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That helps a lot. I'm definitely thinking Mace but I kind of like the look of Axe for this character. I took a quick screenshot of the character and posted it below.
If I do go with Mace, is there a big intimidating Mace that can be unlocked out there that would match the silliness of this character? -
Been a little while. Here are two more I quickly mocked up. My Ice/Therm troller and a new-ish Axe/Willpower Brute.
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To the anonymous friend who neg repped me for "for using the word retcon in a video game sense, champions-online style" my hat goes off to you. I hope it was worth the effort.
Thanks for the help Kheldarn. I will probably reroll--excuse me, RETCON--as a war mace. -
Quote:Pretty much this. The failure rate on software projects--especially MMO software projects--is extremely high. While some of the underlying code is not ideal, the fact that it ever was released sets it apart from other MMO projects out there. That it's still in use this many years later is probably a shock to everyone who was originally involved. It's been 10 or 12 years since the graphical MMO "explosion" and we've seen maybe thirty commercially viable products in the United States that lasted more than two years, and only about ten that were major, genre-defining hits. Of course, there are text games out there like Gemstone III that have been out there nearly 20 years, but in the graphic world CoX is a rare beast.
The fact that this game ever got published and popular at all is an achievement in itself. -
I've got a lvl 14 War Axe/Willpower character. I'm looking at the stats for War Axe next to War Mace and starting to feel like retconning the character into a War Mace user would be a good idea. Is there an advantage to War Axe I'm missing?
[EDIT: Battle Axe, of course, is the actual name of the set. ;p] -
Repel seems to have a faster pulse rate than Repulsion Field. I don't have a lot of experience with it but Repel always felt like it threw things away faster.
Good post. I think the major thing with Repel, and some other toggle powers, is that when it comes to toggles people think that because it can be left on all the time, you have to leave it on all the time or else its useless. That comes up a lot in discussions about Arctic Air and Hot Feet. -
You may also want to take a look at Dominators if you like the Controller lifestyle. They are like Controllers in some respects, but more streamlined in that all of them focus pretty heavily on the combo of mezzing and damage. While not necessarily an AoE damage archetype they are ridiculously awesome at AoE control, giving most Controllers a run for their money. A well built Dominator deals great damage and is capable of locking down groups of bosses in a way most Controllers can only dream of due to their "Domination" inherent power that doubles the magnitude of all mezzes. For this ability they trade the versatility of a Controller and the buffs/debuffs/self heals/utility powers.
Aside from a some outliers, most Controllers are team players. It's just that our less team-y builds tend be the most popular, so you hear a lot about how "Controllers are able to do this" or "solo that." They can, but that's because the archetype is extremely flexible and runs the gamut.
You mentioned you had a Mind/Cold character. I have one of these and love it. It's a very effective character. But you also said you like to see orange numbers, and I just warn ahead of time Mind/Cold is probably not a set you'll see a lot of that. It's certainly a fun combo--but damage is hard to do because your best debuff conflicts with the aoE Sleep power. Elite bosses are also very difficult to solo because you lack Containment altogether. Now that my guy is somewhat purpled out I can solo at +0 x8 if I'm cautious, but I'm stuck using Total Domination for Containment and stay far away from Elite bosses unless I'm on a team. It's a different lifestyle; on a team you're a god but solo it's just ok. If you're interested in doing lots of damage with Mind Control, you may want to take a quick look at Dominators. Mind/Fire in particular is known to be an outrageously awesome combo. -
If this helps persuade you at all, if Siren's Song were available to Controllers at its current mezz duration and recharge, most of them would pick it as well, even with all the Control powers they have at their disposal. It's an AoE mezz that you can work down to ~7 second recharge. While I wouldn't put in the top 10 powers in the game it's definitely in the top 30.
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I would recommend not skipping it. It's simply too good a power. Plus at lvl 50 if decide to IO it takes the purple Sleep set which gives you very large bonuses at (on average) 1/5th the price of other sets.
I play a Mind/Cold troller so I know the frustration of having Sleet kill your sleep powers. However, eventually you are going to get surrounded or need to quickly grab a glowie and a fast recharging Sleep is really good at that. Sleep also suppresses Dispersion Bubble, Sonic Dispersion, and it detoggles damage auras. -
It's been a while so I'm not sure this is right. I believe the proc is a 33% chance to tag a target as "Contagious." The Contagious target then spreads a 10 second, Mag 3 Confuse to targets within (10? 15? ft). Enemies hit by the Contagious portion of the power are not Contagious themselves. How the proc works in each Control power that can slot it is listed below:
Confuse/Deceive (single target Confusion) - 33% chance to make target Contagious. Enemies who dodge power cannot be hit by the proc.
