Oedipus_Tex

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  1. I personally love Rise of the Phoenix, though that's on a Scrapper. I can see why a Tanker wouldn't want it if s/he's playing lead tank. One point though. RotP is not about embracing defeat at all. Rather the opposite; it's about the fact that even if you go down you STILL haven't been defeated. You're only out of the race if they can take you down twice in a very short period.
  2. Quote:
    Originally Posted by Ben_Arizona View Post
    Anyway my dislike of immobs led me off onto a tangent. The main point was supposed to be that there's a reasonable case to be made for having both Snow Storm and Quicksand: A toggle with -fly has non-trivial value to an Earth controller, especially against certain types of enemies (Cabal, Sky Raiders), and a toggle AoE recharge debuff has value against quite a few others. The fact that movement slow will be going past the cap hardly even bears on it, in my view.

    I understand your point. For most people, though, I think having both is probably overkill, because there are so many other important powers to grab in Cold and Earth. It's not so much a factor of the powers being bad as what you have to leave out to take both.
  3. Quote:
    Originally Posted by Ben_Arizona View Post
    I may be a bit strange, but I took both Quicksand and Snow Storm, and respecced out of the immobs entirely. My reasoning is as follows.

    First, why I dropped the immobs: Earthquake + Quicksand is my primary means of control. Stalagmites is extremely useful for filling in when Earthquake is not up, but its duration is too short for it to be as "standard" as Earthquake. Because I am so heavily using Earthquake, the immobs have the potential to be counterproductive: they can keep stunned enemies from wandering, but Quicksand (which is essentially perma) can keep them mostly under control without then interfering with an Earthquake I may want to lay down when/if Stalagmites wears off. So, taking the immobs for the sake of actually immobilizing enemies is not terribly helpful. The reason I had taken the immobs before respeccing was to have an extra source of damage when solo. At 32, Animate Stone drastically reduces the need for this; if I exemplar down below 27 I will lose that, but barring the urge for Ouroboros soloing, if I exemplar below 27 I will be on a team, where the damage from the immobs is a joke anyway and having more control/buff/debuff is far more useful to me. So, that's the argument against the immobs for me - they could be a bit useful on the way up, but I wouldn't keep them and sort of wish I hadn't taken it to begin with.

    Now, as to why take Snow Storm when I've already got Quicksand: First off, Snowstorm is an AoE -fly. This is extremely useful for keeping things in your debuff/control fields (quicksand, earthquake, volcanic gasses). Second, it's a massive toggle -recharge; even +2s will be attacking only half as often with it going. Against large groups of enemies with particular "problem powers" (mezzers, sorcerers, shamans, just about any enemy with a significant debuff power) this will have a significant impact. Yes, it drops if the anchor dies or you get mezzed, but that's a problem that any toggle debuff has, and /rads get by somehow. Snow Storm's not a power for every situation, but if you remember you have it and use it appropriately you'll be glad you took it. It's probably one of the more skippable powers in Cold Domination if you absolutely must shave some picks, but that's mainly because CD is so full of delicious things.

    The reason to take the AoE immob is to get easy Containment for your epic AoE blast. When I was playing Earth a lot I didn't actually use it a lot for that, since I was teaming and preferred Earthquake for safety reasons. But it's a good ability to have if you want to solo in the 40s.
  4. Avoid: Salt Crystals. It's a PBAoE sleep on 90 second Recharge in the middle of a Ranged set. A rather baffling power, really.

    Also, take Quicksand or Snow Storm, not both. For Earth trollers I usually recommend Quicksand. For you, I'm going to say Snow Storm is better. That's because you can stack the -Recharge in Snow Storm and you already have reliable auto-hit -Defense in Sleet.

    Most people take either Stone Cage or Stone Prison, usually not both.

    Hasten is a must-grab for me on all Controller builds. So, normally, is Ninja Run (which requires the Ninja Pack) but for you I'd recommend spending the slot on Super Speed. The reason is that once you can use Heat Loss, you can run around invisible (due to Arctic Fog).

    I skip Frostwork in Cold Dom because it's just so-so as a power. It benefits your teammates much less than you might assume at first, tho you can use it on your pet I guess.


