Thundr-Acc/Dmg/Rchg(25)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(34)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), EndRdx-I(13)
Level 8: Frostbite -- TotHntr-Dam%(A), GravAnch-Immob/Rchg(31), GravAnch-Acc/Rchg(36), GravAnch-Hold%(37), GravAnch-Immob/EndRdx(40), GravAnch-Acc/Immob/Rchg(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Ice Slick -- Range-I(A), Range-I(46)
Level 14: Chilblain -- HO:Nucle(A), Dmg-I(37)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Lingering Radiation -- RechRdx-I(A), Acc-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(25)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), UbrkCons-Dam%(31), Lock-%Hold(34)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(40), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(46)
Level 38: EM Pulse -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Hold/Rchg(39), UbrkCons-Hold(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), EndRdx-I(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 2.25% Max End
- 121.3% Enhancement(RechargeTime)
- 54% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 4% Enhancement(Heal)
- 38.2 HP (3.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 30.5% (0.51 End/sec) Recovery
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;719;1438;HEX;| |78DA9D93C952135114866F6730664EC430274000812011764E55969280290986303| |8426C42035D15D3A9A4B564E703A8556E04442CDFC101D0954FE0504E0BDFC161A7| |9B78861BD0AD5DC9FFDD3EF73FE74E7DD3B7121E216E9F124A60B8A0562AB961A36| |8968D42412BDBD3EA929EAFCFAA0BBAD19ECA6B866994B4F6E9CC68F67422E91042| |44F6BCB5B438F86AEDE85FDD676E2C2EC6B1926AEA463197BCAE572AD008A68ACB5| |A592B9AF15AC39531A0CA6449D31682D44C156FEA157D5E2FE8E68A8722639A5AD2| |8B4B6E7A1929E84BCBE6C16449CFC7335852CFE7D26AC5D4CA2B8D30C53EF8AF2A4| |23E55BBF86211222C2C9F09B60F04D7278267132C43A2F109617C2FCB26CE2918B2| |8C116C69C2810C639C701E549176E535D4AB13BE9716ECF1ED1002DB8C1704CCB59| |2BF6AB1DEA350FD7D42C75DC23A74DAD960B7AB14DA778D9123EC9F65CC113C1D02| |97B006190EB954C7064D2C324186CE4942D734A1678A10CB12A290E2E4B114673FA| |DDEC5C0126EAEA7B863141A603C801EAFECF19E04D8ACA22B4C5D59E8F27397F073| |9D090805E508C10E0A75317C0EDC2A36D78568C693A021593AC4F9F5CD0C3037C83| |20D6C6EFC4A4BD8849726B9FD4D7CAACD1F197CB89D7CF09DBFC83E05F616B9BB2D| |6C6F657B2B7F1911B647527C26BF097E07C678AE611EFE31681B87AC6D3FC8D5FE9| |DF18DF193F0087C5139BFE8053E838B7C06971897090357083360EF96F6EEB3143A| |34CA186124B94682F0D62A442F2FC7DACB3BD6F72F78B66FC0D72FCBF66F007AC4E| |1878C75C61A616095F01EEC71F935C59F52A123CF18CF19DB84A12D069FE83BC81A| |9487343848E30EC508ADB6DD2B053F78C41846141971F2CDB0ED5E24A19029BC975| |67506E0DEC8F67F3E3B9E5A3967D6053A8592419941B98A320BA2CC614B4599C7D7| |3CB6AAAF76B3FD47715EC7508EA39C4009C1FCC41D743AF0DEB8513C285E141F8A1| |F25805287D28CB28952FD030F8507B1| |-------------------------------------------------------------------|
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I have an Ice/Rad at 50. This is the build I used (and half implemented). With Stamina now inherent I would probably do it a bit different. Note the weird choice of Invisibility as a power--useful here because it actually suppressed AA and Choking Cloud without shutting off the toggle and invoking cast and recharge time.
The critical power for me was Indomitable Will, and making sure that perma or close to it to keep toggles from dropping. I see some places I could improve slotting (I'd probably remove procs from AA and replace with 5 pieces of the purple confuse set + 1 endurance reduction).