Seeds of Confusion/Mass Confusion (aoe Confusion) - 33% chance per target hit. Enemies who dodge power cannot be hit by the proc.
Arctic Air/World of Confusion (pulsing Confusion) - 33% chance per target in area, every 10 seconds. The base powers are auto-hit and cannot be dodged. -
IMO Ice/FF should focus on getting defense soft-capped and settling endurance issues more than any other goal. This is mainly because Ice Control and Force Field together only have one power that requires lots of recharge (Glacier). The recharge is still nice to have, though, so I make it the tertiary goal.
I did a test build a while back but never finished it. It's posted below. It's a bit over the soft cap to Ranged, Melee, and Smashing with 40% Energy/Negative Defense, 24% Melee and 29% AoE, and 37% Resistance to Cold.
There are few purples but it's still not cheap. It makes some use of Hami-O exploits to maximize defense, which you can pursue at your own risk. I'd much prefer being able to take Air Superiority to Jump Kick, but I was out of pool selections. One option would be to swap out Hasten for Air Superiority/Flight. You could also take Hover as a replacement for one of the defense options here. Endurance usage is still high and there is a lot that could be improved, but it's a start.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
ice bubbler: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Block of Ice -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 4: Frostbite -- GravAnch-Immob/EndRdx(A), TotHntr-Acc/EndRdx(17), TotHntr-Dam%(19), Posi-Dam%(36), GravAnch-Hold%(45), ImpSwft-Dam%(46)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), Mlais-Dam%(7), CoPers-Conf(9), C'phny-Dam%(9), EndRdx-I(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(19)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), HO:Enzym(23)
Level 24: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(25), P'ngTtl-Acc/EndRdx(31), P'ngTtl-Rng/Slow(39), P'ngTtl-EndRdx/Rchg/Slow(40), P'ngTtl--Rchg%(40)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-%Hold(29), Lock-Acc/EndRdx/Rchg/Hold(31)
Level 28: Maneuvers -- HO:Enzym(A), DefBuff-I(43)
Level 30: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 32: Jack Frost -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(33), BldM'dt-Dmg(34), BldM'dt-Acc/Dmg(34)
Level 35: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 38: Combat Jumping -- HO:Enzym(A), DefBuff-I(39)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Frozen Armor -- S'fstPrt-ResDam/Def+(A), HO:Enzym(50), HO:Enzym(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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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)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 21.1% Defense(Energy)
- 21.1% Defense(Negative)
- 3% Defense(Psionic)
- 4.88% Defense(Melee)
- 28% Defense(Ranged)
- 10.2% Defense(AoE)
- 48% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 42.5% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 4% Enhancement(Confused)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(RunSpeed)
- 17% FlySpeed
- 15.3 HP (1.5%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 4.95%
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 1.65%
- 20.5% (0.34 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 17% RunSpeed
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Plant Control is IMO a great control set to try as your first Controller. It's smack in the middle of all the sets in most respects, and probably the easiest of the Control sets to learn. Not that any of them are easy. Learning to be good at Controlling takes a lot of play and getting splattered a bit on the way. But it's also good that you've played other ATs, particularly squishies, because it gives you an idea of what those ATs need to thrive.
The other thing about Controllers you're about to discover, by the way, is we are "corner turners" in terms of performance. It's really hard to judge what playing your character will be like at 50 from performance early on. Throughout your career you will make sudden huge leaps in effectiveness--in particular when you first when you get your pet, and when you hit the epic levels. A level 50 Controller (even the low damage ones) is really quite scary. -
Quote:first off, they are called devs, not GM's. GM stand for game manager/monitor while dev stands for developer/people who make the decissions.
second, do you see the word at the top of the screen between new posts and quick links? it is search. there is a sticky on every section about how to search first before posting. that way topics like this do not get posted umpteen times a week.
GM ("Game Master," usually) is an all purpose term that is used when referring to gaming in general. -
I've noticed this for a while, but is anyone else seeing some Controller AoE holds don't cause the enemy to play their "held" animation until they take damage? Total Domination doesn't currently give much hint that I've hit a group until they take damage. Could it be my rig, or are other people seeing... err not seeing.. this?
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None of us really knows how easy or hard this is to do. That includes the OP but also the folks responding to him.
My first concern would be whether character data is capable of saving more than 10 enhancements in inventory. Depending on how data is saved it may or may not be an issue. While I would hope it's programmed to extend with the size of the inventory, it doesn't mean it's necessarily done that way. Also, character data (or certain portions of it) may be limited to a specific file size above and beyond the number of "slots" available. If that's the case adding more slots would probably be very taxing.