    Slotting: Much trickier. A few powers are obvious, some are not. I assume you're building for max Recharge (I would). Here are the must-grabs that stand out to me:
    - Luck of the Gambler +Recharge in both Cold shields and Arctic Fog.
    - Benumb - I slot 2 Acc 2 Recharge
    - Sleet - There are several ways to do it but sneak a Achille's Heel proc in there

    It would take a while to explain all the slotting you could do. I'd recommend looking at some Earth and Cold Dom guides.
  5. Oedipus_Tex

    Energy Blast?

    Quote:
    Originally Posted by Rush_Bolt View Post
    Damage-wise, Energy Blast is middle of the road in both single-target and AoE: Not too good, not too bad.

    What it does have is lots of mitigation. The knockback in it is greatly underestimated for how much survivability it can add to a character.

    I think it's also greatly underestimated how irritating Energy Blast truly is to a lot of people. My god I hate this set. Except hate is not even the word. It's more like it depresses me, because it looks so awesome and performs so frustratingly.

    Having knockback in a few attacks is great. Having knockback in every single attack is sadistic. Where other Blasters get to blast indiscriminately, Energy Blast has to hold back to avoid ticking off the entire team. It may be the middle of the road in AoE on paper, but in practice, on a team, it's behind everything else. You know you're frustrated with a set when you spend half your time trying to minimize or eliminate it's secondary effect.

    I know this marks me as the "l2play" guy with some people, but seriously I have never felt as disappointed or irritated by a character as I did with my two attempts at playing Energy Blast.

    I don't want to discourage you from trying it, but it is definitely not a set for everyone.
  6. I have an AI question. I know in theory an Immobilize is better than a Slow, because Immob stops enemies from moving completely. However, in practice enemy AI appears to treat Slow and Immob differently. Enemies with melee and ranged powers who get immob'ed seem to immediately switch to ranged powers. Slowed enemies appear to still try to chase you down. I have no objective proof of that this is how it works, but has anyone else noticed this? I especially see it on my Ice Controllers, but I could be misinterpreting. I think it has some important implications to the Slow vs Immob debate.
  7. Quote:
    Originally Posted by Ben_Arizona View Post
    Well, I mean it's certainly feasible to determine who wins in a contest where they both stand there punching each other, and there might be some useful data about attack/defense balance there (for Scrapper v. Scrapper, Tank v. Scrapper, Scrapper v. Tank, either v. Brute, etc) but it's about the same as the Pylon Challenge. The problem is that the idea starts running into issues as soon as you have two characters who fight at different ranges such that one makes an active effort to maintain distance (Blaster v. Scrapper). This starts getting less and less feasible the further your options get from a straight slugfest. A /dev blaster using caltrops, smokebomb + cloaking device, and so on is going to be a nightmare to model, as will just about any AT with access to defender or controller sets.

    Right. I mean let's look at the problem with Controllers right off the bat.

    A Controller does double damage if the enemy is held, slept, stunned or immobilized. Therefore, the Controller should ideally do one of these things to start out the fight. Immediate issues arise in calculating DPA and DPS of an attack chain:
    - Minions and Lts will tend to get mezzed in one shot, but bosses take 2, UNLESS you score an Overpower OR open with a mag 4 single target immob
    - Sleep will only let you get one double-damage shot in
    - The opening attack has (at a minimum) a 5% chance to miss. If it does miss, the enemy is not mezzed, so continuing with the attack chain could be a waste. You could still salvage the attack chain IF you have some other mezz available and IF that enemy is a minion or lt or you get lucky with a boss and IF the power you need to do the mezz isn't a later part of the attack chain itself.
    - If the Controller happens to be Fire, he has access to Hot Feet. The DPA on Hot Feet is infinity, so it puts out as much damage in theory as allowable during the DPS period measured. However, it also does double damage when the enemy is mezzed...
    - Fire Control applies DoT damage similar to Fire Blast, with all the attendant problems of measuring a DoT that does a range of damage instead of predictable
    - Against an AV you may be able to get Containment 50% of the time when triangles are down, it's doubtful the rest of the time. So, at a minimum, a Controller needs to know both the mezzed and not-mezzed damage of its powers.