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
w : Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(11), Thundr-Acc/Dmg(13), Thundr-Acc/Dmg/Rchg(25)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 2: Radiation Infection -- Achilles-ResDeb%(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17), LdyGrey-%Dam(34)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(34)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), Mlais-Dam%(7), Mlais-EndRdx/Conf(9), C'phny-EndRdx/Conf(9), C'phny-Dam%(13)
Level 8: Frostbite -- TotHntr-Dam%(A), GravAnch-Immob/Rchg(31), GravAnch-Acc/Rchg(36), GravAnch-Hold%(37), GravAnch-Immob/EndRdx(40), GravAnch-Acc/Immob/Rchg(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Ice Slick -- Range-I(A), Range-I(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Lingering Radiation -- RechRdx-I(A), Acc-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36)
Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), UbrkCons-Dam%(31), Lock-%Hold(34)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Hold/Rchg(39), UbrkCons-Hold(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
Level 44: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46), Apoc-Dam%(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50), FrcFbk-Rechg%(50)
Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 2.25% Max End
- 39% Enhancement(Accuracy)
- 101.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 38.2 HP (3.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 30% (0.5 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 5% RunSpeed
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Hopefully this is somewhat legible. Ice Sword Circle and Psy Shockwave are sort of comparable, sort of not. Circle is slower, costs more, does slightly less damage, and has fewer max targets, but is available much earlier.
Code:Lvl Acc Dmg Cast Rch End Rng Radius Max Targets Ice Sword Circle 4 1 1.19 2.67s 22s 20.17 - 15ft 10 Psy. Shockwave 38 1 1.21 1.97s 20s 18.51 - 15ft 16
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Is WoC still non-notify? If so you might be able to stand in the middle of a pack of enemies invisibly and toggle it on and off quickly to force the Contagious proc to fire. You'd probably have to not have any damage procs in the power though because those would get you noticed.
Also note that I think the damage in WoC is non-notify and you can stand around damaging stuff invisibly (at a pathetic rate though). If you toggled it on and off quickly it might do better damage, but still be pretty awful. One thing I've long wondered about is whether the non-notify damage in WoC counts toward XP tho, and whether a sneaky Mind or Illusion Controller could confuse packs of enemies and stand around without ever being seen while still claiming drops due to the damage from WoC. -
I tend to think of Earth/Storm with minimized caging as the most chaotic thing possible.. at least in terms of how it "feels." The combo is just so LOUD. And a few of the moves cause the screen to physically shake.
Illusion/Storm is definitely wild. A Bot/Storm Mastermind is probably sort of comparable although I guess they can still pick up cage powers in their APPs and have control over the pets themselves. -
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Quote:Maybe I didn't ask clearly. I'll try to make sense
Launch your AoE. It hits 16 enemies, and confuses all of them. The proc hits as well. So, here's what I'm wondering:
Imagine 1 out of those 16 enemies you just hit. The proc hits him, and 5 surrounding enemies get confused as well.
Now, Imagine the 2nd enemy in that mob. Does the proc hit him as well, since the power hit him? If so, the effect just spread to another 5 enemies.
Rinse, repeat. 16 enemies. The proc spread from each of them, to another 5 enemies. 16x5=80+(original 16)=96 enemies. Potentially. Now take into effect that tossing that AoE into a mob, the proc is probably going to hit a decent number of the ones that already got hit anyway. Let's say 1 in 5 were not actually hit by the original AoE. 80/5+16=32. So if you manage to actually bring 96 enemies together, which is doable with a whole team herding, maybe some brutes/tanks. Seems like more effort than it's worth maybe, but think about it. If you can manage to confuse 30 enemies, that's a lot of damage being thrown around, alot of it landing on the other 60 enemies in that pile. Throw a few AoE damage powers out, and you'll get more XP than you lose from the confuse/xp loss equation.
Will this be used often? Probably not. Is it more effective than putting the proc into single target? Maybe not. But is it possible? Do the mechanics allow it.
I'm not certain I have the math right but here is my basic guess.
Your absolute best odds for achieving something like you're describing would be using Synaptic Overload on a tightly packed crowd. Once you get past the 5% chance of missing the first enemy, your odds of hitting the other 14 are more less 100%. That would put you at 15 confused enemies.