Whether keeping 10 is "generous" or not is a matter of opinion. Even if a GM said they thought it was, all it reflects on is their willingness to make a change, not the validity of the player's desires. The number 10 is an arbitrary reflection of what they believe to be the reasonable threshold. The GMs also have opinions on whether certain powers are balanced, but this doesn't mean players can't (or shouldn't) disagree.
The fact that this topic has come up before also doesn't mean the OP is totally in the wrong. Topics that come up repeatedly do so because they reflect what many people are thinking. While they may not always be good ideas, they aren't automatically invalid just because a lot of people talk about it, or it was talked about in a previous discussion. -
I'm aware of the hazards about comparing Seeds and Mass Confusion. I just wouldn't mind Mass Confusion on a 180 second timer, and unlike a lot of things I'd want, don't think it would be particularly broken. It would mean Mass Confuse would recharge in about 40 seconds instead of 60 for my troller, which mainly means I have to click-click-click-click-click-click Confuse less often, since they are exactly the same power. While it would make the set somewhat more powerful, I don't think it would be outrageous. And it would still be three times slower than Seeds of Confusion with 60% less self-stacking (since both powers have the same mezz duration despite wildly different recharges.)
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Are you sure? I've never seen this happen, but it could be because enemies are sleeping. I guess I could test it by hitting something a group immune to sleep with Mass Hyp to see if the proc is aggroing on me.
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We should probably mention that WoC without Contagious Confusion is pretty poor. The Confusion is only Mag 2 and lasts a base 1.5 seconds. The proc is mag 3, 10 seconds. So if you do take WoC you should always take the plan to proc it out.
Otherwise I agree. It's a personal safety power to shed enemies who get too close, not a control one you should be running up to enemies hoping to hit them with. IMO it works best on a Blasters who need to get up very close. -
This is somewhat off topic, but I posted in the All Things Art thread that it would great to have an optional "magic" reskin option for Traps and Devices that replaces the technical gadgets with magical orbs, auras, and the like. A version of that with Trick Arrow would be pretty nice too--in particular replacing some of the "bleepy" sounds with something more arcane sounding.
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Ok, here's a partially fixed build. I didn't do a lot of testing on this to look for additional duplicated bonuses, and it's kind of a mongrol compared to what I started with, but it may give you some ideas.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Beast 976: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(9), Decim-Acc/Dmg(11), Decim-Dmg/EndRdx(13), G'Wdw-EndRdx/Hold(25)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(3), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(5), CoPers-Conf%(7)
Level 4: Spectral Wounds -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(27), Apoc-Dam%(31)
Level 6: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Dam%(15), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(23), Lock-%Hold(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(25)
Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
Level 14: Aid Other -- EndRdx-I(A)
Level 16: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-Dmg/EndRdx(21), ExRmnt-EndRdx/Dmg/Rchg(21), RechRdx-I(23)
Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), Aegis-ResDam/EndRdx(37), Aegis-ResDam(37), HO:Cyto(48), Ksmt-ToHit+(50)
Level 22: Snow Storm -- HO:Micro(A), HO:Micro(40)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Spectral Terror -- HO:Lyso(A)
Level 28: Benumb -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(34)
Level 30: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46)
Level 32: Phantasm -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExStrk-Dam%(34)
Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-%Dam(36), RechRdx-I(40), ShldBrk-%Dam(40)
Level 38: Heat Loss -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod(50)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 44: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(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:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 4.5% Max End
- 30% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 106.3% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 110.6 HP (10.9%) HitPoints
- MezResist(Immobilize) 5.5%
- MezResist(Terrorized) 2.2%
- 21% (0.35 End/sec) Recovery
- 78% (3.31 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 5% RunSpeed
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Illusion and Cold both excel at killing hard single targets, so this is a doable combo, altho as mentioned previously very expensive. Both sets are fun to play and very useful solo or on a team though. Cold Dom has a long reputation as an AV soloer among Defenders and Corruptors, so now that it's available to Controllers, pairing it with the go-to AV soloer, Illusion, seems effective.
One thing to keep in mind about Illusion is that the entirety of its AV soloing capability rests on the way AV AI works. Despite being nigh gods they are unable to figure out they can't damage Phantom Army. If there are updates in Going Rogue that makes AVs smarter it could be really painful. So far there have been no indications that a change is likely, but it's not impossible for it to happen, since AV AI up to this point has been pretty much baseline.