    I think you're brave for taking on this project. I don't mean to be a naysayer, just want to show why DPA and DPS are much trickier than is often supposed by the charts people post.
  8. Quote:
    Originally Posted by klaus_NA View Post
    finally i can start soloing missions at 0/x4 at decent reate

    When this has become the standard on whether a toon is performing, I sometimes wonder about the state of this game.
  9. Quote:
    Sorry you forgot the AOE stun provided by Howling twilight.
    Oh oops, I always do. Mostly because I never use the power for that, guess it would be different if my Dark was Dark Blast.

    Howling Twilight is pretty ridiculously awesome, but IMO the stun is the least of anyone's worries. There would be some Fire and Earth Controllers living up the stacking with that power, but they can already do that with Thunderclap, on a 45 second recharge vs 180. Not a huge deal to me.

    Actually what it makes me wonder though is if we hadn't received Storm Summoning or Trick Arrow in the original push of powersets, if we wouldn't have imagined they'd be overpowered.
  10. Well I think if we're going to hypothesize about a Dark Control set we should remember that it's not something we're likely to see until around.. 2012 at the earliest. Since the start of the game there have only been 2 new control sets released. We're getting Electric Control, which, while exciting, was kind of a let down for me since all the other new powersets have been something truly new. So, for selfish reasons, I'm kind of hoping Dark Control never happens and we end up with an adjusted Dark Miasma.

    Also, FYI, Dark Miasma only has two mezzes. One is a single target hold. Sure you can insta-hold a boss.. except on a Controller that isn't that needed since our holds recharge so fast anyway. The other mezz is the cone fear, which truly is problematic but could be solved by narrowing the arc of the cone or replacing that power for Controllers. A version of Cloak of Fear would be an easy enough switch. Dark Miasma already got similar adjustments on Masterminds (smaller radius on the heal for example).

    As for the pet, it's truly not that big a deal with Masterminds running around. While it's a hardy little thing and truthfully better than the pet Ice or Plant gets, it's also better than a lot of MM pets. If it's still considered a problem, jack up the recharge on him so he can't be perma'ed and he's fixed right there.
  11. Not saying this is perfect, but for teaming I'd be tempted for something like the build posted below. It gives up Slash / Lethal defense for Recharge necessary to get Mind Control powers back quickly. Ranged Defense is close to the cap (a little less now that Blessing of the Zephyr has been adjusted).

    I'm not going to take the time to adjust it here, but IMO an even better build would drop Mesmerize altogether. Once your recharge is good enough it becomes much less important on a teaming build. You simply have too many good powers to spam to worry about playing single target Blaster. On a team with other Controllers you will also note a huge damage increase, because of their containment setting up your AoE damage cone.

    Note my change to the Primal App, mostly for Power Boost. I love love love Power Boost on a Mind Controller and I think you will too. Every single power in Mind Control benefits from Power Boost, and so do your shields.

    The choice to take Repulsion Field is yours to make. I personally love this power, especially on a character with no -Knockback. It's not an all-the-time power, but something to switch on when you're overwhelmed, a key mezz misses, or you're fighting those annoying werewolves that run at you full speed. The power is basically autohit and doesn't cause travel suppression. Plus you can slot the chance for +100% Recharge in there. It won't completely stop incoming attacks but combined with your huge Ranged defense it can really work well. Bonus points to you if you figure out the trick of locking enemies in the corner with it.

    Mass Hypnosis is on 18 second Recharge with this build and you should abuse that appropriately. You should also play with combinations of powers. Mind Control is an incredibly toolbox. For example, if you open with Mass Hyp followed by Total Dom few things can shoot you, because anything missed by Total Dom is still asleep. If you open with Mass Confuse before the rest of the team is there and there's a chance enemies will accidentally kill each other, sleep them all.