The proc has a 33% chance to fire. At that rate, on average it will go off about 2 (10% chance) to 4 (1% chance) times per group hit. Something Arcanaville had said is that Synaptic Overload always bypasses enemies who are currently confused (I think that's what she meant--it definitely bypasses enemies who have recently been chained to in any case). If that understanding is correct, when the proc fires it very well could confuse the 5 enemies closest to you, which then causes Synaptic Overload to reach out further than it normally would for the next jump (as long as the distance doesnt exceed 15 ft). If that were to happen, and mob placement was perfectly ideal, you'd average average 20-30 enemies confused, but the ones hit by the proc would only be confused for 10 seconds.
The absolute cap on how many you could confuse at once is 15 + (15 x 5) = 90. The odds of ever hitting that many are really low though. Assuming you made your initial To Hit roll and everything after that connects, your best chance to hit the full 90 is 0.33^15 = 0.0000059%. (The chances with a power like Seeds of Confusion are even lower, since the chances of even hitting all 16 enemies in the first place is just 46% in a best case scenario, compared to Synaptic's ~5%, depending on how enemies are positioned).
This doesn't mean SO isn't useful in a chain power but it's not going to confuse whole armies (just partial ones).
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I don't want to pile on too much about Sonic. I will tell you that if you're the kind of person who gives up on power sets that don't deliver top performance, Sonic will probably not be your favorite. The amount of damage that gets through Sonic's shields is really noticeable. Have you ever played with Thermal, or had one on on your team? You probably noticed that they still have to use heals occasionally. Well, Sonic is like that, but without the heals. The extra resistance from the big bubble just isn't that great. If a teammate gets hit for 800 points of damage, they still take 500 of that or so. The -Resistance in the debuff powers also gets resisted by high level enemies, so the ring power ends up only doing about -10% Resistance against +4s (who also hit the team really hard).
What I will say for Elec/Sonic is you have mezz protection to keep your toggle up. Personally I consider Force Field a better option though if you're looking for mezz protection and personal defense alongside team protection, or Thermal if you want to go the resistance and boss-sapping route. If you just reeeeaally want to try Sonic, Electric is one of your better choices tho, IMO, because it helps manage Sonic's (way over the top) endurance usage. -
I don't think there is any power set or archetype in the game that is so bad that is obselete or unplayable. There are some that I think could stand a buff, and 1 or 2 I think could stand a debuff, but overall there isn't any that isn't worth someone's time.
It's kind of like the evolution of a character build. When you make and post your first build, people will probably tell you all the ways it's terrible. So, you fix it and run it based on their suggestions. Then as you continue to gain experience you continue to make tweaks. If you repost your new build later, you have people telling you again that it's not how they would build it. That's the irony; if someone's not telling you you got it wrong, you got it wrong. No one could predict the types of situations you typically get yourself into. I know that sounds like empty "play whatever you want" advice, but in this game I find it to be actually mostly true, in large part because of how much control you have over which enemies you fight and under what circumstances.
All of this said, I do wish Defenders would get a "lateral buff" of kinds (as opposed to a "vertical" one, i.e. just boosting numbers.) I would like it if their Primary powers recharged 10% faster than currently and the range and width of all powers in the Primary were 10ft bigger. That would mean bigger Dispersion Bubbles, longer ranger heals and buffs, and bigger tar patches. If it were possible to make all Defender buff powers castable through walls I would love that too. I do think that Defenders could use a nudge to make them actually the "best of the buffers." -
Here are a few others. No bios for these because I was too lazy to go through the whole process. The shots are also kind of boring, but this is what I could manage in a Virginia hotel room at midnight.