To give you a better idea of what I think an Ill/Cold would look like I've posted a build below. Note that this was not created with AV soloing in mind but as a comparison set to my existing Mind/Cold troller to compare effectiveness. It does not have perma-Phantom Army or perma-Hasten which are near requirements for AV soloing with Illusion. This means recharge, recharge, recharge is the way to build. You could make this build faster (and much more expensive) by slotting more purples. I also skipped Stamina since the comparison was between a Stamina-less Mind troller (it's possible to skip Stamina with that powerset because of how often you spam Confusion at low levels and by the time you get into AoE mezzes you generally have Heat Loss to compensate). My selection was also the Ice Armor APP, which I may or may not actually pick for soloing AVs.
Some specific things I'd change in your existing build:
- Slot Blind as an attack
- Drop the Fighting pool - not needed since you will be using the Phantom Army gambit
- You don't need as many enhancements in Spectral Terror. Possibly none. This power will not affect an AV. If this character were more for general use I'd consider telling you to put a Hami-O -ToHit in here, which is the only way to enhance the -ToHit of this power. AVs resist -ToHit so thoroughly I think it would be a waste here.
- Stamina needs more slots if you choose to take it (I think you will need it). Standard slotting is 1 endurance IO, 1 Performance Shift: Chance for +End, 1 Performance Shifter End Mod
- Move the Numina proc in Hibernate over to a second slot in Health if you decide to keep it. You want it proccing as often as possible.
- Franken-slot Sleet to get its recharge as low as you can. Fill out the rest of the slots with damage procs. One proc I always slot here is Achille's Heel: Chance for Resistance Debuff. It may be somewhat less useful for soloing AVs but is great in normal situations since the proc stacks with the power's already very large -30% resistance. A lot of people choose not to slot up the -Defense in this power, but I always do with Cold since anything that helps increase the hit-rate of Benumb and Heat Loss is a gem.
- Infrigidate is usually not a very useful power to slot up. I've tried it slotted many ways and never gotten much use out of it. You may do some math on AVs and find differently. I put one Accuracy in it and leave it at that--but my Mind builds are usually tighter than Illusion.
I hope that's helpful. My partial build is posted below, but again keep in mind it was built with different goals in mind.
[EDIT: I pulled the build for a minute after a quick check on it. It's way overslotted for +6.25% Recharge bonuses. Will take a quick look at it and see if I can post something more useful.] -
Whether the sleep proc is useful depends on the power you put it in. If you're talking Mind Control, slotted up you'll eventually get that AoE sleep power down to about a 12-15 second recharge. It's aggro-free and has a barely there cast time, so there's no reason not to just click it every time it recharges. You'll also frequently be using the sleep as a way to get containment, so stopping stuff from shooting you becomes more important. For other Controllers IMO its much less useful. The Placate is only Mag 2, which I think will not work ok EBs.
Contagious Confusion is gold if it is placed in Deceive, Confuse, or Seeds of Confusion, and double platinum if placed in Arctic Air. In WoC it's alright but nothing special for a Controller. On a low mitigation AT like a Blaster it's far better simply because that AT has fewer options. -
Yep I agree it's not the end of the world. Just hoping.
The power does let you do your thing in relative safety... but I still think the recharge on it got bumped a bit over aggressively during ED.
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David, again I can't tell you how exciting it is that you asked us about this.
I haven't had time to read the whole thread, but some of the animations that stand out to me are:
- More travel powers. Ninja Run was absolutely amazing. I hear it was also a bear for you all to produce, but that one set of animations really makes us look more heroic. A version of it without the arms extended, if that's possible, would be awesome.
- It's been mentioned, but some additional animations for Sword, Axe, and Mace. These three sets have been around a long time and haven't been given the awesome treatment some of the newer sets have. The "whirl" and "cleave" powers in particular I think could be made amazing.
- Animations to replace the "breath" powers. A lot of people really don't like these for concept reasons. The same with "laser beam eyes" which kind of comes out of nowhere in Radiation Blast but could be reused as an option in other sets.
- Reskins of some of the existing powersets (does that count as "animation"?) the way you guys did with Earth Control. Specifically, a version of Plant Control that is less thorny and evil looking; a version of Traps/Devices that replaces the mechanical objects with magic artifacts, glowing crystals, totems, etc, OR wooden tiki-style devices; a version of Sonic Blast/Resonance with more musical or more "warped" sound effects.
- A version of Gravity Control's hold that replaces the "float in place" graphic with the "flip around in the air" graphic used by Ghost Widow's hold. You don't have to include the little rainbow eel that wraps around us when it hits, just the flip animation. You will instantly create a new army of gravity controllers, including me. -
I just logged into the game and it's still 240 seconds.
Oh well I tried.