    Here is the build:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mind FF 2: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 2: Dominate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 4: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(13)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf%(15), CoPers-Conf/EndRdx(31)
    Level 8: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(25)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Total Domination -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), EndRdx-I(48)
    Level 24: Mass Hypnosis -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Rchg(36), LgcRps-Sleep/Rng(36), LgcRps-EndRdx/Sleep(37), FtnHyp-Plct%(37), FtnHyp-Acc/Sleep/Rchg(42)
    Level 26: Terrify -- Posi-Dam%(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29), Abys-Acc/Rchg(34)
    Level 28: Super Speed -- EndRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(50)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Acc/Conf/Rchg(33), Mlais-Conf/Rng(34), RechRdx-I(34)
    Level 35: Repulsion Field -- FrcFbk-Rechg%(A), EndRdx-I(36)
    Level 38: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel(48)
    Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 44: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx(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:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 25.8% Defense(Energy)
    • 25.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 3.94% Defense(Melee)
    • 30.8% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.5% Enhancement(Held)
    • 6.5% Enhancement(Confused)
    • 4% Enhancement(Sleep)
    • 46% Enhancement(Accuracy)
    • 66.3% Enhancement(RechargeTime)
    • 21% FlySpeed
    • 45.8 HP (4.5%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.2%
    • 23.5% (0.39 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 26% RunSpeed
  12. I think in the end interpreting the data will be harder than the coding.

    One of the big things people do right now is average unreliable damage. They'll look at Fire Blast, for example, find the average amount of damage the DoT does, and use that as the DPA.

    The problem is that Fire Blast doesn't actually do that DPA. It does some number between the highest and lowest possible damage in a range. 200 DPA from a Fire Blast power compared to 200 from another power mean two different things, but they are often compared as if they are the same.

    To illustrate, imagine a Power X that when fired did between 1 and 500 points of damage. The average damage this power does is 250. But it doesn't actually do 250 damage; the odds of that happening are 1/499. Compared to Power Y that reliably does 250 damage, there is about a 50% chance that Power X does less damage and 50% chance it does more. This may not sound relevant at all, but on some of the very strong attacks (e.g. Blaster third tier blasts) that one attack could eliminate a minion instantly. This basically turns the power into a "Save vs Death Ray." The value of such a power is that, if we assume a standard target has 400 Hp, 1 in 5 shots of Power X will end the fight instantly, while Power Y never will.
  13. Quote:
    Originally Posted by MaxLongstreet View Post
    Giving Dark to Controllers would be the last piece in the puzzle of having Controllers be superior to Defenders in every way. (I say this as a Controller player, not as a sad troll from the Defenders forum.)

    I disagree. At least partly. An AT should not be defined by what powersets it gets that others don't. How is a Force Field or Storm Defender helped because Dark isn't available to Controllers? The answer is they aren't. If Defenders need help (and IMO, actually, they do, even with the new changes) keeping powersets unique to them does nothing for them.

    IMO Defenders should get bigger radii on their buffs and debuff AoEs. It will probably never happen but it would be one thing that would kick me into playing Defenders over Controllers.
  14. I think it should do knockback resistance but not protection. If it provided 1000% knockback resistance, anything under mag 100 would convert to knockdown, if resistance works the way all other resistances do. Now THAT would pique my interest in Gravity.
  15. I think the absolute last thing you want is a GM taking a look at Dark Miasma.

    Anyway it's not unheard of for sets to gain or lose attributes when crossing ATs. Sometimes entire powers are replaced.
  16. Oedipus_Tex

    The Utili-toon

    I'll mostly like be shouted down on this one, but I find Ill/Rad highly overrated for teaming. Ill/Rad is a great solo toon that's ok on a team. It really doesn't deal with huge crowds of enemies the way other Controllers do, IMO. It's basically the Fire/Kin of the AV soloing set. If you've played a Mastermind you have a good sense of how Ill/Rad transfers from solo to team.

    Which is not to say it's a bad choice. Just not particularly better than any other Radiation character.
  17. Oedipus_Tex

    The Utili-toon

    I have one of these, who I use as a "Task Force buster."

    Mind/Cold/Primal Controller. Super Speed + the aura makes you invisible, and Heat Loss lets you keep SS running through fights. Celerity +Stealth IO in Sprint for when exemp'ed to low level.