Frat Bat (Dark Armor/Super Strength Tanker)
The Richter Snail (Stone/Shield Brute)
First National Tank (Mace/Shield Tanker)
Turban Legend (Illusion/Trick Arrow Controller)
Oedipus Tex's Archrival, Sigmund Droid (Mind/Elec Dominator)
Guychotomy (Dual Blades/Super Reflexes Brute)
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Well, interestingly, FF doesn't receive the same panning on the boards for the archetypes who can actually access it. I think there that are at least two seperate questions here. One is "who should I invite?" and the other is "what should I play?" When you are the person who actually has to play the set you tend to see things differently. I suspect this thread is going to send a lot of people off to create /Cold Controllers. What they're likely to discover, like most of us before them, is that for all it's worth waiting 35 or 38 levels to flesh out really does change your opinion of the set. You also are likely to see things differently when you have your own PBAoE toggles to deal with and a pet you need to take care of. I do think FF needs some buffs, but also that it's not nearly as poor a choice to play as some people are implying.
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There isn't any powerset in the game that I think is so bad I'd tell someone not to play it. However Sonic Resonance is not a set I like much personally. But then I'm the guy with the Elec/Force Field (which I find to be pretty average all around).
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Quote:It is very difficult to demonstrate that anything is under performing to the point of needing dev attention as a standalone because players don't have access to the datamining that is needed (Not including the countless bugged powers that require fixing). What we can do however, is clearly compare and contrast similar sets and hope that raises a flag.
Actually I hope the flag that is raised is that knockback and intangibility really do not pan out as serious debuffs. Looking at Force Field's abilities what we have is a set with 4 buff powers and 5 aggressive debuff/utility ones, yet the set is universally regarded as a pure buff set. For some reason the developers continue to rate knockback higher in value than players do, and that has created some of the issues with this set and a few others. -
Quote:Yes, because it's unreasonable to expect people to bring their own greens to repair what little damage does get through, or purples to stop some of the damage from getting through in the first place.
"What little damage does get through" is actually 50%. I hope you brought a lot of greens.
I'm not someone who believes direct set comparisons are really appropriate. But it really does raise my eyebrows that a single cast of Cauterize unslotted provides more effective HP than Sonic brings relative to Thermal. -
Quote:I'm not devaluing defense, but I can't speak for anyone else really. A single FF def is capable of putting everyone withing a stones skip of softcap, so adding a second one, or even one of the other buff/debuff sets that brings solid def/tohit debuffing quickly becomes overkill on that aspect of mitigation.
What is valuable (to me) about a Force Fielder is you can put one on your team and stop paying attention to defense at all. When people examine power sets they usually assume you have a static team with no one joining or leaving. My experience with actual teams is that you gain or lose a person every one and half missions or so. This is why I will always seek out a FF'er if I can find one. The team is capped and mezz protected and even if other people quit mid-mission you're still covered. The endurance drain protection is nothing to sneeze at either. -
Quote:Yes we are largely pretending that the cold/ff is the only mitigative source on the team, but that is actually to the advantage of FF. Cold stacks better with other buff/debuff sets because it is layered mitigation.
There's something about this that came up in the last thread on this subject (it's been tearing up the boards for two weeks now... at least this one didn't take a turn for the "and Force Field is the worst buff set in the game" like the last did though.)
Basically if the extra defense in FF isn't enough to recommend it, logically speaking you should avoid Cold Domination on Defenders altogether because the main benefit it gains over other sets is the Defense. The key powers, Sleet and Heat Loss, are exactly the same for all archetypes that can access Cold Dom. The -Recharge values are lower on Corruptors (but the same on Controllers), but you should be hitting the -Recharge cap so frequently it shouldn't matter. There is a small amount of difference in the HP between the various versions of Frostwork, and small variations in Infrigidate that should be barely noticeable. Benumb's -Damage is slightly lower for the other two ATs, but the -Special is actually better on a Controller than on a Defender, and IMO that aspect is the more important of the two.
Now in the previous thread on this subject one of the things I said is that just because something isn't a Ferrari doesn't mean it's a stage coach. Cold Dom on a Defender is pretty fierce, but really loses value on Defenders if we devalue defense. The wild card there is the question of the Defender's secondary (Sonic Attack? Then it's a win.) Ironically though, an individual Force Fielder who happened to be Sonic provides more resistance debuff potential than an individual Cold who happens to be, say, Electric or Archery, so only looking at the primary in decision making is somewhat perilous. There is also the open question of whether you really want the Ice/FF Controller who can jump into melee with Arctic Air and keep it running versus the Ice/Cold who has fewer control options in some scenarios.