    The missions it truly trivializes are the "grab 5 glowie" types that don't make you actually kill any enemies. You run in, sleep the group, grab, and keep moving. It is seriously possible to finish these missions without enemies ever knowing you were there. And on the missions where you do have to kill a huge end group, you just confuse them all and wait until they wipe each other out. Not practical in a radio mission, extremely practical in a TF.
  18. Quote:
    Originally Posted by Local_Man View Post
    Ketch is correct. I have that Contagious Confusion proc from the purple Coercive Persuasion set on all 3 of my Illusion Controllers at level 50. That proc does not draw aggro.

    You might be thinking of the damage proc from Malaise -- that one can sometimes draw aggro, so it is better to skip it in Deceive or Mind's Confuse.

    The main thing to build for with an Illusion Controller is Recharge . . . you want Phantom Army up as much as possible. Defense isn't as important when the attention of the foes is on the Phantom Army.

    As usual I agree with you. I want to continue my (somewhat off topic) diatribe about Defense, though.

    The point of grabbing the +5% Defense in the purple confuse set is that it the opportunity cost is low. At the cost of a slot, you buy more Ranged defense than many actual powers will give you. A lot of people will tell you it's not worth getting any Defense unless you can softcap it. IMO this is due to differing views on what Defense means for a character who has the ability to avoid enemy fire. I'll explain my reasoning below.

    When talking about the Defense of a Tanker or Scrapper it's appropriate to consider attack rolls as an average. On average, 45% defense is twice as good as 40%, because twice as many attacks miss. But this is an abstraction. Attack rolls are not really an "average," they are discrete events. An attack either hits or it misses; you are never struck by "95% of an attack." The reason its safe to examine attacks as averages for melee ATs is that these characters will be under a constant barrage, which results (in theory) in the pattern normalizing.

    But gaps in the pattern sometimes appear. Imagine a power capable of doing 1 million points of damage that only happens once, say at the beginning of a big boss fight. A character with 45% defense gets hit less often on average but this has little bearing on whether s/he is hit in fact after the attack roll has resolved. The character with 45% defense who is hit anyway is in the exact same position as the character with 40% defense who was also hit. The character with 45% defense certainly did not take "half as much damage" as most models of Defense will predict.

    Now it's unusual for a Tanker to run into situations where a single attack roll decides whether he lives or dies. But on a team an AT that is frequently in that situation is the Controller. That's because the AT has a combination of low HP (i.e. vulnerable to the nuke attack above), the ability to shut down attack rolls before they happen, and a bevy of meat shields to keep enemies distracted. On the few occasions when the Controller has to roll the die, s/he is not doing it like a Tanker or Scrapper but as a one-off or two-off character who will hopefully soon shut down future attacks before they happen. The character doesn't live or die "on average."

    Investing in +Defense is subject to an opportunity cost. My rule is you shouldn't do it unless you can grab a decent amount at a low price. IMO, one power slot for +5 Defense is fantastic. Then you factor in that some other teammates will likely have auras or -ToHit and it really starts to add up for a team heavy, aggro-avoiding character.
  19. Quote:
    Originally Posted by Ben_Arizona View Post
    Something to note with Cold Domination: you left Infrigidate (and single-target powers in general) off your table, and it's a -87.5% that's perma with the default slot (for controllers, at least). As a result CD is somewhat better against AVs than the table makes it look.

    (Of course, Ice Control is also even better against single targets than you make it look, and it already looks pretty good: Chilblain and Block of Ice are also self-stacking single target -rech you can cram in between all the others if you're so inclined.)

    You're right. It's not that I want to portray the sets at worse than AVs than they are. It's that my original focus was on AOEs, and I didn't want to spend the six hours it took to type up another table. I just grabbed the source data on the AoEs I already had and applied the AV formula. I need to retract my off the cuff comment about Cold Dom though. Sleet + Infrigidate + Snow Storm + Heat Loss is pretty significant, even if Heat Loss's huge debuff is only up for 30 seconds at a time.
  20. Quote:
    Originally Posted by DrMike2000 View Post
    I've got Crushing Field (the AoE immobilise in Gravity Control) 5-slotted with Gravitational Anchor including the hold proc, and love the way it uses the Gravity hold graphics as I spam it on giant crowds of bad guys.

    It's now occurred to me that I could also slot the Targetted AoE purple Chance for Knockdown in there for extra mitigation and laughs. Spamming it on a group of 16+ means that 3 would get knocked over per application, but it would look pretty cool.
    It would also work well with Gravity since Crushing Field doesn't apply -Knockback.
    Its a smaller chance to proc than the hold (20% vs 33%) but it would work on bosses and lieuts.

    Has anyone else tried this? Did you love it or regret it?

    Never thought of doing that. It could work well. And actually, if you wanted to make up for some of Gravity's lackings, you could slot both procs. Someone better at math would hae to calculate it but I think that would give you around 40% mitigation per application.
  21. I think (but don't quote me) that World of Confusion may be the only power in the game that both does damage and is non-notify. In theory if you could gather enough enemies in an 8ft radius and go invisible, you could go AFK and defeat anything that doesn't have significant regen. Why you would bother I have no idea.
  22. Hmm. Obviously I need to learn a little more about Empathy. It's the one secondary I really have no direct experience with, so I may have overstepped my bounds.

    I didn't think about Power Boost + Fortitude. That is a good combination. I'm not sure I'd go with Power Boost just for that, though.

    Personally, I absolutely hate Conserve Power. I can see how it would be useful to an Empath though, and how it could get you around Stamina.

    As for slotting the sixth slot in Deceive with the purple, +5% ranged defense at the cost of just one power slot is still impressive to me, stacked or not. I think that as a whole we Controllers have been seduced into thinking of ourselves like Tankers or Scrappers or even Blasters, who have to deal with a barrage of incoming damage. For those ATs it's appropriate to think of Defense as an average and not a single, discrete roll. An Illusion Controller however is much more likely to be dealing with one or two pot-shots instead of a stready stream of attacks. Small increases in defense mean much more to a character expecting to deal with these "one off" attacks, especially since those one or two shots can can result in death. I can see the argument for skipping the slot, but I personally grab it on every character who can take it, since the bonus is better than what even some actual powers give you, and actually better than what a maxed out -ToHit toggle placed on an AV would do.

    With Adrenaline Boost, I didn't think about it getting around nuke crashes. Very interesting. I may have to roll an Empath one day.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Nice guide. The other thing you might want to add in to the purple patch information is a note about AV resistance.
    http://wiki.cohtitan.com/wiki/Archvillain

    Since this is stacked on top of the purple patch AVs are highly resistance to -recharge.
    Thanks. I added a new table showing how the AoEs affect AVs and the link you provided. of course against an AV you wouldn't really use some of these AoEs, but it does pretty much show that only powersets that can really hammer -Recharge should even bother with it against an AV. Ice and Psi sets should step to the front of the line. Cold Domination and Storm might be able to pull it off with -Recharge in the secondary or primary powerset. Everyone else pretty much shouldnt even bother against AVs.

    Thanks for the info.
  24. I updated the table, and corrected some of the info in the original version. Notably, numbers for Trick Arrow and Poison, which were accidentally calculated as +Recharge instead of -Recharge. Thank you for all your replies.
  25. Quote:
    Originally Posted by Trickshooter View Post
    Although, I will say that -Recharge powers don't generally change when the effect comes from a psuedopet, but otherwise they're usually different, as -Recharge will (usually) use the Ranged Slow modifiers.

    For example, from your table:

    Snow Storm (both Storm and Cold versions) for Defenders and Controllers is -62.5% as it uses the Ranged Slow mod, which they have a -1.25 (or -0.125, I forget right now) modifier for, but the MM and Corruptor versions are -50% as their Ranged Slow modifier is -1.0 (or -0.10).
    Gack, you're right. Well that makes for a huge table. I'm not going to update the whole thing for every AT, but thanks for pointing this out. I must have gotten confused since the Defender and Controller ATs both have the same mod for -Recharge, and that's mostly what I play.